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The heavy punch Steel Jet Counter punch ends an uppercut that launches the opponent in the air.Only very fast Desperation Moves can punish it (example, Terry's qcfx2+K). It doesn't knockdown, but if blocked Yashiro is pushed back a good distance away from the opponent. The light punch Steel Jet Counter punch is a straight punch aimed at the opponent's face.These punch follow-ups must be start by whatever version Jet Counter you use, or else they will not come out.Steel Jet Counter - (qcf + A/C during Jet Counter) A little harder to punish on block than the light punch version.
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The heavy punch version is downward swinging punch that hits overhead.On block, it can be punished by fast specials, supers and light normal attacks that can reach him. Light punch version is an uppercut aimed at the opponent's jaw that doesn't knockdown.They are a little risky to use in neutral space because Yashiro can be knocked or poked out of them, so they are best used in combos. Both punch versions have different versions, and have their own follow-ups. These are Yashiro forward dash punches.If whiffed, Yashiro stays grounded completing one half of the animation, but he can still be punished during the recovery.Ĭombo Advice: Try in the corner, cl.C/cl.D, f+A, hcf+A+C, qcf+C, dp+A.Good to use at the end of certain combos that place the opponent in an juggle-able state, and good to use as a reversal option. Light punch version (A) hits twice, while the heavy punch version (C) hits three times has more damage, but slower start-up with more auto-guard. This is a dragon punch uppercut with auto-guard (or armor) during the start-up.When used in some combos, it can push Yashiro back a bit far to connect a special move, but the push back can be used if blocked. Yashiro steps forward to deliver a side kick.Yashiro steps forward then slams his fist on the ground.Yashiro picks up and slams the opponent switching sides.Yashiro quick grabs the opponent then uppercuts them in the midsection.CD is a high angled kick that is good for air-to-air but whiffs on some crouching opponents. Pushes Yashiro back away from the opponent if blocked. D is good to use as an air-to-air or to use from air-to-ground. C is good to as a jump-in attack to start combos but it whiffs on some crouching opponents. B is a swinging jump kick that can be used as an air-to-air
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It can also hit crouching opponents rather easily. A is a jumping jab that can be used in many ways, as a air-to-air, ground-to-air, or a jump-in attack. D is long range two hit sweep that can be whiff cancelled C is a very good uppercut that can be used as an anti-air B is a very short crouching kick that is hard to combo into Yashiro's cr. A is a long ranged jab that can be used poke and to apply pressure D hits mid, and is also used in the beginning of many of his combos. C is a close uppercut that is used in the beginning of his combos, and covers the front of his head in-case someone tries to jump over Yashiro at a close range. A is a cancel-able quick back hand punch that may be used in some combos. It also whiffs on some crouching opponents. D is a reversed roundhouse kick which can be used as an standing anti-air but it is fairly slow, and may activate into cl. C is a short ranged right hook punch that moves Yashiro forward slightly B is a quick long ranged kick that is very good to use as a poke A is a cancel-able jab that is good poking at a close range