KOF 2002 UM - Nikolai-保力達 (Joe Best Rounds)

Описание к видео KOF 2002 UM - Nikolai-保力達 (Joe Best Rounds)

- Joe is a high-mid tier character based on zoning/poking with some decent combo damage and mixup/pressure options. He requires a bit of execution for hit-confirming into super, but he is still a good solid character for a beginner to use.

- Joe Higashi Special Moves

Hurricane Upper - hcf + A/C
Hurricane Upper is good for mid-range zoning and spacial control but keep in mind of its short distance the hurricanes travel. You can use these in blockstrings midscreen to create more space between you and your opponent (keep in mind for Guard Cancel Rolls) but against a cornered opponent, Joe isn't granted much push back, and you may get punished while Joe recovers.
Light punch version (A) creates single hurricane. Comes out faster; hurricane moves slower. Travels 1/2 screen distance, and must be jumped over. dmg 85
Heavy punch version (C) creates 2 hurricanes. Comes out slower but moves faster. Travels 1/3 screen distance. Must be jumped over as well. 2nd hit causes a soft knockdown. dmg 150

Slash kick - hcf + B/D

A flying horizontal kick. Good to use as a combo finisher and to punish whiffed special moves or Desperation Moves at a mid to far range. Try not to use this too randomly, it can be blocked and punished easily if performed too close.
Light kick version (B) faster but travels half screen, causes a soft knockdown
Heavy kick version (D) travels full screen, causes a hard knockdown, Counter Wires on counter hit

Tiger kick - dp + B/D

A 2 hit rising knee attack. Good for anti-airing normal jumps and full jumps but it's steep angle and lack of invincibility may cause to whiff or get beaten out.
Light kick version (B) travels a short distance upward, while the heavy kick version (D) travels higher and has more start-up invincibility but has less damage.
Super Cancel-able on first hit
Soft knockdown
dmg B 150; D 110

Golden heel - qcb + B/D

Hopping circular kick. B version travels half screen. D version travels three quarters. Good anti-air to use at a mid to far screen distance against normal jumps and hops.
Places opponent in a juggle-able state if hit in air
Both versions safe on block
Heavy kick (D) may cross over (not cross-up) on crouching opponents
Combo Advice: the light kick version (B) can only combo after cl.C/cl.D, f+B


Bakuretsu Ken [TNT Punch] - Mash A/C (4 quick button presses)

Joe rapid punches towards the opponent slowly causing up to 7 hits or more (or less) depending on spacing. Joe might slide away from the opponent then continue punching for a second or two longer. Joe is pretty vulnerable during this mode (he is in a counter hit state) but its good that in any point of time you can cancel it freely into his follow-ups:
TNT Punch Finisher (qcf + A)
* Hits overhead, can be super cancelled, pushes Joe far back if blocked
TNT Punch Finisher (qcf + C)
* Hits low, can not be super cancelled, very unsafe if blocked, soft knockdown
The two follow-ups gives Joe a good mid ranged high low mixup game, especially since you can whiff cancel the rapid punches, or if you're up close, you can cancel the punches at any time if the opponent is blocking them but be aware of their meter, they can Guard Cancel Roll behind you, or Guard Cancel Blowback you away from them.
Combo Advice: The punches can easily combo after a cl.A or cr.A but you need to be quick with the inputs to active the rapid punches or they wont combo. Try cr. B, cr. A, Ax4 quickly. In practice mode, set the dummy to 1hit guard for you can practice the timing of linking the cr. A (or st. A) into the punches.

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- KOF 2002UM - Nikolai-保力達 (Joe Best Rounds)
KOF 2002 Unlimited Match
Combos Joe kof 2002 UM

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■ The king of fighters 2002 UM is the 2nd title in the UM Series and a fully upgraded ver. of KOF 2002, a masterpiece of the KOF Series deserving its place of honor alongside KOF ’98. Based on THE NESTS CHRONICLES, 2002 UM includes the most characters of any title in the KOF Series, and fighting game history as well

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