KOF 2002 UM - 台灣-阿澤.Aze (Bao Best Rounds)

Описание к видео KOF 2002 UM - 台灣-阿澤.Aze (Bao Best Rounds)

- Special Moves

Psycho Ball Attack: Raise - (qcf A)
Bao smacks a Psycho Ball in-front of him which travels down to straight up (vertically). For some reason, this fireball works as a very good anti-air because of the projectile's hitbox and its speed travelling upward. Try not to use it too closely to the opponent because Bao is vulnerable while the projectile is in the air.
Fireball direction: |

Psycho Ball Attack: Bound - (qcf B)

Bao smackes the fireball down which bounces at a downward diagonal angle, then travels upward which shapes the whole projectile route as a check mark. Pretty good as a pre-emptive anti-air which may throw some opponents off guard, especially if they are expecting the fireball to go a different direction.
Fireball direction: ✓
Psycho Ball Attack: Aerial Bound - in air, (qcf A)
A combination of the Psycho Ball Bound and Raise attack. Instead of a check mark route for the projectile, the first angle is a 50 degree downward diagonal, then bounces up straight vertically, similar to the Psycho Ball Raise attack (qcf A). Really good to dominate space with the angle of this projectile, and can catch those trying to jump in toward you. Again, be aware of the space betweeen you and your opponent, which they may simply try to roll around the fireball and attack you during your landing if you are too close to each other.
Fireball direction: \ |

Psycho Ball Attack: Front - (qcb A)

This Psycho Ball travels horizontally at a low height and moderate speed. The low height enables opponents to easily hyper hop over it, but the air version can give the opponent some variety of different ways to evade the projectile. Great for zoning but be sure to understand angles of the other Psycho Ball versions to throw your opponent off.
Fireball direction: ---
Psycho Ball Attack: Aerial Front - in air, (qcb A)
This is a good projectile to use next to the ground version which can be easily hyper hopped. If you use it in a back dash, its harder to jump over, but it can be crouched or slid under. If you use it during a jump or super jump, it can be used stop jumping opponents either air-to-air or planning to jump toward you. You can use this in conjunction with his qcf B Psycho Ball Bound attack to keep the screen filled with your projectile zoning. Just be careful with your jump heights and the area your opponent is on the screen (and their tools) because Bao is vulnerable while he's landing from releasing the fireball.

Psycho Ball Attack: Reflect - (qcb B)

This is Bao's version of Athena's Psycho Reflector. The start-up frames aren't fast enough for you to react to incoming jump attacks (perhaps preemptively or against cornered opponents that would like to jump out of the corner), but fast enough for you to properly react to incoming projectiles for you can reflect them. The hitbox when active is fairly large, and stays around for a good amount of time which may catch some players off guard when they want to punish him but has slow recovery when whiffed. When blocked, Bao is at negative frames, but he gets pushed back a great deal, making him difficult to punish, unless you have a character that has something very quick and can reach him in time.
You can not combo into this move because Bao normals push him back too far to connect fully into the reflector, but alternatively, you can use this move by placing it over a character's body on their un-techable (hard knockdown) wake up. The active frames are pretty long which is good for maintaining offensive pressure if they block it, but be extremely careful; if the opponent wakes up with any move that has invincibility frames during the start-up, you'll get hit.
Psycho Ball Crush: Reflect - (qcb D)
Bao travels with the Psycho Reflector towards the opponent at the same height as his Psycho Ball Attack: Front. If a projectile is in front of Bao, this attack will reflect it as well as attack the opponent if they are close enough. The downside to this move is that the start-up is quite slow, the recovery is bad if whiffed and its unsafe on block. On top of that, you can not combo into it from any of Bao's normal attacks. This attack is used quite often in Bao's Max Mode/BC combos.

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- KOF 2002UM - 台灣-阿澤.Aze (Bao Best Rounds)
KOF 2002 Unlimited Match
Combos Bao kof 2002 UM

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