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

Conventions? You mean the buttons?

It’s like KOF: Weak Punch, Weak Kick, Strong Punch, Strong Kick, taunt.

Plus, you have parrying, rolling, sidestepping, sidewalking, CD knockdown attacks, running, back-dash, short-hop, etc. Those can all be done using button combinations. And, you can configure controls in the options.

Is that what you meant?

I picked it up this weekend along with MK Shaolin Monks and Shadow the Hedgehog. 3 games for $35 FTMFW!!!~

I’ve only really been playing KOF though. The feel of the game is like KOF meets Rival Schools meets Tekken with the same level of graphics as Virtua Fighter 4 Evo.

Interesting cast of characters, though I’d want Joe, Yamazaki, Shermie, Vanessa, the Lucky and Kensou in there for good measure. (Come on, Lucky Glauber in 3D? Don’t tell me that’s not an instant buy right there.)

My mains so far are Terry and Wild Wolf (Also Terry).

Best Quote of the Game: GALACTICA PHANTOM! A real man’s punch!
Worst Quote of the Game: Atheeena… Asamiya… is coming at you…

Well, not quite…I don’t know the exact…aah! that’s it! Notations! All these “-tions” had me confused. So then, WP, WK SP, SK?

Yeah, that should work. Also:

WP = LP = A
WK = LK = B
SP = HP = C
SK = HK = D

It’s not a counter…it’s just her super grab (the laser thingy). And, she’s totally, completely, utterly, entirely invincible during it. It’s very obnoxious because it blends so well into her other twirly-looking moves.

Always use :qcb::p: to break the Fireball if they try to roll or jump past it.
In fact, the explosion actually does more damage the projectile proper, so I try to break it even if they try to block it or will get hit by it.

By the way, this is the LAST week that KOF 2006 will be on sale for only $15 at EB/Gamestop, so buy it NOW if you haven’t already.

New vids for Regulation A

[media=youtube]HYbTVTfOASA[/media]
[media=youtube]hyDdZkEzfVo[/media]

In the first one, looks like Jenet has a new aerial super
In the second vid, with Ryo and Mr. Karate, looks like both of them have some new stylish arts, check out the parrying skills by Ryo, especially near the end of the vid, true skill

Is Clark bad or something. Not 1 thing is out about him in this game anywhere. I mean, I was goofing around with him and he seems decent enough to me. Perhaps I’m missing somehting (I don’t play this game very much, I don’t own it at all). Its just that there is NOTHING about him anywhere. The one FAQ for him in this game is basicly “I hate clark, the computer makes him look good, but I hate him, he stinks”. Is it just the fact that his supers scale terribly (besides the anti air one)? On the whole I watch these combo videos that people put out, and the damage quite frankly isn’t impressive for the amount of super bars that people seem to have a fetish for using. Or is it just the lack of KoFish bullshit pazaz that makes him bad (like how everyone else has super invincible lightning tornado pink and green laser missile dragon punches flying left and right) Clark like NEVER changes, so why is he so ignored in this game? Is he BAD or just bland?

Clark is far from bad in my opinon, and I’m surpised there isn’t a lot more love for him. Just being able to pick you up from the ground alone makes him twice as dangerous as he is in other KOFs, along with his new supers like the anti-air. A good Clark player can end a match pretty quick with a meter or two. (At least it seems that way from matches on the Maniac level.)

And about Regulation A…Blue Mary is tempting, especially since she seems to have her Stungun back lol. But having to deal with Ash…ugh.

NEW CHARACTER ALERT!!!

Makoto Mizoguchi
[media=youtube]n6LOTwT8ObM[/media]

looks like a sumo wrestler or perhaps he’s similar to Daimon from the 2d games, only time will tell

nah man, you mean to tell me you dont remember Mizoguchi from Fighters History Dynamite?
[media=youtube]bqc8D1hGnCE[/media]
^this guy

oh I never played that, but if he’s anything like he is shown in the vid, he’ll be good

Wow, I wonder if Karnov and Clown will follow. :rofl:

[media=youtube]aVxpFZurSCs[/media]

BALLOOOOOOOOOOOOOOOON!

This thread needs more strategy talk in it

guess I’ll start it off with some of my characters that I use

Ryo:
Well to me, Ryo is a well-balanced character with good offence and defense with his F+B and D/F parries. These two moves are very good but you have to have a very good mind-reading ability in order to get much use out of them. IMO I think they’re best used for projectiles and they completely nullify them, normal and super ones (as in one of the latest Reg. A vids, Ryo vs. Mr. Karate). His f,b,f+C move sucks people in and the A version of the move can be used to launch his opponent in the air for a combo, plus it’s super-cancelable. A basic combo involving this move is: F+C, C, C, QCF+D, F,B,F+A (SC into LVL 2 DM, if u have it that is)

Luise Meyrink:
Luise is mainly a rushdown type of character who mainly tries to confuse her opponent and punishes mistakes. A mastery of her flying cancel techiniques is required for her to survive against alot of characters because most of her stylish arts which launch are unsafe and leave her vulnerable, but with a good use of her flying, she can bait her opponent into whiffing and punish. Example: F+C, C is a two hit stylish move which launches the opponent but is also unsafe on block, when it gets blocked, you can press back twice to cancel out of the recovery of the move and fly backwards to avoid a potential counterattack and punish the opponent. When F+C, C hits, you can press forward twice to float forward and press B to hit them to reset. You can do the same thing with a lot of stylish arts which involves her going in the air to make them safe. Also instead for pressing back twice, you can press Up or down twice to fly to the sides to get to someones back to do pretty much guaranteed damage to them. Hyper Hop C knocks ur opponent down for an oki game.

Nightmare Geese
Geese is nothing like his previous forms in the 2D games. He doesn’t have alot to work with in terms of stylish arts and flashiness is not his strong suit, but power and defensive abilities is. His Raging Storm and Rashoumon DMs take off a good amount of damage off his opponent and can easily be comboed into. A good combo into both supers which won’t scale much of their damage is F+C, C, then use Raging Storm, Rashomon or even Deadly Rave, if ur good enough with the inputs. His upper body and mid level counters can lead to his ground shockwave throw if your opponent doesn’t tech in time. Hyper Hop C into Shippuken is a good way to jump in.

Maxima
Maxima is a very deadly character in the right hands. His Vapor Cannon is a good move and if you hold the either button, he’ll do a feint which can be super-cancelled into the Maxima Revenger for a good 1/3 of your opponents life gone. His HCF+D throw launches your opponent so you can follow up with Hyper Hop B, Down+B, B, D, dp+P. Bunker Buster and Final Cannon can be used as anti-airs from the right distance.

Jivatma
The boss of the game, Jivatma, is the master of the long-mid range game, when your playing with him, those two ranges are most likely where you’ll want your opponent to be at, but then again, his close range game isn’t too bad neither. His knockback attack is pretty good and can be used as an anti-air, perfect move to give you the range you need to completely destroy them. His Lvl 2 DM is does a little less than half of your opponents life and it doesn’t scale when you use it after F+C. I’m sure if you face the A.I. version of him, you’ve seen this little half-life combo, if not something worse.

I’ll write more as I find out more about some characters, sorry if I wrote some notation wrong, I’m still kinda learning it myself :slight_smile:

I’ll try out your strats Old_V3. Thanks for posting those up. My group (see my homepage, join up if you are in Vegas/visiting, for competition) has dedicated Mignon, Ninon, Yuri, Rock, Nagase, Louise users. If you want strats for them, lemme know.

Ryo sucks. There isn’t anything he can do that someone else can’t do better. He has very poor zoning ability, a bad DP, and is just not as good as Yuri. Better choices include Kyo and Alba for a blance type. Both of those choices are light years faster, giving you a real mix-up game and the ability to close the distance very quickly.

Luise is just untapped potential. I think her real gifts in addition to her triple air dash, involve her 4 part alterating chain combos. There’s what, like 4 variations on that rotating theme? Any missed sabaki means she actually gets the hits, gets a knock down, and starts up air dash games.

Yey.

He’s limited.

Does alright against Billy, but eats shit against Richarad and Kula. I don’t think you can compete in this game unless you can handle at least 2 of those three characters in a clean effiicient way.

Full of neat tricks, looses easily to Richard, Billy, and Kula. Thus, sucks.

Kula lite, less mobile, big hit box, etc, etc = not very good.

Play Fio if you want a range game.

Top tier or at least the group of characters that has been exploited in the group where we play:

Kula
Richard
Athena
Billy
Fio
Alba
Duke (to a lesser extent)

Solid team members with definate team worthiness:

Jenet
Leona
Ralph
Ninon
Wild Wolf

Now I’m not saying there aren’t other exceptions or things I haven’t mentioned.

I wrote up a pretty lengthy review of characters and tiers as it was months ago. This game hasn’t seen enough play to really develop things, but I’d put my assertions and experience playing up against whatever’s out there. If not just to get proven wrong and pick up some new skills.

Just starting to get the hang of this game, quick question, if I set the options to “break fall” in practice, will that make all the shit I’m doing into real combos that I can use in a match?

Also, Daidoji Kage, would you mind posting up some combos for Mai, Iori, and Billy? I’m pretty much only doing basic shit at this point, like finding what combo knocks down into special/super…etc. Example: Iori’s 3 hit HP chain that ends in a sweep, OTG QCB+K, juggle with super…anything you can post up for those 3 I mentioned would be great, thanks.

EDIT: One last thing, what makes Richard so good, and what are some good combo for him too if you don’t mind.

yeah I was just tryin out Duke myself the other day and he’s very good. His lvl 2 super changes around your configuration, level 3 automatically guardbreaks and has like a ton of autoguard on over half of his move list. Crazy, but yeah seems like Luise does have a lot of potential, hencewise, she’s on my main team. It’s just tough trying to get some good combos out of her, well at least anything screen-carrying, except for the ROM.

Oh yeah, what makes Kyo so good and who’s better, normal Kyo or Kyo Classic

Always set to Break Fall, it’s the difference between legit combos and nothing. For instance, a few weeks after playing, someone came by and was like, “I broke the game, Mai’s fire column is an infinate at the wall.” I said…I doubt it. I hit break fall after the first hit, dropped, and super’d her. Break fall for the win (that and if you don’t against Fio, hilarity ensues. Play her against someone that doesn’t break fall, do her dashing throw/molotov xN. They will learn quick…)

I can’t really give you anything for Mai or Iori, they are both other folks characters and I don’t tend to play them too much, however, Mai can cancel after a hit, any of her little hopping overheads into Squirrel Dive (the hop kicks do count as airborne), which is fun and fast.

As for Billy. I think of him like Chun in 3S. You seriously can just watch for an opening or create one with a Sabaki and then b.HP, late cancel qcf.hcb-P for easy reliable damage. Don’t forget to hold the punch button so the fire wheel gets all of its hits.

Richard is good because he’s so damn hard to defend against, has very fast overheads, and his supers drag him foward to finish stuff off. Then there’s the ground game where he can get more than a few solid hits otg.

Old_V3,

Standard Kyo. I hate the Classic version, but that may just be my tastes. Kyo is just solid, like 3S Ken (though Alba is always better…). He doesn’t have any real weakness and he gets ‘in’ quick.

I think that because this game is so based on getting in and staying in, anyone with a strong mid or long range game, Kula, Fio, Leonna (fuck…Leonna) is at a premium. Those characters are good a mid range (except Fio) which is a rarity, but the other thing is, these guys are great up close.

Please excuse if any of this turns out to be crap in a few months when legitimate gaming gods find something entirely inaccurate with what I’ve said. But thus far in all the casual play we’ve put into it, these are some of the better tactics and characters we’ve found. :china:

(Thanks for the Rep Jester!)

No problem…2 more questions please?

Could you post up some Jenet and Yuri combos?