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

Combo-wise, crouching while getting hit stuns longer just like MI 1.

As for combo ideas, you can trade hits with Hyena’s um, rose petal thingy.

other combo ideas include trading with certain anti-airs as the the trade leaves the person who was anti-airing in really quick recover and the person who got hit seems to float up really high for some reason, should be easy to do some cool shit off of this.

Some supers also create similar results.

Are there any chains you can link off of? I doubt they’d do that but maybe.

LInking off of tonfa super activation or other such super such as with athena’s shining bits thing. Those would all be cool combos. I wish I actually had this game and it wasn’t at my friends house because I could prolly find some good stuff.

Anybody try out network mode? I just got my copy today.

So is it possible to buffer a super after a sucessful parry? I can’t never get it to work.

How does nagase feel to y’all? Any moves found to be abuseable?

Any interesting things in the juggle engine found? And what is the limit?

I wish more people would post.:sad:

I like ralfs Alt C costume. Makes him look like Alex. I just found outyou can combo into command grabs like the argentine backbreaker which is pretty good of a parry. I think it only works in the corner though? Clark seems ok so far. Mai’s BD(or is it CD?) attack is hella fast compared to clarks! lol pretty useless info but i guess its something.

The trick is to attack the corners of the car. The sections that need to be destroyed are the front, sides, and back, where the 4 arrows point to. What you want to do is target the area inbetween two arrows, that way you will be doing damage to the 2 areas simultaniously, killing two birds with one stone. So instead of having to hit and weaken 4 areas of the car, you only have to hit 2 areas.

For the Steamroller, I don’t remember what the level 4 one was all about exactly. If there are land mines on the ground just hop over them twice to set the explosion off and to avoid getting hit. If barrels are rolling towards you, you can block them. When the steamroller stalls, you know it will lift up to slam ontop of you, so just block it low.

I used Ryo, and kept spamming his HP HP HP combo, and using his level 3. Jump kicks to move towards the right every so often.

I’ve figured out the combo/OTG system, it was actually a lot easier than I thought, it was just hard fitting all the pieces of the puzzle together.

Remember I said if you hit your oponent on the ground 5 times, they pop up in the air and become invincible from attack? Well, this is the key to the system, you get 5 on/OTG attacks per combo then your oponent can’t be hit. I’d also noticed you can tell by the combo counter as it’s normally blue, but then turns green when they can’t be hit.

I figured this out while using Fio, after playing with her for a while I’ve come to realise the game’s more broken than I thought. She has this attack (qcf+k) where she dashes towards the oponent, grabs them (it appears to be some sort of grab or command grab), plants grenades and blows them up into the air. Now, on their way down you can actually do qck+k again and catch them with more grenade grabs OTG.

Let me explain. The most damaging combo I’ve found so far is again with Fio which is roughly 55%, 109 on the display. It starts off with one of her ground chains, hp, d.lk, f.lk, qcf+k. Now, this is concidered 2 of those 5 attacks you’re allowed, the ground chain as a whole and the special. It continues in the loop, qcf+k (OTG)(3), qcf+k(OTG)(4), qcbhcf+k (5).

Now, if we changed it slightly it would alter acording to the ammount of “attacks” we’ve done. Her c.hp is a long range attack a lot like Chun-Li’s sweep from 3s except without the knockdown. Here’s how it changes if we impliment this attack. Hp, d.lk, f.lk (1), qcf+k (2), c.hp (OTG)(3) x qcf+k (4), qcbhcf+k (5).

I’m guessing more people have grabs they can OTG with, I’m also guessing it will define the tiers who ever has them and who ever takes full advantage of “5 attack” combos.

Edit: Mai’s breasts > 3

Fio:
(4meters)
j.fk, (d.fp,d.fp) xx qcbx2+fk, dash, (df+wp,fp,fp) xx hcf+wp xx qcb,hcf+fp

How much damage does that do?

Are her grenade loops even worth using?

I dunno even without the full 5 hits kula deals a shitload. that QCFx2hp super takes them across the whole friggin screen for a lot of dmg. Oh yeah the K lvl 3 super is so hard to see.

Can it not be tech rolled?

man, Hanzo is the business. His Alt H costume makes him look like Galford. Are there any tips on the easy mission modes? I’m stuck on the third mission.

it does roughly 70%, and it’s more of a “OMG LOL” than anything else, as you can substitute the last super with another set of grenades just for fun(finish it off with a dashing super short hop CD)

KOF: Max Impact 2 Combo Discussion Thread

While we do have a strategy/technique thread and a general thread, the severe lack of shared combos has resulted in the creation of this thread.

Discuss any combo you want, describe it fully(including answering questions regarding timing/etc if it’s overly difficult), how much damage it does(optional), how many meters it uses, and whether or not Break Fall(safe rolling) is turned on.

To get started, I’ll repost some of my combos that have appeared in other threads:

Kula Diamond:
(4 meters)
j.fk, (fp,b+fp(2hits),b+fk), qcb+fk(1 hit ONLY)~f+fk xx qcf+fk xx hcb x 2+fp

Fio:
(4meters)
j.fk, (d.fp,d.fp) xx qcbx2+fk, dash, (df+wp,fp,fp) xx hcf+wp xx qcb,hcf+fp

Geese Howard:
(4meters)
j.fk, (wk,wk,f+wk) xx qcf+fp(2hits) xx(after first hit of qcf+fp) deadly rave(hcb,f+2p)

(2meters)
(f+wk,d+wk,d+fk),(f+wk,d+wk,d+fk) xx hcf+fk(2 hits) xx raging storm

(5meters)
j.fp, (wp,wp,fp,fp,f+fp) xx hcf+wk(2 hits) xx deadly rave,(opp hits wall), raging storm, dpm+fp

Mr.Karate
(5 meters)
j.fk,(b+wk,d+fk,d+fk,d+fk), db~f+fk(2hits),f-b-f+wp xx qcf,b,f+fp(opp hits wall), df+wk(launches), qcf,b,f+fp

note: I’m actively working on more combos as we speak, but I’m holding them off for a bit while I tweak and test them(there’s almost ALWAYS room for improvement)

ok I think you’ve gone too far now lol.

SK is likely to merge this, you know.

Then I have no problem with them merging it. The fact remains that people who are discovering combos dont have an area to really share them, so until then I’m hoping they use this thread as an open forum for all combos/bugs/exploit discussion.

I think having a seperate combo thread for MI2 is an OK idea, we did that once with Garou: MotW, and I think I’ll make a ‘Ver. 2’ of that thread in the future.

I’d add these combos into the Wiki if I knew how :stuck_out_tongue: :rolleyes: :looney:

This question needs answering, as Tech Roll > OTG.

Now one thing I’ve noticed in a japanese combo vid was the Ryo’s f,b,f+wp…then as soon as it ended the guy had time to dash and repeat it 3 times. I’ve been working on this for an hour now and the timing seems REALLY hard(if not frame specific).

I’ve only landed it a few times in succession so far, has anyone else had luck getting it to work properly?

note: there also seems to be times where the f,b,f+wp doesnt knock the opp as far away from you as normal, so this might have something to do with it. O_o