KOF Maximum Impact

OTG is crazy. Some Japanese guy made a no brainer 140 damage K’ combo off a sweep. I don’t even want to play this game anymore. Whether Kyo stays there or not, top tier is going to be the characters with good sweep setups and good OTG combos for sure.

At least the wall combos in this game are pretty to look at…

Not sure if this is a feature of the system or a glitch and if someones mentioned it just ignore this. Just found this a while ago. With (edit) some characters (havent tried this for everyone yet) I think you can kara cancel command normals into specials. Best example of this is with rock. Using his f+hp or f+hk cancel the command normals with a special like his 360 throw in the early frames of the startup of the move. Rock should advance foward quite a bit prolly about sweep distance. This can be applied to all specials and create for some good mixup and 50/50s like the rock f+hk is a overhead you can cancel it into 360, leave it as overhead or cancel into rage run shift and do a 360.

ummm
hope someone can explain this better, Buktooth or something

and if this was discovered already then ignore this dont flame:)

edit: just another example with clark you can cancel his d/f+hp into hcf+k for some extra distance on his throw.

f+hp is also kara cancellable
ooo this also applies to supers, you can cancel the command normals into supers.

well, i’ve spent a few days with this nasty bastard and i can tell you 100% that this game has some of the most outlandish and hillarious combos ever.

the things you can do with this game thanks to snk not letting people tech-roll off of sweeps is fucking amazing…and i dont even want to get started on what’s possible thanks to the wall.

in regards to the “combo limits”:
The only major thing i’ve ever ran into is the inability to land more than 3 of the same special on an opp when they are bouncing off the wall(ie…using Lien’s qcf+fp to juggle constantly). it does seem that if you mix up the moves themselves, there isnt much of a problem with any limits.

the “opp goes backwards” bug is actually quite usefull in some combos as it can bounce the opp from behind you, back into the wall (which you can view HERE) to get more “imaginative” combos to work.

while otg’s are almost a nessecity in this title to get combos, there are some FRAME specific juggles that cut off the opp from being able to roll.

example:

mai’s wk,wk,d.wk,d.wk chain can actually link into a df+wk if timed correctly(if not then the opp rolls or only gets hit once and flips out).

if you guys would put more effort into the title and bitch less, then we’d know alot more about this title and it’s engine than we do right now.

Broken or not, 3-D or not, “Feels like KoF” or not, I want this game to succeed.

SNK needs to make a comeback, and a first strike into the mainstream, and the fighting game community needs some new blood.

Which codec do i need to watch it? I thought i was up-to-date with my codecs… I get:

“FOURCC code 3IV2”

That’s why AVI sucks; everyone uses random-as-fuck codecs, so ppl have to search all corners of the net for 'em.

I knew you’d be on top of things. I await the combo video.

I wasn’t planning on playing this game anymore for a while, but after reading this I realized I had completely forgot to mess around with K’. So I hit the training mode and quickly deduce that the japanese guy did:

Low D, OTG low B~A chain xx ein trigger xx slide, glasses super.

It does exactly 140 dmg, but the problem is it requires counter hit to get that much (like the combo on KOFcolumbia). It does 98 dmg without counter hit. Correct me if I’m wrong on the combo though.

Anyway, after fiddling with K’ for like… a minute this is the most optimized combo I could find:

Low D, walk up OTG lowB~A, walk up OTG low B~A, OTG standing B~B xx qcf+A~slide, qcf,hcb+A/C

113 damage without counter hit, 164 with. The combo’s actually kinda hard to do so you could just elimate one set of low B~A’s and not have to do the whole walk up business.

I’ve actually accidentally got those a few times also. I haven’t really tried messing with it yet since I devoted all my time to finding the characters with the best OTG games. :smiley:

More notes: Though I haven’t messed with wall combos extensively, I found that having your back all the way against the wall tends to prevent combos more than anything else. Since the wall is right there any sort of launcher will cause them to immediately hit the wall and drop straight down. A large number of the standard combos I found won’t work against someone with their back against the wall. When the opponent hits the wall they stumble forward and become much shorter, causing hits to go over them. Also, when you hit them against the wall enough times (I think three?) they become airborne. Again, since the wall is right there they drop straight down and as of right now I haven’t really found any ways to really capitalize on that.

Lastly, hit stun is increased on crouching opponents, which allows for combos not normally possible otherwise. Again, I haven’t really messed with this much, but K’s low B~A chain doesn’t combo on standing opponents… but it does on crouchers.

LOLOLOL

YES. I have done it my friends. I have reached the mecca. I have found a true infinite. Wheeeeee! Haha I can’t believe I didn’t find this sooner. It goes:

Maxima:
hcf+K grab, buffer to qcf+K and hold it to pick them back up, repeat.

haha, behold my creative skills! This was actually one of the first things I tried doing with Maxima, but it didn’t combo so I didn’t really give it another thought. For some reason I tried it again after writing the previous post and found that it actually comboed. So, after spending a little bit figuring out the timing for it (you grab again as Maxima puts the dude down and he kinda shakes), I get to the 10th hit of the combo. It produces that pink “combo limit flash” as usual… and Maxima picks him up again! I got to 14 hits (grabs) before I messed it up, doing 168 damage. Damage scaling also stops after fifth hit, with every grab doing 10 damage after that.

It looks like Kyo might have a friend in the god tier. :smiley: I still wonder if special grabs are instant or not…

every1 kept sayin that this game has ‘bloody roar feel’ inside… i more think into ‘rival schools/project justice feel’ minus them team specials of course

Last note: damage scaling seems to go:

1st hit: 100%
2nd hit: 90%
3rd hit: 80%
4th hit: 70%
5th hit and on: 50%

thing is this is a ps2 game. i get this impression it was never meant to be a “serious fighter” and is aimed more at the majority of ps2 owners, aka casual gamers.

LOL at Maxima infinite. Here’s a collectino of early combos (need JP encoding). Wall combos are usually distance specific.

ttp://updown.coolnavi.com/inline/41283.txt

After how many bullshit posts I’ve seen on every game thats ever come out, I’m gonna wait a few years until I decide on how broken or not-broken this game is.

Anyone found out the codec?

Does anyone know what’s on the special DVD that comes with the game? I would really like to know before I put down cash to buy this.

Interviews with the staff, including Falcoon, game system, story, slideshow from Falcoons designs and a piece about the 10th anniversary.

Any other reviews?

3ivx works for me.

I gotta be brief because I’m at work right now but I got the game earlier today and played it a bit. I have to say that I really do like the game a lot and this is big for me granted I’ve been disapointed by the KOF series since 99. The game runs pretty fast, and it’s rather easy to pull off some of the more nasty combos in the game. I have to say that some characters are kinda broken. Kyo and Iori are rather overpowered along with Leona and Maxima but I hope there are ways around them. I’ll play more when I get home but for those wondering if it’s worth the money I think it was.