KoF:2K3- Strats anyone

I think this game is totally awesome, but I can’t seem to find any useful strats on it. So I thought I would just post something at least:

My Fave characters:
Shingo- Leader
Gato
Jhun
Shun
Duo Lon (GASP, but h’s top tier)

Shingo has been made weaker in some aspects, but more useful as a whole. He is, still, a difficult character to fully use.
I’ll try to talk about things that I think are important for people to know.

“Goufu Kakko Dake”, Axe Kick (f + b): Generally useless. It pushes too far back to buffer into anything other than a lucky right cross or an overhead smash. I put this because it used to be easy to use, now it won’t work worth trash.

“114 Shiki”, Left cross (qcf+a): This move comes out Super fast, so I use it a lot to punish close up laggy moves. The sad thing is that it is really slow on recovery. For the most part, I reserve this move entirely for combos, especially for my devastator leader combo. (I’ll explain later). Most common combo= c.A, c.B => Left Cross. (as Far as I’m concerned, there is no C button for this move). Another one is s.C=> 114 Shiki.

“212 Shiki”, Overhead Smash(hcb+b,d): Great for combos from close s+C as it is his most damaging special. Otherwise, it screams “Punish me”.

“100 Shiki”, Uppercut (dp +a,c): Use it like you would expect to use it. But don’t abuse it, he ain’t K’.

Shingo Kick (hcf+b,d): Abuse the hell out of this in the air as it will almost always throw off anti air abusers and will almost always trade with certain anti airs, including King’s and Yamazaki’s supers. Generally difficult to retaliate against, especially if buffered (qcf+b in air)."B’ version flies down more than forwards and vice-versa for “D”.

“Nietogi” Shoulder Block (dp+b): Comboes from c+B and unblockable otherwise. I like to use it a lot cause it’s a nice damage setup for his leader DM and mixes up quite well.

“Idouyoke”, Kyo Roll (qcb+a/c), I’m not sure of the difference in buttons but I assume it has something to do with distance and not duration. Both take as long as a regular roll, only bufferable, so it makes a nice mixup cause the recovery is about the same as a block stun so you can s.C=> Kyo roll, Most Common Combo.

“Kake Hourin”, Shoulder Rush: (qcfx2 +a/c… press a/c again to hit early): Strong move, with fast recovery but somewhat lacking in comboability. Bufferable from a s.C and cancelable from a Left Cross. This move launches the opponent for a juggle (which, for the most part says nothing considering Shingo only has 1 hit specials and attacksanyway) and sets up for what is, in my opionion the single most devastating combination in the game… period.

“Burning Shingo”, Cross Rush: (qcb, qcf +a/c): Seems to have very high priority and comes out real fast, but moves along at a snails pace and can be punished even if blocked. I really don’t use this one very much, but I am willing to throw it out for novelty purposes on occasion.

LDM: (qcfx2+BD): Remember this one, it’s the one where he does that Kyo Kick thingy then slams on his head. It’s so easy to do and you can use it almost anywhere for a meaty bit o’ damage. It has super high priority, great bufferability, hits air bound, crouching or standing opponents and acts as an overhead if the opponent decides to turtle it out.

My favorite combo involves: “When opponent is tied near a corner”… Most Common Combo xx Shoulder Rush (juggle) => Shingo LDM. BEEEEFY.

I’ll go over Gato and Jhun Later.

use malin and run all day. throw some yoyos while you are at it.:lol:

with yamazaki:

knock down, then either: standing hk, sweep, run up, grab super, low serpent slash, overhead sand kick, sand kick into slash, knife

grabs are fuckin buff in 2k3

I like Iori I like to do a fireball, then do his leaping glitch and then if people jump uppercut, it they try to run do his QCB A move.
King is another one of my characters. I like doing her fireballs and simply out proiritizing people. She has strong EASY combos and I think is shes cool!

I kinda have my likings for Mai and Athena.

Mai is faster (don’t know how that is possible), and she has some fluidity in her attacks. She retained a couple of her 2K2 combos, particularly the super cancel into her CHSB (Chou Hissatsu Shinobi Bachi).

Athena makes for an effective leader, but I haven’t learned her well enough to make her a leading character. Although she can’t be as offensive as in 2K2, her air game still outprioritizes just about everyone with the exception of Malin, Chizuru, and Maki.

I think Leona can be effective as well, but it just takes a bit of time…

All in all, it’s okay. My disciple has recommended that I try out King, so I might take up his offer…

-NinjMai

Malin has a couple of great crossups (small jump j. B, j. D especially) that you can follow with something like close C, close forward B, A uppercut, suzumebachi (A+C dash thing) or low B, lowB, qcf qcf kick super, or close D, kick super. Opponents will often try to block after your crossup, expecting more attacks, so with her incredible speed you can run up and throw them too.

After you throw them or do her qcf qcf kick super, be sure to put her yoyos out there. You can have one yoyo at each distance out there at the same time, and that’s really hard to get by for some characters. Something I’ve been trying lately is doing the suzumebachi a couple times to fly over to the other side of the opponent after I set my yoyos out there and pushing or throwing them into the yoyos.

You can also use her suzumebachi to punish and confuse opponents by hitting them with it from whatever angle and then dashing away from them immediately after.

Don’t forget her slide. It’s pretty safe to do from the right distance, you’ll recover in time to block or roll through whatever the opponent might come out with.

Her kick super is useful in a couple combos, but that’s about it. It doesn’t have great priority and its range is rather short, so its use as an anti-air or psychic super (not a good idea anyway) is pretty limited. Her qcf qcf punch air super is really good though. It complements Malin very well. You can use it to annoy characters like Iori or Terry or Ash who like putting projectiles out there a lot by jumping around and looking for an opportunity to smack them with the super. You can hit the opponent in the air with it too, and it’ll do just as much damage as if you hit them on the ground, so use Malin’s high, quick jump to your advantage. You can often jump back when you see the opponent jumping and smack them with the super when they’re on the way down. This super will at the worst trade damage with the opponent, and at best cleanly beat them, but don’t use it if your opponent is expecting it and sticks out an attack that attacks above, like Yamazaki’s jumping C for example. I’ve been looking for a move I can jump cancel right into the super, but I don’t know if there is one. I don’t know anything about her LDM because I always have Tizoc as my leader.

Malin is most effective when she’s playing a hit and run, hit and run game and/or controlling the game with her yoyos and suzumebachi. I think she’s really good. I’ve had more than a couple opponents call her broken hehe.

I have trouble seeing any serious need for Mylin strats as she is a very basic top tier character, nowhere NEAR the callibler of Duo Lon who is just a GOD…pure and simple. As for her supers, they have higher priority than most supers, but do aweful damage. The great thing about them is, if you connect cleanly, full damage is guaranteed.

King is also one of the few characters, I think, (Jhun included) who has really been strenghtened by the modification of older moves. Her fireballs are sweeter, her moves have SUPER priority and her Supers are fast as hell compared to their previous forms. I liker her CvS1 EX incarnation, however, and that ain’t commin back.

Anyways, onto Gato…
IMO, Gato has the same potential as King to be one of the more colorful characters in the game. Fast moves, nice high low game, high unpredictability, brutal strength, a pony tail. These things make him awesome, but he doesn’t have effectively helpful normals, which is VERY important in a game dominated by normals… and cheapness

f + A Saigaku: An overhead smash, very short range, I never bother using it, but I can’t determine its useability. Too slow to combo.

f + B: Muran Geri: Damn sweet hop kick that is super fast, goes over crouching and hit’s essentially any air. Use this as lng renge anti air like crazy as the worse that will happen is you trade. Bufferable into but not from, as he has no traditional air moves.

qcf + A/C Shinga: The single safest move in his arsenal. It comes out really fast and is cancelable, but has fairly poor range. Abuse it, but don’t expect to cover a lot of ground with it cause he steps back after her does it.

After Shinga; f,f + same button: Totsuga: This is like Yun’s thrust punch. Nice for a smidgen of added damage and to fake out after a Shinga as you will almost never use it afterwards anyway. For the most part, it’s useless but fairly safe.

The rest of his moveset is fairly complicated. but…
---- qcb + A/C: “Ura Fuuga”: He jumps in the air… that’s it. After that, press one of the following buttons
_A: “Shunga”: He pushes to the ground behind him and launches himself forward. Stupid, so use at your peril
_B: “Ouga”: a nice, kicking, counter type move where essentially no physical attacks can hit you. The exception are trips, and throws.
_C: “Muga”: A sweet throw that grabs air, crouch or stand. It’s very demanding, so it only works from real close up.
_D: Rouga": A slide that won’t hit. Instead, he teleports back and is invincible at the beginning. Nice for annoyance games against Mylins, but utterly stupid.

-----qcb + B/D “Fuuga”: His God given move. I guarantee a good Gato player will abuse the hell out of this one… I know I do. He stomps REAL hard on the ground causing a concusive wave that launches him into the air and stuns an opponent that is not guarding. The B version can be buffered into ONLY with a hard kick and sets up for a meaty combo. As you have probably guessed this D version take Gato higher into the air higer in the same amount of time.
-After the Fuuga-
_A “Kouga”: He pushes the ground in front of him and conjures a small dust cloud to smash into your feet. Interresting and instantaneous once you’re in the air, but there are so many better things you can do.
_B “Senga”: Just like his f+B, but from mid air and with higher priority. It juggles if done fast enough after connecting the Fuuga, so in the coner you can connect his Tatsu Kiba Kick Super, but there is something better you can do, and you don’t have to be in a corner.
_C “Kyuuga”: ABUSE, ABUSE, ABUSE like CRAZY. It’s unpredictably fast, has absolutely no startup-lag nor recovery, and is cancelable
into a super. If Gato were to choose on Fuuga follow up, it would be this one by a longshot. Don’t quote me on this, but I think there may be an infinite involving this that I might be on the brink of discovering. Chances are bad, cause I’m sure some Japanese player would have figured it out a month ago
_D “Katsuga”: It’s a laggy slide where he has to land before he can do it then he slides for an eternity and trips if you connect. NEVER use it except if you want to cover a lot of ground without rolling or running. On the plus side, you can get thrown if you do it too close.

DM: Both are qcfx2
_A/C: Zero Kiba: A very good move except for the fact that it doesn’t cover a lot of ground (the beginning is his Shinga paramounted by a Muga. So far, if it’s a clean hit you got full damage.
Use better judgement when comboing.

_B/D: Tatsu Kiba: His most reliable anti air. Best when used REAL CLOSE, but not great cause you can never tell if you will get full damage or not.

I have never done his LDM for two reasons.
1: I don’t use him as Leader
2: I don’t care

My favorite combo:
close s. D, qcb+B (it must be B)=> (QUICKLY!!!) C xx qcfx2 +A
Looks like
High Front Kick (s.d) followed by a stomp (Fuuga) after which he performs a quick missile drop kick (Kyuuga) which is soon after followed by a straight palm thrust to the chest (Shunga) after which he goes into hot pursuit and wraps his legs around the opponents neck (Muga) and twists.
Does close to 50% full damage.

Next time, Jhuh, Jhun, Jhun,

Ok I just started getting into 2003 this game is great. I can’t stop playing it. well I need help with two characters, those characters are Ash Crimson and Benimari. Strats, combos, and good pokes would be nice for them. Thanks in advance to people that help.

Some random notes of Kof2k3 from today:

Shingo especificaly:

  • The backdash XX [Shingo Kick] is the r0x0r, great agaisnt grapplers

  • f+B is ok 4 overhead

  • I started to use the qcb+A/C move, more than the normal roll, with good results…

  • I have caught Malin out of the air with the ShoulderRam DM, followed by LDM…

  • "The good ol’ poke: c.B, c.A, qcf+A " is great as allways.

  • j. D has tons of priority (conter supers too) and comes out faster than in previus kof… also the verticar hop j.D is very good…

  • After knocking a chara, do the qcb+A move, so when the next op enters, it ends up in the same place u r, instantly do the dp+B move…

  • Sometimes when i finish a oponent with the LDM, the entering op. can hit me before i recover…

  • Dunno why, but i cant do this combo: " s.C, f+B, qcf+C" cause it ends in a oniyaki…

  • Qcf+ C recovery is Not good…

  • I feel like the priority of the qcb, qcf+ A/C is somewhat random… so thats why i dont doit alone…

Things to do:
Experiment with Tags…
Master This: j.D, s.C, f+B, qcf x2 + A, qcfx2 + BD…
Learn more about those air to air counters, from that koreanlike player…

Now it’s Jhunny time. Although I am generally pissed of that the devs both fucked up AND removed my fave Eolithers for obvious reasons (those being Angel and Seth), I am very glad that they decided to return Jhun to the mix. Unlike tthe usual trend when it comes to revamping older characters, Jhun has actually benefitted from his innovations. He is easier to use, has better mixups, nicer moves and slighter better comboes (not comboability, though).

jump. d+B. A Chun Li style head stomp that can be used as the cheapest overhead and is Damned safe considering he has an air super. ABUSE, ABUSE, ABUSE.

f+A: He does a sort of hopping side kick with his inside leg then goes into his Soft stance (I’ll explain that later). Bufferable from pretty much anything and that’s about it.

f+B: He does a roundhouse kick to the outside abdomen and goes into his Hard stance. It’s serves as a counter sometimes, but I’m not sure to what exactly. I don’t think it’s bufferable but I rarely do it so…

Remember, you can’t turn around once you are in a stance, so the D butto is the stance cancel button.

**c,c + A: Soft Stance. He brings his inside (farther) knee up and hops around like a little bunny. I call it SOFT stance because inside is Yin, and Yin is Soft and most people are too stupid to remember which is Yin and Yang. ANd for those wondering why I call it the INSIDE leg, it’s because of his ORIGINAL stance. If you can the the “Inside Leg” as designers call it, then you are looking at " the Inside" leg. Think about it. **

charge d, u+A/C- “KUUSAJIN”: Does Kim style spinny air kicks that serve as anti air. Not that great, but has it’s uses and it puts him into soft stance.

hcb +A/C: He does a Mishima family sweep and conjures a little dust cloud out around his body which accumulates mostly out in front of him. The cloud only comes out AFTER he finishes spinning so use it with that knowledge in mind. As with all his move the A version (weak version) puts him into a soft stance. Hit low too.

A: Does a hard roundhouse kick that counters stuff sometimes. It also changes stances.

B: “MANGETSUZAN” He does a spinny kick thingy that puts him into the hard stance. Nice to cover ground, especially against grouded opponents, but not especially good for much else.

b+ B: Does this funny looking back-to front push kick. Not much for an attack, except it counters EVERYTHING, if you can time the kick part right, which is hard as hell.

s. C: he does a brutal kick that cuts horizontally and low. Useless, but fast. (actually, mid attack)

u+C: He does a brutal Axe kick that cuts overhead. Pretty useless but does disgusting chip for a single hit and.

qcfx2 +B: The kicky super. Nice and good chip.

** c,c + B: Hard Stance: He uses the outside leg to attack this time. Nothing to it. **

hcb +B/D: Mangetsuzan: Like Kim’s Hangetsu Zan, but with the other leg. B, of course, puts him into hard stance.

A: A nice backflip that hits overhead, counters stuff and hits HARD grounded opponents (wink, wink). ABUSEABLE, but switches stance.

u+A: Kuusajin: We all know what this one does, right?

B: Does a backflip/cart wheel where he lands on one leg and counters fireballs. A move he so desperately needed.

C: He does a fast and hard sweep that flips the opponents into the air. Not great, but super fast.

u+C: Does a hard axe kick where he jumps in the air and swipes down with his leg all a blur. Nice long range overhead and covers ground quickly for a sweet mixup game. Also connects after the previous sweeping move.

d+C: Long range hard sweep. Nothing special here. Use it sparingly, if at all.

His DMs are both qcf x2 B/D, but one is in the air. His LDM is with AC, hits low, and juggles.

Benimaru

I use Benimaru despite his homosexual appearence. He is really good against people who play very aggresive. His best pokes are d. B or d. A. His jumping D is a good crossover, NEVER use his d. D (in the air) it has a horrible startup time, no priority, and a lag if you miss. My strategy is a very basic one: POKE, POKE, COMBO.
I poke alot with Benimaru, his best poking moves are:
Iai Geri: QCF B/D: He raises his knee and it has a follow up:
Handou Sandan Geri: QCF: B/D: These two moves are GREAT they have good proirity, no start up time, and zero recovery time. If you hit with this you can Super Cancel into any of his DMs or LDMS for GOOD damage. I do this move randomly to confuse people and slow down the offencive people.
Shinkuu Katategoma: QCB B/D: benimaru does a multiple hit sweep attack, I don’t think this a low hit but I use it when people jump at me or try to roll past me, this also can be super canceled.
Raimei Tou: QCB A/C: THIS IS HIS BEST MOVE!!! He charges the opponent with lightening, it can be comboed from d. a x2, it has a delayed 2nd hit which catches TONS of people, and it has little start up time, and ZERO recovery time.

My main strategy is to confuse opponents, after QCF b/d move and follow up. people try to rush benimaru, but you can do his QCF A/C to catch them every time. After they catch on you can quickly jump and begin attacking or throw them. He is a very basic character but he can be a power house equaling that of Kyo, or Doulon!

i aslo have benimaru in may team, and i can say that this:
“c. B XX qcf+B” is one of the most usefull poke combos…

Leona

I used to despise how much Leona was toned down, but I realized today that she can still be effective if one utilizes what she does have. In a nutshell, Leona’s success depends on poking, her implanted earring bombs, and a good use of the air.

Now, onto a few strats:

  1. Do not rely too heavily on projectile earring bombs (QCF B or D) as much as in 2k2. They come out slower and are more predictable. Instead, combo in her heart attack earring bomb (DP B or D) with the first hit of her standing D (she can’t combo anything after the second hit, so it’s critical to buffer the HA earring bomb right after pressing D).

  2. Crouching B’s and A’s are going to be your good friends, particularly the B’s. Leona has a good poking game using crouching B, and her crouching D is somewhat reliable. Just don’t depend on it too much. Good combo: crouching B, crouching A, Moon slasher (charge down, then up, A or C).

  3. Leona’s LDM: It’s got its perks. The damage is very good considering that Leona can’t deal damage very quickly. It can even out the game in an instant. Good thing is that if you miss, Leona lands and does a safe roll, and based on my experiences in the arcade today, she is invincible for a couple of seconds.

  4. Leona is a fast character, so use her speed accordingly. Stay on top of the person as long as you can, but if they start to build momentum, then give some breathing room. With Leona, her light kicks and crouching B’s will be a constant weapon, and by having the fast jumps and quick roll, she can be a pest to anyone who sits still.

Team chemistry: In my own matches using Leona, I find her better as a normal character than a leader. Her LDM is a decent anti-air, but it can be expected. Also, she can build meter somewhat with the large use of her jabs and light kicks, and it can help a character that has a stonger, more effective LDM. She serves better as a starter unless the person feels confident enough in Leona’s capablity of damage infliction.

Well, I hope this somewhat helps boost Leona-play up. She can be a powerful person in a different way from what the game offers. It just takes an open mind to challenges and the patience of using a character with great speed and range, but bad priotiry and endurance. Hope this may help someone.

-NinjMai

on kof online there is an Iori combo that says s.C>f.A>QCF HCB A/C>>(jumping) f.B>> f.AA>>LDM does this connect i couldn’t get the fireball super to hit…

Malin

I found a REALLY useful tactic with Malin. After the kick super throw the far yoyo (C version) so it is behind them.Then run up and do the close yoyo (A version) so they are trapped. after that throw, cross over, low hit/over head, or switch out. (I dunno if this is basic I don’t generally use her.) anyone else have any good stats with her???

Malin??

I thought that you despised the thought of using Malin…

-NinjMai

Any suggestions for Ash that I don’t have? here are a few combos I use.

throwing(real close) range: standing B ,hcf A ,down up B/D or qcf,qcf B/D or jump any air attack.

your opponet must be in corner: standing B,hcf A,down up B/D(1 hit only),super cancel to qcf,qcf A/C. When dm super ends, down up B/D(1 hit only) and super cancel to qcf,qcf A again. Finsh the combo off with a down up B/D when the dm super ends.

That last one is hard to do at my arcade since one of the sticks suck:lol:

Basically I just do his chB,F+A or ch.B,F+C to confuse ppl then run with those into jabs or low B kicks. When the jump,ch.D,U+B or D. Keep them guessing.

I know I barely post in strats areas. Just thought I would share a few combos I like to do :slight_smile:

Ash’s best move…back B!! Knocks A LOT of stuff out, massive priority!!!

KOF 2K3 is the best KOF ever!! Anyways, I use:

Kyo [leader]
Ash
K’

Kyo’s leadership desperation can be used as an anti-air, I think. And if your opponent is close enough they will be caught in it. PLUS! Kyo is a great juggler. you can do multilpe combos to supers. I will post them later, he has too many.

Ash is really good as well. He can really punish you if you have your back turned to him. cr.B , back.B, cancel into flashkick super. And you can use hcf.C, D.flashkick, cancel into super. Also you can use his projectile super, and if it connects on ground, RUN and hit them with 2 crouching B’s into flashkick super.

K’… I used to have him for his leader desperation, but it had too much delay if block. I don’t many K’ combos… if anyone can supply. please tell me.

I agree,KOF 2k3 is my favorite king of fighters. I also use qcfx2,A/C,then run up and do the ch.B,into qcfx2,B/D. It worked wonders in the last tournament I was in:D He does have one of the best keep-a-way games out of all the characters.

I have a friend that uses Shun,any suggestions on him?

Man Hinako is a beast in this game dude. I can’t rush her down with kim cause of her command grab has a lot of priority, and her combos do a lot of damage. Anyone a good hinako yet?