KoF 02UM Knowledge Check - Advanced

A vibrant, action-packed illustration of characters from The King of Fighters 2002 UM engaged in a dynamic fighting scene, showcasing their unique moves and abilities in a colorful street background.

KoF 02UM Knowledge Check - Advanced

Test your expertise in The King of Fighters 2002 Unlimited Match with this advanced quiz designed for dedicated players. Answer challenging questions that will push your understanding of character mechanics, frame data, and match-up strategies.

See how well you know the game by tackling questions such as:

  • Which character can punish Kula's moves?
  • How does Kusanagi's DP compare to Kyo's?
  • What moves can effectively beat a meaty attack?
11 Questions3 MinutesCreated by FightingSpirit374
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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