Another highly useful tactic in KOF is combos that start from down+B(light kick). Many characters have a bnb standard, easy to do, quick, nice damage combo that start from down+B.
d+B combos are rated high in kof because of the down+B’s tendency to connect easily, so make sure you know combos that start this way.
Oh, and just in case:
A: light punch, B:light kick, C: hard punch, D: hard kick.
Basic d+B combos for kof 2002 and most can be used in kof 2003 as well:
Kyo/Kusanagi: d+B, d+A, df+D.
Benimaru: d+B, qcf+B, d,u+B.
Terry: d+B, d+A, df+C, qcb+A.
Ryo: d+B, d/s+C, qcf+A/C.
Note: End this with C version for it causes more damage.
You can also end with hcb+D for even more damage but only if opponent is standing, but you can connect this move with B if opponent is crouching).
Takuma: d+B, f+B, hcb+D.
Billy: d+B, d+B, dp+B, j+C.
Yuri: d+B, d+A, dp+C x 2.
K’: d+B, d+A, qcf+C, f+B.
Iori: d+B, d+A, qcb+A x 3.
Mature: same as above.
Kim: d+B, d+A, qcb+A, uf+B, d+B.
You can be sure that if you play seasoned KOFers that they will be using d+B combos on you, so make sure you get the hang of them so you can use them on opponents as well.
Next step after mastering these is to end d+B combos with DMs, Super Cancels, and HSDMs with some characters, and we will see if we can get into those later.
(DM=Super Move, HSDM= Hidden Super Move)
Go ahead and ask anything regarding these combos or anything else.
Anyone learning KOF should also post in this thread.