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Todos os secretos do the king of fighters 2002
Todos os secretos do the king of fighters 2002







todos os secretos do the king of fighters 2002

  • Goro grabs the opponent then leg-trips them.
  • Can only throw OTG (on the ground) opponents that have not tech rolled.
  • Can be blocked Goro gains a great amount of push-back away from the opponent.
  • The opponent lands close to the corner of the screen.
  • Goro snatches the opponent off the ground (standing or laying down), then slams them the opposite direction.
  • Can be beaten out by active jumping normal attacks.
  • The opponent lands near the corner of the screen.
  • In counter hit state during command throw animation.
  • Can throw falling opponents from a counter wire wall bounce.
  • B (light kick) version travels shorter than the A+B roll, while D (heavy kick) travels a bit further.
  • Can be cancelled from Goro's cancel-able normals.
  • Doesn't have any invincibility frames at any point during the duration of the move.
  • Ground pound only hits standing opponents can be evade if crouching.
  • A button pounds the ground while C button is a feint.
  • Can combo from any cancelable normal that doesn't knockdown.
  • Doesn't have as much priority and range as the 98 version though.
  • Goro's forearm uppercut that can be used as an anti-air.
  • The opponent lands two character spaces away from Goro.
  • Sliding Foot Takedown - close, (b or f + D)
  • The opponent lands less than a half-screen distance away from Goro, and Goro recovers faster than the opponent wakes up.
  • Can be mashed out of by the opponent to lessen damage.
  • Goro grabs the opponent and chokes them ground.
  • CD on hit causes a hard knockdown, and a counter wire on counter hitĬrucifixion Press - close, (b or f + C) CD can be whiff cancel and has good horizontal range
  • j.D is good for jumping in air-to-ground and can instant overhead crouching opponents because of the deep downward hit-box.
  • todos os secretos do the king of fighters 2002

  • j.C swings downward at a short horizontal range & is good for air-to-ground.
  • j.A is good for jumping in air-to-ground.
  • B has a shorter horizontal range than st.
  • far D can be used as a poke to stop jump-ins and incoming hops.
  • far C has the same vertical height has far A and be used to stop incoming hops in advance.
  • far B is a good poke that hits low and is cancel-able.
  • A is a good poke that can be used to stop incoming hops and it does not whiff on crouching opponents
  • cl.A is chain-able into itself and into cr.A, cr.








  • Todos os secretos do the king of fighters 2002