The King of Fighters 2002: Difference between revisions

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'''Team Psycho Soldier''''
'''Team Psycho Soldier''''
* [[Chin]]
* [[Chin]]
* [[that other guy]]
* [[Kensou]]
* [[Athena]]
* [[Athena]]


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* [[Mai]]
* [[Mai]]
* [[Yuri]]
* [[May Lee]]
* [[May Lee]]
* [[Yuri]]


'''Team I can't remember, but they have lots of counters'''
'''Team I can't remember, but they have lots of counters'''
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* [[Billy Kane]]
* [[Billy Kane]]
* [[Blue Mary]]
* [[Blue Mary]]
* [[Y something]]
* [[Yamazaki]]


'''Team Japan'''
'''Team Japan'''


* [[Goro Daimon]]
* [[Kyo]]
* [[Kyo]]
* [[Benimaru]]
* [[Benimaru]]
* [[Goro Daimon]]


'''Team '97?'''
'''Team '97?'''

Revision as of 01:02, 12 March 2006

Introduction

Game Mechanics

u = 8 = up
d = 2 = down
f = 6 = forward
b = 4 = backwards
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 air 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. This is a useful technique for punishing attacks with long animations or long block strings. Roll through at the beginning then punsish your opponents whiffed attack.

Attack Cancel Roll: For some silly reason, if you connect an attack with your opponent, you can cancel it, if it's a normal or command attack (or command attack chained from a normal) attack with a roll. This also uses a stock. The roll is always forward, but you can vary the distance travelled with directional input.

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

The Characters

Combo Notation:

(S) - super cancel

(C) - maxmode cancel

(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.

(move) - optional, can be omitted for easier input or if distancing is an issue.

_ - means to charge. Thus, _b f and _d u means charge back, then forward and charge down, then up respectively

Buffer: - this means that the attack motion can be buffered such that it can still be done with a less complex motion. For example, take the combo C, qcb+P, qcb hcf+K. Since there is an overlapping motion of qcb, one of them can be removed. Thus, the buffered version of the same combo is C, qcb+P, hcf+K. This can be further buffered since there is an overlapping back direction in this combo. Therefore, a further buffered version of this combo is C, qcb+P, qcf+K.

Team '99

Team Psycho Soldier'

Women's Team

Team I can't remember, but they have lots of counters

Team Japan

Team '97?

Team Ikari?