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Ocultos de the king of fighters 2002 magic plus
Ocultos de the king of fighters 2002 magic plus





ocultos de the king of fighters 2002 magic plus

The last hit can be canceled into a special move (for example into hcf+A or dp+A/B/C/D) or super (but doesn't connect).Whip is vulnerable during this move if it's whiffed, and can be guard cancel rolled if blocked.You can hold forward while pressing A (light punch) to continue the lashes up to 5 hits.The range of the lashes are at a half screen distance. This command normal has Whip horizontally throwing lashes in front of her.A or a Desert Eagle (rdp+P) or cross-up jump attack, empty jump throw, or any other okizeme setup or option. Whip recovers from the throw quickly which can be used to follow up with a cr.

ocultos de the king of fighters 2002 magic plus

Whip grabs and throws the opponent over her shoulder.Whip lands right in-front of the opponent and recovers instantly while the opponent lays on the ground for a considerable amount of time. Grabs the opponent then flips on top of them.Good for air-to-ground approaches by hopping. Has a good range, distance and starts up fairly quick. jump CD: Whip forms her whip as a spear that aims at a downward diagonal angle toward the opponent.Quick, great range, stays out for a decent amount of time and has good recovery. CD: Whip thrusts the handle of her Whip towards the opponent. neutral jump D: This flip kick is good for stopping or checking opponents jumping in.Good to use while hopping towards or away from the opponent. D: Whip throws out two horizontal jumping side kicks at the opponent. Good to use for air-to-air or cover distance in the air at a midrange distance away from the opponent. A but Whip uses the whole distance of the whip to cover in-front of her and below her. Easy to cross-up with and as a fairly large distance which is good for air-to-ground approaches C: Whip uses her whip to slash at a downward angle below the opponent. B: good for air-to-ground approaches and can be used as a instant overhead against taller crouching opponents A: Whip uses half of the distance of her whip in front of her in a half circle. Can cross up standing and crouching opponents and can be used as an quick instant overhead. A has Whip using her handle of her Whip to hit the opponent at a steep downward angle aiming at 5 o'clock. Hits twice, and is special and super cancel-able as well as whiff cancel-able. C: Whip from a starting crouching position stands up while twirling her dagger. Has good range and is special and super cancel-able. It can't chain into itself but can be chained from cl. B uses the knife in Whip's boot to deliver a crouching kick aimed at the opponent's foot. Hits OTG after a hcb+C or a heavy kick throw. A: Whip crouches to slash the whip in front of her. D is a inverted roundhouse kick that aimes at the opponent's head. C has Whip turning around to hit the opponent with the handle of her whip. B is a kick that hits the opponent's shins. A is a jab that is special cancel-able and can chain into itself and cl. D are special cancel-able and whiff cancel-able D is a round kick that is aimed at the opponent's head C is a 2 hit diagonal slash that is not cancel-able A is a good ranged low slash towards the opponent Note: You can do this as cl.B, qcb, cr.B, qcf+P.(jump-in or cl.B), cl.B, cr.B, qcb, hcf+P = 30%







Ocultos de the king of fighters 2002 magic plus