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King of fighters 2002
King of fighters 2002





king of fighters 2002

They'd then just get a normal or worse, whiff a command throw. They can essentially be considered as just mids with some throw-like animation behind them.Īfter waking up from a knockdown, you get a brief wake-up throw invincibility meaning if the opponent attempts any throw or proximity unblockable it will fail, aside from Ex Robert's d~u+P proximity unblockable because it's bugged. This kind of throw is blockable and the opponent having throw invincibility or not is irrelevant to them. Note that sometimes there isn't any run before the hit either, like Shermie's qcb+P. However, the difference is that the run isn't followed by a throw but instead by a hit that then triggers a throw-like animation. Hit throws : They are often referred to as running throws because of their similarity to them.Since the run gives them much more range while making them much slower, these can be used as tick throws or trick an opponent expecting a run into a hit. Add to that, the run is throwable and if the throw has more than 1f of start-up it will be throwable as well. The run will activate only if the opponent isn't in throw range, it's is more or less long, with either low invincibility or none at all. Running throws : Simply put, it's a run into a 1f or a delayed throw.They are mainly used as good mixup options or as a reversal because of their eventual invincibility. They don't start instantly but have varying amounts of unthrowable invincibility during the start-up with very few, like Iori's hcb,f+P, having no invincibility at all. Delayed throws : The other common type.The player can use one on their wake-up to beat any meaty attacks in throw range. The single-frame makes the throw execute instantly, which makes them very powerful and formidable both offensively and defensively. 1f throws : This is the most common type of command throw.There are different types of command throws: Unlike normal throws, command throws have a special whiff animation if executed outside of their reach. Some characters have special moves or desperation moves that have the properties of a throw. It can be performed by pressing any direction (except up) + C/D during a jump or super jump, take note Air throws unlike regular throws cannot be broken. Some characters (like Yuri and Clark for example) can throw an opponent in mid-air. The only case when you can't break a normal throw is when caught during a roll or by a mash throw (Like Joe and Bao's C throws.) The randomness factor from the CPU will help build up your reflex.

king of fighters 2002

A good practice is fighting the CPU and focusing on blocking their attacks while breaking their throws attempts. To break/tech a throw, hold any direction but straight up and either press the correct throw button the opponent used or just option select it by pressing both or pianoing through them. In general, the C throw projects the opponent forward, and the D one the other way though exceptions like both of Chang's throws projecting forward exist.

king of fighters 2002

If the opponent is out of throw range, the character will instead perform a st.C/D depending on the button pressed. Their range is so short that it's fairly hard to press back then C or D without walking yourself out of throw range, forward+C/D is generally preferred. Normal/Regular Throws are available to every character and performed by standing very close to the opponent and pressing forward/back + C/D.

  • 3 Instant Overheads and Standing Overheads.






  • King of fighters 2002