Baozi 包子 (Chris Best Rounds) KOF 2002 UM

Baozi 包子 (Chris Best Rounds) KOF 2002 UM

Chris has a useful high/low mixup that involves late cancelling his close C or crouch C, into his f+B high attack or df+B low. It's difficult to react and if the opponent has no stocks, they are forced to block the mixup. The only way to punish it is using a guard roll right after the C but even then, it's not that easy and since the cancel is delayed, you can react to whether they guard rolled and not do the followup if they did. Generally it's best to do this mixup from a crouch C, since it can come out from further away than a close C would, it acts as a better anti-air and you don't have to be afraid of his (bad) far C coming out in case you were out of range for close C to come out. However, the following characters can crouch under his crouch C: K', Andy, Joe, Athena, Kensou, Chin, Benimaru, Mai, Yuri, Yashiro, Iori, Mature, Vice, Yamazaki, Billy, Leona, Kim, Choi, Kula, Angel Special Moves Direction Change - (dp + A/C) Chris turns around then back-flip's (while grabbing the opponents head) over the opponent to land on the other side of them. The opponent is momentarily stunned and no damage was caused during the flip. This is a delayed command throw with similar uses to Iori's hcb,f+P command grab. It can be used to score damage to the opponent while they are stunned or as an escape mechanism to annoy the opponent or to further confuse and mix-up the opponent. It is a very useful command throw to open up opponents who are blocking too much but it can be extremely dangerous if you use it too randomly or if you are too predicable. It is delayed which means slow start-up and there is no invincibility whatsoever during that phase. This means an opponent looking for it can simply anti-air him or alternate guard if they see it coming...and if it misses, the recovery is so bad, it is relatively easily to punish him when he lands. Overall, it is a useful move to try to mix-up and open up your opponents defenses with but it becomes rather useless in high-level play when the player is anticipating a majority of the time. The A (light punch) version has a short throw range and Chris lands closer to the opponent making it easier to attack them while they are stunned. The C (heavy punch) version has a much longer throw range but Chris lands much farther from the opponent. Delayed command throw No damage Hunting Air - (dp + B/D) Chris performs a flip flash kick then lands a character space in front of him. Pretty good anti-air tool for regular and superjumps; not so much for hops though. Both kick strength versions have invincibility during the start-up; which is good for reversals but Chris flips at a steep angle which makes it a very risky anti-air at a mid-to close range, especially since hops are used mostly during this area. The B (light kick) version has a shorter height than the D (heavy version) which makes Chris land on the ground much faster and recover quicker. The heavy kick version has Chris landing at the speed of a regular neutral jump and has horrible recovery if whiffed. Stick to using the light kick version for anti-airing full jumps only and leave the heavy kick version alone. Soft knockdown Combo Advice: Using this flash kick at the end of a combo is a bit risky because it may miss if mistimed. Performing close C, f+A into dp+K is possible but the dp+K must be cancelled very early, while cr.B, cr.A, dp+K is possible but the dp+K must be cancelled very early too. #kof_2002_um #kof2002um #baozi_kof2002um #baozi_2002um_best rounds #拳皇2002um_包子 #包子_kof2002um Make sure you hit that Like button and Subscribe to my channel for more palekofstine videos. Facebook :   / kof-online-格鬥之王另一天-291829934642981   KOF 2002UM - Baozi (Chris Best Rounds) Facebook :   / kof-online-格鬥之王另一天-291829934642981   KOF 2002 Unlimited Match Combos Chris kof 2002 UM