![combos kof 2002 tutorial combos kof 2002 tutorial](https://i.ytimg.com/vi/iL4io7HHhFY/maxresdefault.jpg)
Bao strikes downward with his hand which can be used after a close heavy punch (C) or his crouching heavy punch.Grabs and tosses the opponent to the other end of the screen.
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The opponent can choose to counter mash against the headbutts to lower the damage (full damage is 10%) or they can choose not to mash as a defensive tactic to run the clock timer or Bao's Max Mode timer if it's activated.
#Combos kof 2002 tutorial full#
B is a jumping side-kick which is good for stopping full jumps in an air-to-air position.
![combos kof 2002 tutorial combos kof 2002 tutorial](https://i.ytimg.com/vi/OeB-4s1Cho4/maxresdefault.jpg)
B is a jumping knee attack which is good for air-to-ground offense. A is a downward fist swing which is cancel-able into his d+B air command normal, and has fast start-up like j.A. It can also be used as an instant overhead on crouching opponents. A is cancel-able into his d+B air command normal. B/C/D can cross-up a majority of standing and crouching characters D is a sweep that is not cancel-able and has bad whiff recovery. C has a great distance, lowers Bao's hurtbox, and is hit and whiff cancel-able into his ground command normals and specials. B is chain-able into itself as well as cr.A, st. D has lower body invincibility which can evade most slides and ground skimming projectiles except for Kusanagi's qcf+P and Iori's qcf+P C is a shoulder thrust which can stop incoming hops as well but has bad whiff recovery A is a short ranged jab which can stop incoming hops at a very close range. A/B/C/D all hit mid and are not cancel-able or chain-able. It is also very hard to punish on block because Bao gets pushed back. It is a very good and easy confirm into Max Mode, and is only special cancel-able in Max Mode. C has very fast start-up, cancel-able and is good for a close combo starter. (jump-in), cl.D(2), f+BC, hold forward briefly to walk, cl.D(2), x2, (SC) qcbx2+K = 74% Note: Done midscreen, you'll sideswitch after qcb+D, in which case input the super as qcfx2+AC instead.(jump-in), cl.D(2), f+BC, hold forward briefly to walk, cl.D(2), x2, (SC) qcbx2+K = 65% Note: Done midscreen, you'll sideswitch after qcb+D, in which case input the super as qcfx2+K instead.Note: You can do this as cr.B, qcb+A, qcb+K.