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= Introduction =
{{Infobox Game
| gamename    = The King of Fighters 2002
| abbreviation = KOF2002
| image        = King of Fighters 2002 Logo.png
| developer    = SNK
| system      = Neo Geo MVS 10 October 2002
| system2    = Neo Geo AES 19 December 2002
| netcode      = Rollback (via Fightcade)
| resources    = [https://www.fightcade.com Fightcade Official Website]
| community    = [https://discord.gg/8JNXHxf KOF2002/UM Discord]
}}


= Game Mechanics =
==Introduction==
Following the conclusion to their latest King of Fighters saga (The NEST Chapter, comprising KoF '99-2001), SNK (with the help of EOLITH Co.) once again released a "dream match" King of Fighters game as the 2002 tournament. As usual, a "dream match" meant that the roster could be drawn from any era of King of Fighters regardless of what the storyline was presently. As such, KoF 2002 saw the return of the characters from the Orochi saga such as Yashiro and Vice (and the game's final boss was Omega Rugal). Joining them were characters featured in the NEST saga such as Angel and May Lee. As for the gameplay, the "Striker" assist system was removed in this game so the fights returned to the traditional 3-on-3 team system.


u = 8 = up
[[Image:KoF2K2 screen1.gif]]
[[Image:KoF2K2 screen2.jpg]]
[[Image:KoF2K2 screen3.jpg]]


d = 2 = down
==The Characters==
All combos listed in the character sections are considered bread and butter, the most damaging, efficient combos (some are still quite challenging though).


f = 6 = forward
All sections are still under construction. Credit goes to Kao Megura for the move names.


b = 4 = backwards
{|align="center" style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0; width: 828px""
 
uf = 9 = upforwards
 
ub = 7 = upback
 
df = 3 = down forward
 
db = 1 = down back
 
qcf = quarter circle forward (d, df, f = 236 motion)
 
qcb = quarter circle back (d, db, b = 214 motion)
 
hcf = half circle forward (b, db, d, df, f = 41236 motion)
 
hcb = half circle back (f, df, d, db, b = 63214 motion)
 
A LP
 
B LK
 
C HP
 
D HK
 
c. = crouching
 
sf. = standing far
 
sc. = standing close
 
j. = jumping
 
sj. = super jump
 
XY = X+Y
 
[X] = hold X
 
BC = max mode
 
DM = desperation move
 
SDM = super desperation
 
HSDM = hidden super desperation move
 
 
In King of Fighters, there are several system basics. These will be covered first.
 
Basics:
 
Run: 6[6] puts your character in run animation. Startup and speed is character dependent, moving from run to block has very little lag (if any).
 
Backdash: 44 puts your character into backdash animation, it has varying degrees of invulnerability. Backdashes are technically considered jumping and are very useful for retreating quickly. A common technique is if your character possesses an air command move, he can cancel the back dash into it increasing its fall time and extending the dash distance.
 
Hop: For people starting this game, hopping is one of the most fundemental differences between street fighter and king of fighters. It is a much safer way of mixing up an overhead and advancing on your opponent than regular jumping. Hopping is performed by tapping 8 quickly and then letting go. It produces a short jump that rises and falls much slower, but at a much smaller height. Punishable, but much safer.
 
Super Jump: The super jump is performed by pressing 28 very quickly. This allows your character to travel further, faster, and higher than a regular jump. It is very effective for travelling the entire screen for certain characters (Choi).
 
Hyper Hop: Performed by tapping down before hopping, it resembles a hop with super jump properties. Basically a hop that travels further and faster.
 
Roll: 4AB or 6AB. Pressing AB in neutral defaults to a forward roll. Rolling is an interesting technique. It forces you "roll" or "slide" for a specific duration of time. It is invincible for most the roll, losing to meaty attacks near the end and throws at any point. Sweeps tend to beat it 100%.
 
Super Bar: Sorta fundemental to 2D fighters these days, You start off with 0 meter, but the potential to build up 3 stocks with your first character. When your first character gets knocked out, your bar capacity
moves up to 4 stock (meaning he can store an extra stock). When your second character gets knocked out, the third (and last) character has the potential for 5 bars.
 
Super meter is only built when you are hit, when you connect (when you attack and the attack actually hits or is blocked by the opponent), or use a special move. The exception to this rule is fireballs, fireballs build no meter for being thrown, but still build meter for connecting.
 
King of Fighters 2002 has several system specific techniques, as follows.
 
Techniques:
 
Falling Roll Recovery: Tap AB between falling and landing. This will give a safer faster recovery than a fall. It is very handy for escaping things like Daimon's Pickup off c.D. However, with a falling roll recovery, you are denied the 1 sec. wakeup invincibility to throws as you would normally receive during normal fall recovery. Note: there are many situations where you cannot escape using the falling roll recovery. Certain throws and all CD attacks come to mind.
 
Guard Cancel Roll: During block stun you can press AB to roll out of whatever attack is hitting you at the moment. This is a generally safe way of getting out of chip damage. It costs 1 stock. Note that the roll is still a roll, and you are vulnerable near the end of it.
 
Attack Cancel Roll: For some silly reason, in this game you can cancel any normal attack (normal, not command or special) attack with a roll. This also uses a stock.
 
CD guard cancel (alpha counter): Press CD during blockstun to perform a guaranteed knockdown on your opponent. Does less damage than a regular CD attack. Uses 1 stock.
 
Max mode: BC puts you in "max mode" this mode reduces the damage you do on every attack by 25%, however it will let you cancel certain special moves into other special moves during specific frames. This let's many character create max mode loops. Max mode is also required to perform SDM (super desperation moves) and HSDM. During max mode you may use a DM at any time at no additional cost, a SDM costs you an additional bar and HSDM requires you be at low life.
 
BC cancelling: This costs 2 stocks, one to cancel and a second for the max mode. It lets you cancel any normal attack into max mode, often letting you extend combos.
 
Super Cancelling: This feature lets you cancel specials into supers. The cancel itself costs you 1 stock, in addition to the stock cost of your super. Therefore there's a minimum 2 stock cost. Often the damage isn't worth it, except perhaps at the end of a very long max mode combo.
 
Counter Wire: Certain moves, if they connect on counter hit cause your opponent to bounce off the wall, leaving them vulnerable on the way down for extra damage.
 
= Basic Strategy =
 
= Advanced Strategy =
 
The Tier List:
 
There are 44 playable characters in this game. The tier list sort of looks like follows:
 
God tier (ABC):
 
Choi
Athena
Billy
 
High Tier:
 
Leona, Yuri, Iori, Benimaru, Vanessa
 
Mid Tier:
 
Everybody else
 
Bottom Tier:
 
Seth, Chin,
 
= Game Versions =
 
* [[MVS (KOF2002)|Arcade (MVS)]]
* [[Dreamcast (KOF2002)|Dreamcast]]
* [[AES (KOF2002)|Neo Geo (AES)]]
* [[Playstation 2 (KOF2002)|Playstation 2]]
* [[Xbox (KOF2002)|Xbox]]
 
= The Characters =
 
Combo Notation:<br>
(S) - super cancel<br>
(C) - maxmode cancel<br>
(number) - the most number of hits of that attack allowed such that you can still cancel into the next one and the combo to still work. For example, C(1), f+A for Kula means that the combo requires her to cancel the C on the first hit. She can also cancel the C on the second hit, but some of her combos do not work right depending on when you cancel the C. If there is no number after an attack, it means you can cancel it on the last hit.
 
'''----K'----'''
 
'''Anywhere:'''<br>
1. C(1)/D, f+A, qcf hcb+P - 50%<br>
2. C, f+B, qcb+B - 25%<br>
3. Crouch B, Crouch A, qcf+C, f+B - 20%
 
'''Corner:'''<br>
1. Crouch B, Crouch A, qcf+C, f+D, dp+C, f+D - 45%<br>
2. Crouch B, Crouch A, qcf+C, f+D, qcb+C~A/qcf hcbx2+P - 45%/55%<br>
 
'''Max Mode Activation:'''<br>
1. Crouch C, BC, walk Crouch C, qcb+Bx2, dp+A(2), (C)qcb+Bx2, dp+A(2),
qcb+Bx2, (C)dp+A(1), (S)qcf hcb+AC - 90%
 
'''Move Properties:'''<br>
-cancellable normals are close A, crouch A, close B, close C, crouch C,
close D, crouch D, jump C, jump D<br>
-CD is cancellable into specials and DMs<br>
-f+A is a counterwire<br>
-f+B is an overhead<br>
-f+D followup of dp+C is an overhead knockdown<br>
-close B is a low attack<br>
-dp+P on the first and second hit and qcb+Kx2 are supercancellable<br>


|-
!style="border-style: solid; border-width: 0 1px 1px 0; width: 126px"|<small>Art of Fighting Team
!style="border-style: solid; border-width: 0 1px 1px 0; width: 126px"|<small>Fatal Fury Team
!style="border-style: solid; border-width: 0 1px 1px 0; width: 126px"|<small>Team Japan
!style="border-style: solid; border-width: 0 1px 1px 0; width: 126px"|<small>Korea Team
!style="border-style: solid; border-width: 0 1px 1px 0; width: 126px"|<small>Women's Team
!style="border-style: solid; border-width: 0 1px 1px 0; width: 126px"|<small>Team Ikari
!style="border-style: solid; border-width: 0 1px 1px 0; width: 126px"|<small>Team Psycho Soldier
|-
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>
*[[Ryo_02|Ryo]]
*[[Robert_02|Robert]]
*[[Takuma_02|Takuma]]
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>
*[[Terry_02|Terry]]
*[[Andy_02|Andy]]
*[[Joe_02|Joe]]
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>
*[[Kyo_02|Kyo]]
*[[Benimaru_02|Benimaru]]
*[[Goro_Daimon_02|Daimon]]
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>
*[[Kim_02|Kim]]
*[[Chang_02|Chang]]
*[[Choi_02|Choi]]
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>
*[[Mai_02|Mai]]
*[[Yuri_02|Yuri]]
*[[May_Lee_02|May Lee]]
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>
*[[Ralf_02|Ralf]]
*[[Clark_02|Clark]]
*[[Leona_02|Leona]]
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>
*[[Athena_02|Athena]]
*[[Kensou_02|Kensou]]
*[[Chin_02|Chin]]
|-
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>Team '96
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>Team '97
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>Team '98
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>Team '99
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>Team '00
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>Team '01
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>Team Orochi
|-
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>
*[[Iori_Yagami_02|Iori]]
*[[Mature_02|Mature]]
*[[Vice_02|Vice]]
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>
*[[Billy_Kane_02|Billy]]
*[[Blue_Mary_02|Mary]]
*[[Yamazaki_02|Yamazaki]]
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>
*[[Chris_02|Chris]]
*[[Shermie_02|Shermie]]
*[[Yashiro_02|Yashiro]]
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>
*[[K'_02|K']]
*[[Maxima_02|Maxima]]
*[[Whip_02|Whip]]
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>
*[[vanessa_02|Vanessa]]
*[[Seth_02|Seth]]
*[[Ramon_02|Ramon]]
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>
*[[Kula_02|Kula]]
*[[K9999_02|K9999]]
*[[Angel_02|Angel]]
!style="border-style: solid; border-width: 0 1px 1px 0"|<small>
*[[Orochi_Chris_02|Orochi Chris]]
*[[Orochi_Shermie_02|Orochi Shermie]]
*[[Orochi_Yashiro_02|Orochi Yashiro]]
*[[Kusanagi_02|Kusanagi]]
|}


{{SuperCombo Wiki:Roadmap/KOF2002}}


{{Navbox-KOF2002}}
[[Category:The King of Fighters 2002]]
[[Category:The King of Fighters 2002]]

Latest revision as of 16:30, 26 July 2023

The King of Fighters 2002
(KOF2002)
King of Fighters 2002 Logo.png
Developers

SNK

Systems

Neo Geo MVS 10 October 2002

Neo Geo AES 19 December 2002
Online Play

Rollback (via Fightcade)

Player Resources

Fightcade Official Website

Community Channels

KOF2002/UM Discord

Introduction

Following the conclusion to their latest King of Fighters saga (The NEST Chapter, comprising KoF '99-2001), SNK (with the help of EOLITH Co.) once again released a "dream match" King of Fighters game as the 2002 tournament. As usual, a "dream match" meant that the roster could be drawn from any era of King of Fighters regardless of what the storyline was presently. As such, KoF 2002 saw the return of the characters from the Orochi saga such as Yashiro and Vice (and the game's final boss was Omega Rugal). Joining them were characters featured in the NEST saga such as Angel and May Lee. As for the gameplay, the "Striker" assist system was removed in this game so the fights returned to the traditional 3-on-3 team system.

KoF2K2 screen1.gif KoF2K2 screen2.jpg KoF2K2 screen3.jpg

The Characters

All combos listed in the character sections are considered bread and butter, the most damaging, efficient combos (some are still quite challenging though).

All sections are still under construction. Credit goes to Kao Megura for the move names.

Art of Fighting Team Fatal Fury Team Team Japan Korea Team Women's Team Team Ikari Team Psycho Soldier
Team '96 Team '97 Team '98 Team '99 Team '00 Team '01 Team Orochi

Main

50% complete


In Progress / Completed To-do
  • Hitboxes for all characters gathered, double check to make sure hitboxes between neutral and diagonal jumps are not the same regardless if the animation makes them look the same
  • Frame data seems 100% finished, might be some stuff left to gather (especially check neutral and diagonal jumps even if they share the same animations, because frame data and hitboxes might be different)
  • Clean up the system page
  • Use this page as a good reference to how we can better improve the overall look of the wiki as work progresses
  • Create controls page
  • Add HUD page
  • Modern tier list needed under FAQ
  • Add missing info on character pages in general to further expand the wiki, potentially clean up combos as well
  • Throw away this old Movelist Guide formatting and replace with modern Attack Data Box templates
  • Old formatting is a huge hassle to edit and does not allow for individual editing of specific moves, only the entire movelist
  • It's messy and not mobile friendly
  • This will take forever replacing the old format with attack data boxes
  • Attack data boxes are way easier to edit in general and do not clutter the page nearly as much, on top of being mobile friendly and allowing for a hitbox on/off toggle among other features
  • Please just stop using Movelist Guide no one likes it anymore



Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Andy
Angel
Athena
Benimaru
Billy Kane
Blue Mary
Chang
Chin
Choi
Chris
Clark
Daimon
Iori
Joe
K'
K9999
Kensou
Kim
Kula
Kyo
Leona
Mai
Mature
Maxima
May Lee
Ralf
Ramon
Robert
Ryo
Seth
Shermie
Takuma
Terry
Vanessa
Vice
Whip
Yamazaki
Yashiro
Yuri
Secret/Orochi Characters
Kusanagi
Orochi Chris
Orochi Shermie
Orochi Yashiro