Fighter ID

Dark display theme for Darli Dagger
King of Fighters 2002, The
"Challenge to Ultimate Battle"

Game Series
Tags
dream_match
team_elim
world_tour
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Movelist
Dialogue

Fighter Movelists

Ángel
Starlit Field
Throw Moves
Angel slips onto her opponent's shoulders and cuts them.

Up Close

Forward

or

Backward

And

D button
Formalists' Blue
Special Moves [Begin]
Low-hitting forward step kick. Chains into [Continue]

Down Forward

And

B button
Beyond Frames
Special Moves [Begin]
Forward run that passes through opponent on contact. If chained into any [Continue] move it becomes a tackle. If used as [End] it can still be further chained back into [Continue].

Half-circle Forward

And

Any Kick
Repun Kamuy
Special Moves [Begin]
Heavy knockdown punch. Chains into any [Continue]

Quarter Circle Back

And

Any Punch
Impotent Symptom
Special Moves [Continue]
Forward hop followed by low kick. Chains into [End] or any unused @term=anypunch@ [Continue] of a different direction.

Down

And

Any Kick
Train to See Cherry Blossoms
Special Moves [Continue]
Low punch. Chains into [End] or any unused @term=anykick@ [Continue] of a different direction.

Down

And

Any Punch
With a Lamp For Pathway
Special Moves [Continue]
Overhead hop kick. Chains into [End] or any unused @term=anypunch@ [Continue] of a different direction.

Forward

And

Any Kick
Buggy and Coffin
Special Moves [Continue]
Two hit overhead punch. Chains into [End] or any unused @term=anykick@ [Continue] of a different direction.

Forward

And

Any Punch
Shelter from Storm
Special Moves [Continue]
High kick. Chains into [End] or any unused @term=anypunch@ [Continue] of a different direction.

Up

And

Any Kick
Bye Bye Ryuugu
Special Moves [Continue]
Uppercut. Chains into [End] or any unused @term=anykick@ [Continue] of a different direction.

Up

And

Any Punch
Beyond Frames
Special Moves [End]
Forward run that passes through opponent on contact. If chained into any [Continue] move it becomes a tackle. If used as [End] it can still be further chained back into [Continue].

Half-circle Forward

And

Any Kick
Survivor's Banquet
Super Desperation Moves [HSDM]
During Blue Monday Parade
Angel performs the People's Elbow, the most electrifying move in sports entertainment.

B button

And

C button

And

D button
Wind's Fairground
Super Desperation Moves
Counter against standing attacks. Repeated heavy punches with crowd appeal.

Backward

Dragon Punch Motion

And

B button

And

D button

Clark Steel
Nage-panashi German
Throw Moves
A partial german suplex in which the opponent is released and thrown backwards. Clark lies on the ground leisurely for a moment, afterwards.

Up Close

Forward

or

Backward

And

C button
Death Lake Drive
Throw Moves
Clark simply snatches his opponent out of the air and tosses them unceremoniously to the ground.

Air Only

Up Close

Backward

or

Down

or

Forward

And

C button

or

D button
Stomping
Command Moves
Somewhat exaggerated low kick.

Forward

And

B button
Frankensteiner
Special Moves
Command throw with an extremely long whiff animation, owing to the elaborate nature of the frankensteiner. If not followed up with Flash Elbow, Clark will spread his arms and exclaim "HEY."

Up Close

Dragon Punch Motion

And

Any Kick
Flashing Elbow
Special Moves
During Frankensteiner
An elbow drop followup to most of Clark's grappling techniques.

Quarter Circle Forward

And

Any Punch
Super Argentine Backbreaker
Special Moves
Clark tosses the opponent into the air to land on his waiting shoulders. Starting in 1996, could be followed up with an elbow drop.

Up Close

Half-circle Forward

And

Any Kick
Napalm Stretch
Special Moves
Clark leaps up at a high angle in a cool pose. He locks up with the opponent and spins to the ground, slamming them. This move is in reference to Kinnikuman Soldier's technique of the same name.

Dragon Punch Motion

And

Any Punch
Flashing Elbow
Special Moves
During Napalm Stretch
An elbow drop followup to most of Clark's grappling techniques.

Quarter Circle Forward

And

Any Punch
Shining Wizard
Special Moves
Clark runs forward and uses the opponent's knee as a step in order to boot them in the head (only works on crouching opponents). A pro-wrestling move created by Keiji Mutoh in 2001. Hits crouching opponents only

Half-circle Back

And

Any Punch
Mount Tackle
Special Moves
A multi-purpose replacement for Clark's multitude of running throws, incorporating various options as follow-ups. Unlike his previous running grabs, the mount tackle can be blocked.

Half-circle Forward

And

Any Punch
Clark Lift
Special Moves
During Mount Tackle
Extraordinarily awkward looking backwards throw that ends with Clark in a sitting position.

Down

Down

And

A button
Rolling Cradler
Special Moves
During Mount Tackle
Clark dashes forward with a grab attempt, then rolls backwards across the ground with his opponent in tow. Relegated to a Mount Tackle followup after the invention of that move.

Down

Down

And

Any Kick
Reverse DDT
Special Moves
During Mount Tackle
Clark's take on Jake the Snake's famous head drop maneuver.

Down

Down

And

C button
Flashing Elbow
Special Moves
During Reverse DDT
An elbow drop followup to most of Clark's grappling techniques.

Quarter Circle Forward

And

Any Punch
Ultra Argentine Backbreaker
Desperation Moves
Three successive Super Argentine Backbreakers are performed with different finishers over the years. 94-95: After the third drop, Clark ends with a shoulder buster. 96-98: Normally ends with a Death Valley Bomb. SDM version ends with "Clark Spark," Clark's take on Kinnikuman's Muscle Spark finisher.

Up Close

Half-circle Back

Half-circle Back

And

Any Punch
Running Three
Desperation Moves
Clark poses with his arms in a V-shape, shouts "RUNNING THREEAGHH" and dashes forward. He lifts his opponent on his shoulders and performs a running powerbomb. In the SDM version, they are subjected to a series of three bombs.

Half-circle Forward

Half-circle Forward

And

Any Kick
Ultra Argentine Backbreaker
Super Desperation Moves
When the SDM Ultra Argentine became a seperate move in 2000, it still ended with the "Clark Spark" hold. The 2003 LDM variation of UAB ends with the Clark Special, a copy of Robin Mask's "Robin Special" finisher from Kinnikuman. On the third toss, clark jumps up and grabs the enemy's head between his legs, crushing it during the handstand landing.

Up Close

Half-circle Back

Half-circle Back

And

A button

And

C button
Running Pirates
Super Desperation Moves [HSDM]
A variant of Running Three. Instead of slamming the opponent into the ground, Clark rams them into the left and right stage "walls."

Half-circle Forward

Half-circle Forward

And

B button

And

D button

K'
Heat Trigger
Special Moves
A small burst of flame flashes from K's hand.

Quarter Circle Forward

And

Any Punch

K9999

May Lee
Henshin
Command Moves
Switch between [Normal] and [Hero]. May Lee will return to Normal stance if hit when in Hero stance.

A button

And

B button

And

C button
Hero Uke
Command Moves [Hero]
Strike a pose. Not an attack, but has autoguard and can be cancelled into specials on successful block.

Forward

And

A button
May Lee Cho~p!
Special Moves [Hero]
An elaborate jumping chop. Likely based on Kamen Rider's "Rider Chop."

Quarter Circle Back

And

Any Punch
Blazing Intercept
Special Moves [Normal]
A counter that can be used normally or to end May Lee's special chain.

Half-circle Back

And

Any Kick
Lightning Needle
Special Moves [Normal]
Two advancing kicks; the beginning of May Lee's attack chains. Can be cancelled into Spinning Edge or directly into any "ender" other than Approaching Beetle, which must follow Spinning Edge.

Quarter Circle Forward

And

Any Kick
Spinning Edge
Special Moves [Normal]
During Lightning Needle
A spinning kick followup that continues the chain.

Any Kick
Blazing Intercept
Special Moves [Normal]
During Spinning Edge
A counter that can be used normally or to end May Lee's special chain.

Backward

And

Any Kick
Surprise Air
Special Moves [Normal]
During Spinning Edge
A forward jumpkick which can be cancelled into one final attack.

Up Forward

And

Any Kick
Gauze Tail Tinkerbell
Desperation Moves [Normal]
May Lee hooks her opponent with a hopping kick, blasting them away with a second kick.

Quarter Circle Back

Quarter Circle Back

And

Any Kick
May The End
Super Desperation Moves [Hero]
If May Lee connects with an initial punch, she theatrically somersaults backwards and jumpkicks the opponent, ending with Kamen Rider pose and explosion.

Quarter Circle Forward

Quarter Circle Forward

And

A button

And

C button
Key of Victory
Super Desperation Moves [Hero HSDM]
An initial single strike leading to May Lee and a double executing an aerial "DOUBLE KICK!" followed by Kamen Rider pose. A reference to the Rider Double Kick used by Kamen Rider 1 & 2.

Forward

B button

C button

Forward

C button
Disposition Frog
Super Desperation Moves [Normal]
Attempted launch with vertical kick. If successful, May Lee subjects the opponent to rapid energy blasts (???).

A button

And

C button

,

B button

And

D button

,

A button

And

B button

And

C button

Yamazaki
Bomb Bopper
Special Moves
Yamazaki grabs his foe and gives them an exploding headbutt.

Up Close

Half-circle Back

Forward

And

Any Punch
Sand Scattering
Special Moves
A big kick spraying sand forward. Can be cancelled into Serpent Slash.

Dragon Punch Motion

And

D button
Sadomaso
Special Moves
Ryuji taunts his opponent, if struck mid or high he counters with an energy fist.

Half-circle Forward

And

Any Kick
Serpent Slash
Special Moves
Dangles arm while button is held, then slashes out in a given direction. In some games, holding for an extended period of time causes Yama to slash three times rapidly. @term=dbtn@ cancels.

Quarter Circle Back

And

A button

or

B button

or

C button

Hold

,

Release

or

D button
Double Return
Special Moves
Ryuji swipes his arm upward. Hits opponents at close range. Generally the weaker version absorbs projectiles while the stronger version returns a bloody projectile.

Quarter Circle Forward

And

Any Punch
Drill
Super Moves
A command throw followed by a period where the player can mash. The amount of mashing determine's Yamazaki's action and amount of damage. In many games, continuing to mash after the fact makes Yamazaki laugh hysterically. @term=abtn@+@term=cbtn@ for SDM

Up Close

Half-circle Back

Half-circle Back

And

Any Punch

,

Mash

Any Punch
Nightmare... and Madness
Super Moves
Yamazaki runs forward a short distance. If he reachers his opponent, he performs an unblockable stab followed by stomping.

Quarter Circle Forward

And

A button

And

B button

And

C button

And

D button
Guillotine
Super Moves
A leaping uppercut followed by a downward strike. A successful Yamazaki drags his opponent across the floor before kicking them away. @term=abtn@+@term=cbtn@ for SDM

Quarter Circle Forward

Quarter Circle Forward

And

Any Punch
...!!
Super Desperation Moves [HSDM]
Yamazaki unleashes feral fury, slapping down his foe with repeated Serpent Slashes before performing a backwards slam with his teeth.

Up Close

Half-circle Back

Half-circle Back

And

B button

And

D button