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Once used to seeing short hops, they become easier to anti-air when an opening presents itself. Using air-to-ground attacks from short hops is a quick way to keep the opponent blocking while gaining frame advantage afterward. Short hops are fast and possibly the least vulnerable of all jump types (the hopping player moves forward under 1/3 of the screen's length) which make them difficult to react to when under pressure. One trick is to quickly move from an upward direction to down in order to avoid holding up for too long and causing a jump. Performing a short hop can be difficult at first but being able to select from any jump option at a moment's notice is absolutely vital to KOF. Short Hop - Performed by quickly pressing up-back, up-forward, or simply just up and then inputting a neutral or any non-upward motion.You can mix this up with staying on the ground to mess with your opponents' setups on wakeup. Recovery Roll (Tech Roll) - Press A and B simultaneously as you are touching the ground from getting knocked down.Good players that predict it should be able to run, catch up to, and punish backward rolls anyways so be careful. It shares the same properties as rolling forward except it, of course, moves backwards. Roll Backward - Press back and A and B simultaneously.Good players are able to anticipate, react to, and punish rolls accordingly so don't be overzealous with this option. Since they are invincible at startup, you can use rolls as a reversal. You can be thrown out of rolls at any point during the duration of the roll. Rolls are invulnerable from the very start, and vulnerable at the end. Roll Forward - Press A and B simultaneously.You can also hold d/f to keep charge a charge-down special move while running. This makes attacking from a run seamless. When running in to attack, keep holding forward if you're going to do a standing attack, or move to df. Also, there is a small recovery when you release f.After this set distance the character is forced to run, the player could continue to hold "f." or "df." to keep running and letting go to neutral, to crouch, or whatever else would stop any further running.For example with Ralf or Clark, you can tap "f., f.", then do the hcf motion for their command grab while you are moving forward, without having to keep holding forward over that first couple character spaces. You can use this period to buffer moves such as command throws. This particular initial distance can be canceled by jumping or attacking, but not by blocking or crouching. In KOF '02 UM, when you simply tap "f., f." to run, you will run a certain distance before you stop. So to those coming from KOF XIII should also feel welcome and already familiar with most of the system KOF '02 UM has to offer. Those coming from a KOF XIII background should notice that the overall subsystems and Hyper Drive mode are based around KOF '02 and KOF '02 UM's systems. Those familiar with "N Groove" from CVS2 should feel right at home with KOF '02 UM's system mechanics. SNK 2 background, for example, should be familiar with the "Groove Systems" that Capcom vs. Game Overview KOF '02 UM has one main system that resembles closely to KOF '98's Advanced Mode, as was KOF '02 system was based off of.