KOF: MI2 / KOF 2006 - Strategy / Techniques / Combos

Ninon is hella better than Mignon as long as you don’t actually finish her strings and end up taunting, lol…she has a good teleport game making her pretty safe, even better than Nagase’s actually, a big ass zoning projectile to help her spacing, that AND a fatal frame-influenced outfit…i’m surprised loli fans aren’t all over her lol

Blackout really isnt that good, you can be hit out of it fairly easily. Outside Sabaki and Crimson K’ has nothing to keep pressure of him.

Regular Terry seems much, much better than Wild Wolf. His returned Fire Kick from 98’ and Power Shoot from 99’ lead to all kinds of juggle insanity.

And Mr. Karate versus Ryo is no contest.

The only thing I can’t tell is who is better: Kyo or Classic Kyo? I’m far from a big Kyo fan or user so I really I can offer no insight.

DP is really good for keeping people out actually

like Beast of Fire posted a while back, you have to use DP and his throwing game to keep people out like DP+C, F+D, QCFx2+C reversed then poke sparingly and bait sabaki so you can do punch throw HK launch DP+C then the previous

K’ can win it just takes a cool head and mind games by using blackout when safe

Hyena update: he is a lot better than i thought, his fall-facedown stance is really good for meter building which makes his confetti a lot like aegis reflector, and if they try and catch you in liedown stance you have that flipkick option for instant knockdown, so he counters certain characters i’m pretty sure

plus he has that really deceptive kick string which looks like he’s just walking forward but is a low

the problems with him are his DP is slow and not really a good anti air and he has very little options to prevent him from being rushed down without meter as far as i can tell

still playin’…

I just noticed this but Classic Kyo isn’t on that list. Where would he potentially stack up to everyone else?

i find that he’s marginally better than normal Kyo because fireballs are really good and safe ( and SCable ) and his BnB i think might be a little bit more damaging? ( stand C,C, df+D,D, OTG hcf+D,D, reverse dp+D,D,D, orochinagi when you land - this is midscreen btw, near the wall you would want to pressure people into one frame grab and knockdowns )

actually its not more damaging really now that i test a bit because Dokugami / Aragami OTG with normal Kyo hurts more, but still, fireball zoning is good especially if someone doesnt tech off the ground there’s always the chance of BnB, fireball as they land SCed to Orochinagi

wtf is with Kyo’s new DP+k move? O_o;
i find this move kind of silly and useless

What would be considered a good BnB for normal Kyo anyway? I normally use his Stylish move 1 followed by cr.A,cr.B,d/f+D, qcf+B because it can carry them to the wall. As for Kyo’s new dp+K move, I don’t really like it either. I connected it in a couple of OTG combos but it’s very unreliable.

Has this BS happened to anyone???

This happened to me the other day. I was fighting Jivatma (story mode) with Fio. I did one of the usual combos into qcf+k. BUT, when the grenades exploded, it caused the game to bog down, thus ruining the timing on my follow up. Further more, it happened 2 more times during the match.

Has this happened to anyone else? Or worse, has it happened during a vs. match?

BTW, while I’m posting, what are some good BnBs for Billy Kane?

Well, there was this one time in training mode where I was performing one of Kyo’s Aragami strings when the game lagged HORRIBLY. It did that almost every time but when I restarted, it never happened again.

So I fucked around with the game yesterday.

Me likey.

That’s good to hear. I’ve only unlocked 3 characters so far. Getting the rest of the stages sounds like a lot of work. :sad:

basic bnb for normal kyo
late j.D or crossup j.D, stand C,C, df+D,D, OTG qcf+A,hcb+A,A, dp+C or orochinagi

as far as i can tell billy’s game would be like
b+Cx4 then DP+c, ( if B+Cx4 doesnt hit confirm then keep pressing it for the runaway string where he backs up while swinging…too safe ) then hyperhop CD blowback them to the wall where you can start his broken ass wall game or do qcfx2+D if you have meter
the reasons why billy is so broken, btw, are several
his DP has NO RECOVERY, it’s treated like a falling C from the ceiling, soooo very abuseable plus you can combo off it
he has the best normals in the game, PERIOD, almost everything seems safe
it’s VERY hard, almost impossible to figure out what he’s going to do when he has your back to the wall, and everything he could potentially do to you in this situation leads to at least 40 percent of your life gone

and as far as lag and slowdown i havent had any problems except sometimes when you SC something that probably wasnt intended to be SC’ed the game lags ( for instance pick Mr Karate and try SC-ing the VERY NEXT TO LAST hit of the Zanretsuken after a basic chain, not the one that knocks down mind you i mean the VERY next to last hit of the rapidfire punch )

the stages and the mass variety of costumes, are very long to get.

Hey, thanks very much for the tips!
But pardon my ignorance when I ask for a translation. I’ve only really played Capcom stuff before, so I know “punch/kick notation.” So may I ask: What are buttons ABCD? Is a hyperhop a running short jump? and, by DP, do you mean dragon punch motion?

Thanks :sweat:

BTW, what sorts of wall games does Billy have?

lol Billy anywhere near a wall, instant spinning fire super. Sometimes you can get it twice.

What if I have no meter? Any paticular wall chains stand out?

Thanks again.

sometimes if you’ve got a person cornered you can just do spinny rod ( mash A ) after you knock them down into the corner and when they roll they won’t know how to block or sabaki it on wakeup, you could also do forward C string and then mash A to cancel to spinny rod after like four hits if they don’t have meter to blowback you and can’t sabaki very precisely they’re in trouble because Billy ( and Lilly ) has the best guard crush capability in the game plus he has Dp+C to knock you back down and then super…think of it like Jedah in CFE’s corner trapping abilities

or you could just do f,f+C stylish art to knock them back down as a high or cr. D as a low two hit which both leaves them back in mixup hell

A=light punch
B=light kick
C=hard punch
D= hard kick

While I still disagree with somethings you say 4649 you get rep anyway.

While I’ve only clocked a couple of hours, I’m not sure Clark shouldn’t be tiered higher - especially if he has the infinite mentioned above.

At the very least, playing around with the setups for his various airthrows is fun as hell.