KoF 02UM Knowledge Check - Advanced

Name:
Which of these characters' light dp is the easiest to stuff ?
Benimaru
Shingo
Kula
Foxy
Due to a bug, Chin can enter the fight with enough drinks in him to fall into an ethylic coma three times over.
Who's his supplier ?
Bao is surely involved in some way.
Whip
Geese
Billy
Kusanagi's 6f dp+C has full invuln but with autoguard on start-up instead of Kyo's simple full invuln 6f dp+C.
Which of these statements is true ?
They have slightly different safejumps.
The opponent can somehow stop Kusanagi's dp+C before it comes out.
Since both have full invuln regardless, they have the same properties.
Both of them can punish Kasumi's 1st rekka that's -6 on block.
Who can punish Kula for using f+B after qcb+B on block regardless of spacing ?
Vanessa
Ryo
Clark
Hinako
K' can do qcf+P > b+B on block to fish for a cr.B and keep his pressure up.
What's his frame advantage after Blackout (b+B) ?
Around 0
Around -5
Around -10
Around +3
Kyo can delay the second kick of qcf+D to be plus on block, however, if some characters crouch it's not a true blockstring anymore, meaning they can reversal in between.
Who are they ?
Tiny crouchers only
Low crouchers and under
Middle crouchers and under
Every croucher
Two of these moves can't punish Kasumi's 1st rekka (-6 on block).
Which are they ?
Benimaru's 5f dp+B
Kyo-1's 6f qcfx2+A
Kyo-2's 6f qcfx2+A
Mature's 6f qcfx2+A
Order, like 1234, these numbers by how likely the move is to beat a meaty. Most likely first.
1= Kasumi's hcb,f+A ; 2= Ex Robert's d~u+P ; 3= King's hcf+P ; 4= O.Chris' hcf+K
Order, like 1234, these numbers by how likely the move is to beat a jump cross-up. Most likely first.
1= Nameless' dp+A ; 2= Benimaru's dp+D ; 3= Kyo's dp+A ; 4= Heidern's d~u+C
While a low jump-in light is more common, some ground normals can also recover in time to block and punish a GCCD.
What are they ?
+4 (or better) on block heavies
+4 (or better) on block lights
+3 (or better) on block heavies
+3 (or better) on block lights
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