阿澤.Aze (Terry Best Rounds) KOF 2002 UM

Описание к видео 阿澤.Aze (Terry Best Rounds) KOF 2002 UM

- Terry is a mid-to-close range pressure character, focusing on chunky block strings, guard breaking, and raw brute force rather than mixups. He is just under the top tier, and a good solid character for beginners to use in my opinion. He doesn't have many uses for meter, so he is best used as a battery/point character (ie the first character on your team). He doesn't require strong execution; the hardest common thing he has is df + C combos.

- Special Moves
Power Wave - (qcf + A)

Projectile which travels along the ground at a good speed and has plus frames
Great for zoning or to end in blockstrings
Round Wave - (qcf + C)

Energy explosion around Terry's fist. You can't combo into it, but if it hits, it's possible to special cancel it (except into qcf+A) as a follow up.
Has pretty slow start-up, and isn't safe on block, plus you can't combo into it which makes it's use it battle rather limited and unsafe
Soft knockdown
Super cancel-able
Special cancel-able
Burn Knuckle - (qcb + A/C)

Terry charges with a glowing fist
A version travel one third of the screen; C version travels full screen
Light punch version has a good amount of start-up which makes it easy to combo into, and hard to punish if spaced at its maximum distance. At point blank it is very unsafe on block
Heavy punch version has slower start-up (can't combo into it), and hard to punish if spaced full screen. Similar to the light punch version, at point blank it is very unsafe on block.
Quick Burning - (dp + A/C)

One close uppercut followed by a long range overhead blow
Even though the second hit is negative frames, Terry is pushed back a fair distance if blocked.
The second hit which is the overhead doesn't lose it's overhead property if if the whole special move is cancelled from a normal attack (example cr. D into dp+P)
Both punch strengths (light punch and heavy punch) of Quick Burning have similar qualities and properties
Power Dunk - (dp + B/D)

Rising knee followed by a punch to the ground. Best used at the end of a combo, not reliable as an anti-air or a reversal because it has no invincibility or very fast start up. It has horrible recovery on whiff, and is easy to punish if blocked up close. The opponent can roll in between the first and second hit if blocked. The second hit causes a hard knockdown and Terry lands very close to their fall body which can provide good wake-up option setups.
Light punch version has a shorter distance than the heavy punch version. Second doesn't hit if you combo it from any standing or crouching normals.
Heavy punch version has a much longer distance than the light punch version, and second hit connects are reliably from cancel-able light or heavy normals.
Hard knockdown
Hits mid
Power Charge - (hcf + B/D)

Lunging attack which pops opponent into the air. Best used in the middle of combos to end with Power Dunk. Very slow start-up, no invincibility, long recovery if whiffed and punish-able on block. It doesn't deal much damage except a good amount of the opponent guard meter.
Light kick version and heavy kick version deal the same amount of damage, but the heavy kick version travels a farther distance than the light kick version.
Can be cancelled on block and on hit into Power Dunk.
Easy to combo into from heavy close standing normals, df+C and f+A
Super Cancel-able
Rising Tackle - Charge (d~u + A/C)

Rising attack spinning punches, aimed at the feet first. Best used as a reversal & anti-air because of its quick start-up, more-so the heavy punch version. Both punch versions are highly unsafe if whiffed and on block.
Light punch version travels vertically at a shorter distance than the heavy punch version and doesn't have any invincibility. This version can be used to anti-air regular jumps and super jumping attacks but must be performed rather early or else it may get beaten out. Delivers 5 hits.
Heavy punch version travels farther vertically than the light punch version, and has a small amount of start-up invincibility which is best used as a reversal option and anti air. Delivers 7 hits.
Crack Shoot - (qcb + B/D)

This flip kick can be used as a preemptive anti-air against mid to long range jumps or full jumps.
Light kick version starts up faster, travels towards the opponent at a short distance and is hard to punish on block, while the heavy kick version travels farther, easier to punish on block and whiffs on crouching opponents.
B version hits twice; D version hits once
Doesn't knockdown opponent if hit
Hits mid

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KOF 2002UM - 台灣-阿澤.Aze (Terry Best Rounds)
KOF 2002 Unlimited Match
Combos Terry Kof 2002 UM

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