King of Fighters 2000

in the corner, Close C(1 hit), f+B, f+A, hcb+K, call Joe during the stun, then repeat that same combo or do Close C(1 hit), f+B, f+A, qcf hcb+B, etc.

I am not familiar with any of that stuff at all. A run of those would be cool, but you’ve already posted a ton of great information on some of the other characters, so no rush. Thanks again for all the help, guys. :smile:

Jhun basics…first, learn to use him without stances. He has a lot of good basic tools.

  • His jump CD is one of the best in the game, very good air to air or air to ground.

  • Charge d,u+C is invincible at startup

  • Jump d+B has a huge hitbox and is a great crossup (though it can be blocked crouching). It’s cancellable (into his qcfx2+D air super). When it hits/is blocked, you will bounce in the opposite direction you jumped (straight up if you jumped straight up), and you’re able to perform any air move on the way back. This is good in conjunction with A.Iori or Cool Choi strikers especially. Multiple j.d+Bs can be used in juggle combos (usually off a striker) by jumping straight up into it. This is an infinite, but the timing can vary, making it kind of hard. I recommend doing 3-4 and ending with j.CD or his qcfx2+D air super in the corner.

  • After a counter-hit CD counter (ie they canceled the move you CD countered into sometihng), you can connect a jump D after.

  • Sweep has nice range and is cancellable on hit/block/whiff.

  • Far Standing D is an ok poke, nice range.

  • Jump D is good as a jump-in or air to air when there isn’t time to execute his j.CD.

Basic combos:

  1. cr.B(x2)-cr.A xx charge d,u+C - Basic ground combo, no wakeups midscreen but in the corner is very good. You can use cool choi to combo from this and go into a j.d+B combo.

  2. cr.B(x2)-cr.A-f+B - I recommend only 1 cr.B for this one, and simply cr.A into f+B from a jump-in D. Good combo that leads into stance flowcharts.

  3. cr.C/close C-f+A xx qcfx2+B/D - Buffer C, qcf+A, qcf+K for easy execution. Really you’ll only use this for punishing dps (when a striker cannot hit you) or supers, or when someone is dizzy.

Stance moves and their properties:

Jhun has two stances, and I’ll refer to them as [A] stance and ** stance since those are the buttons you hit to acitvate them. You can go into the stances from…

  • d,d+A or d,d+B

  • f+A or f+B

  • Any special with A or B (light attack versions)

  • By holding A or B while in the oppostie stance

  • Attacking with b/f+A or B while in the opposite stance

  • All stance moves do guard damage

[A] Stance:

b/f+B - Long range, fast, has autoguard right after startup. Combos off of qcb+[A], [A]C, [A]u+C, and [A]D (blocked). Switches into ** stance if you hold it.

C - Long range, tons of frame advnatage on block/hit. You can use this repeatedly at it’s max range to ‘trap’ someone in the corner, along with [A]u+C if they try to hop over it. Combos off of qcb+[A]. Combos into [A]b/f+B, [A]u+C, and [A]D.

u+C - Primarily used as anti-air if they try to hop over [A]C. Combos off of qcb+[A] and [A]C.

D - Fast execution and recovery, guard crushes when blocked, and negates projectiles. When it’s blocked, you get a free f+B, or you can super cancel it into qcfx2+K in counter mode (just make sure you release any buttons before hitting K for the super or it won’t come out). Doing d,d+[A],D (meaty, blocked), f+B on wakeup is a common tactic.

** Stance:

b/f+A - Super-fast, overhead, TONS of auto-guard on startup. Usually this is used after **d+C hits or is blocked. It’s very good to pressure someone on wakeup as well due to the auto guard.

C - Average speed low that you can juggle after. **u+C connects after, or charge d,u+C in the corner.

u+C - Another pretty fast overhead, slams to the ground and can be used as anti-air.

d+C - Slide that goes under any non-ground projectiles and pretty much any standing non-low attack. Used a lot to get in from range, followed by **b/f+A.

D - Dodge, use to bait uppercuts, etc.

Common flowcharts/strings:

**d+C, **b/f+A -> watch for jumps and counter with [A]u+C or **u+C / slide back in with **d+C / pressure with [A]C if opponent is cornered

[A]D blocked, f+B -> same as above.

All of these have holes before the qcb+A/C connect. You can mixup with qcb+B/D to train your opponent to block.

(cr.B)-cr.A xx qcb+C -> f+** -> whatever

(cr.B)-cr.A xx qcb+C -> d+D xx 2,2+** -> **d+C / whatever

In corner:

cr.B(x2)- cr.A xx qcb+[A], [A]C xN -> watch for jumps

You can do meaty qcb+[A], [A]C, [A]u+C, [A]D, [A]f+B, but you’re proably just gonna get CD countered. This all combos on hit though, and keeps them in blockstun otherwise.

It takes awhile to get 100% comfortable with all his stance options…you’re probably going to get beat up a lot at first when trying to use your tricks, just stick with it!

Remember your fundamentals, and abuse his godly stance moves when you can…**d+C -> **b/f+A, [A]C xN, [A]D -> [A]f+B, [A]u+C to stop jumps, etc.

Jhun can deal with anything using stances . . . and if you can use them properly . . . . .

he should seem invincible to your opponent!

How To Fight Jhun:
jump back mash you best air normal hope for the best

i just picked out this game tonight. played some good shit with a friend.

trying to learn bao, chang, athena, seth (striker)

all i know how to do is throw fireballs then call seth if they jump/do something stupid. then i juggle with super. I know athena still has nasty rushdown. What about bao though?

my chang is all jump C, low C, df+A, low D anybody got tricks for chang?

Athena is kinda bleh in this since she lost her command throw, and she’s not really a rush character since she can’t do a ton of damage off a low and her jumps are slow and floaty. I know she can do some juggles off of the new hcf+P fireball though, try messing with that, or just hcbx2+P super off striker.

Bao is the shit tho! His C throw is unbreakable, so you’ve got that. Both his supers are good AA; qcbx2+K one is completely 100% invincible, while the qcbx2+P fireball one hits just right in front of him, but you might not be as fucked if you miss (you’re probably fucked). His bnb is close/cr.C-f+A xx qcb+C, or just cancel into qcb+A if it’s blocked. His jump CD is good. And of course there’s his zoning game with qcb+A/tigerknee qcb+A/qcf+A/qcf+B/air qcf+B. Both his backdash and back roll go really far and fast.

Chang is a beast in this. Doing repeated ball spin cancels build meter quickly (A+B+C+D to cancel in case you don’t know). Off of Seth you can do qcf,hcb+P super (or qcfx2+P super but it does less damage). And like all characters, depending on how Seth hits, you can get a ball spin~ABCD between the initial kick and your finisher for hemma damage. Oh and qcfx2+P is an instant, invincible anti-air super. Only two combos you need to know are cr.A xx ball spin~ABCD and stand B xx command grab. Make sure you use jump D as your jump-in of choice if you are extremely close.

And then there’s ARMOR CHANG. Basically his jump C/CD and ball spin + strikers + armor = CHANGDOZER!!!

Just make sure you can catch runaway, because believe me your opponent is gonna be running the fuck away from you.

Btw, with Seth…if he hits such that he doesn’t followup, then you can do CD, into ballspin and have that combo, in addition to Seth’s uppercut hitting after that…then you can do the DM.

This game is soooo damn fun it really is…too much to talk about and explore and I intend on exposing it this upcoming SNK Season…

Its a gem among SNK fighters…

You al forget about Kula also…her C throw if you mash does the most damage of normals throws in the game.

I continue to find old fighting game vids that I have burned on CD.

here are the vids of 2 tourney in Korea. Unfortunately I don’t have all informations on these anymore. I think the second was in may 2001

first (4vids):
http://fr.youtube.com/view_play_list?p=9C5AB805B0411958

first (12vids, may 2001 I think. theses vids are better in quality):
http://fr.youtube.com/view_play_list?p=F66B152CB5CF40B5

Tomorow I will upload 11 matchs of a singapour tourney (I have the names of player but not the dates of the tourney) but the quality is bad (that was .rm files).
And 7 matchs from the deceased WhiteTower.net web site (the site of Kuwait crew including Maan).

Man, I’m really tryin to learn the system of this game. Its good info on here, but I use kula diamond. Is she a good character to use for newbies?

Thank you for posting these.

I played a Korean player back in 2001 when we had KOF 2000 at phantom amusements. I was playing KOF '97 competitively at the time so I had little knowledge of the striker system and I got my ass handed to me by his Kula and A.Iori striker combination.

Sure. She’s good with A.Iori, so try to use him if the rest of your team isn’t stronger with some other striker. She can use him to crossup after she flies to the other side when her C dp gets blocked, and her ice super and SDM aren’t ranbus so you don’t need Seth or something to combo them from a striker. Her hop D is an instant overhead, and you can combo into A.Iori from there.

She is more basic here, she revolves around fundamental poking and using ice breath. Close C (1 hit) xx qcf+A xN is a good lockdown string in the corner. Like DG mentioned, her C throw is good. Since it’s a mashable throw and this game still has the 98 throw system, you can’t break it.

If you look around YouTube, you’ll find several Kula matches, including the Pakistani champ Maan using her.

Thannks man
Hey I’m gonna look at youtube and find some stuff on kula, but I always wanted to ask if she has a good wake-game.

I think Clark kick ass!!! alot of fighters in my hometown got there ass’s kicked by grabs chained with a striker (kensou/joe)

I think Clark is better than Ralf actually…with the addition of Joe Striker yeah nasty…He does more damage and has more options to do more damage than Ralf.

Anybody+Joe Striker= God Tier :nunchuck:

Wow 2k has a following?

I just ordered the nests collection, so I’ll be playing this in a few days. I wanted some pre-2k3 kof action. Also, 99 is my personal favorite :slight_smile:

I wouldnt say anyone…

^Well…anyone with a good BnB at least…

I have a love/hate relationship with KOF2K

I think it’s really fun to play without strikers
Strikers are really too good in this game, and some characters become untouchable with keepaway, like a good Bao with Another Iori or Seth.

I play almost all characters (I hate Hinata) but my favorite team is probably Kyo, Iori, K’, Ralf or Jhun.

I forgot who, but wasn’t a tournament champ using Kyo, K’, Chang, Striker Seth?

KOF2K is the last of my favorite KOF games, I personally don’t like KOF2k2 or 2K3