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

Yuri has a 50% + damage combo referenced in one of the two KOF 2k6 threads.

I have to admit, as far as receiting the combo strings by memory, I’m pretty bad. In regards to Jenet though, she has absurd guard crush ability.

I play her as my second. If she starts a round against someone with any guard meter damage (which doesn’t refill between rounds), I take the first opportunity to fire off her lk through hk stylish combo, if they’ve blocked it, I pause and then go into her qcfx2 + P (the multiple fast kicks super), it will guard crush about half way through, knock down, and place them by a wall.

They get forced to wake up without their guard meter replenished and it leads to a full stylish-> special-> super combo/set up.

hey Kage, you know any combos for Duke

I use his lp lp hp hp hk hk pause etc stylish combo. That does enough damage for any punishment situation.

The one thing I will say about his play style, is that you never need bother with any super above L1. His ground fire super is a great finisher for most things, is deadly anti air, and combos into another of itself in many situations.

His “Don’t Stop ME!!!” super, the counter one, is great great punishment against the rushdown types. It absolutely ruins Iori. (Right PJ? :smokin: )

what about his lvl 2 which changes the configuration of your opponent, that seems like it has some uses to it

Oh yeah, I finally found out that Yuri loop in match vids

PSS (Pulverizing Shatter Slam) Loop:
[media=youtube]PKniKFfKaEU[/media]

1st loop around 0:35 in vid: f,b+C, C, QCB+C, dash up (repeat 2x) SC into QCF, HCB+K
btw it’s alot harder than it seems

2nd loop at 2:02: d/f+B, f+A, u+D, dp+C x2, run up f,b+C, C, QCB (repeat from the run-up part) SC into QCF, HCB+K
in the vid the person didn’t complete the combo because Kula hit a wall, but u get the idea

Nagase fun weeee.

The only way I got enjoyment out of this game is playing her Low/mid tierness. Anyway…some stuff for her…ready go.

You really have to mix up with her against some characters, and be patient as well. She takes a lot of damage, and also, she doesn’t do a lot of damage. Also, her lvl 3 super is kinda sucky too, but her lvl 1 and 2 supers are pretty ok.

Random stuff:

Air to Air: Her air CD combos into air throw on hit with an air opponent.

A good hit confirm to her lvl 2’s is sometimes the st. b, b chain, but sometimes it’s hard to hit because it doesn’t hit all crouching. Also, learn to hit confirm her lvl 2 rush super(qcb, hcf k) from her Tricky moves (hcb b, hcb d)

Tricky braking can be used for super games sometimes. It’s pretty risky, but it can be worth it sometimes. If someone likes to sabaki your low attack, then break, and then command throw/lvl 2 throw. If someone doesn’t like to sabaki, but block the low attack, break and then do the same thing. If they like to poke you, trying to hit you out of your tele, then you cay TRY and cancel into counter super, but remember that this only counters high and mid moves, not lows.

Learn how to use her cookie cutter projectile intellegently (air qcf p). This helps zone when you do not want them in, and it also helps in the escaping process when they are rushing you. Don’t do this projectile from a normal jump normally, unless you are comboing it from an air normal and such. You’ll want to almost always tiger knee it. Also remember that if you press a kick button during the flip after the cookie cutter, you can cover your ass if they jump or roll the projectile.

Remember that the Air throw(air dp + p) can be used for mobility too. If you’re far away, you can air throw, and be right on their ass. Also, in block strings, you can mix in air throw and come down with a move and such. One fun thing I like to do is if they are in the air, hit them with a j. d, then air throw, you’ll end up right on them when they land and you can either lp cookie cutter to thwart sabakis, come down with a normal and combo, sabaki into whatever or do nothing and command throw/lvl 2 throw super/lvl 1 counter(sparingly).

Some combos:

st. b, b xx lvl 2 super (either one, doesn’t work against some crouching characters if not all)

st. a, a, a, c, b, dn + ab, d, d, d xx air throw.

f + a, f + a xx command throw or lvl 2 throw super (hcb d xx lvl 2 rush super)
Since the command throws are unrollable, you can sometimes if you have fast reflexes add a tricky bomber, and cancel into another lvl 2 rush super if you have meter.

f + a, f + a, f + c, d, dn + ab, d, d, d xx air throw.

Corner only:

f + a, f + a, f + c, d, pause, b, b, d, f + d xx air throw.

This is Nagase’s most damaging non super combo. What happens is that the air throw gets full damage because it resets.

Random thing: Dash up command throw is good for punishment on a lot of things, also you can sometimes command grab/lvl 2 out of a lot of situations. If the move is laggy and they are on your ass, try for it. If you block something, and they aren’t that far, dash up command throw.

But that’s some stuff, hope it helps.

cool stuff for Nagase, thanks Coos

I think she’s better than Hanzo.

Why is that?

I’m pretty sure she takes more damage than him and has less reach…but I’m not sure at the moment.

Anyway, Nagase/Hanzo is a flat out Fio killer. They work as a great team meta-choice if you know the opponent will bring out Fio first for her keep away shit.

  • Fio will almost always go first if she’s on a team. You can’t approach prior to the match first round, so she has a bit of lead-way before getting away from you.

I think that Nagase has a better defense than Hanzo, but then again Hanzo has teleports which can damage his opponent. Her counter supers can do alot of damage, well the one that u press A. B does a stomach hit and a stomp to the head, C does an air throw and D I think poisons her opponent or something like that. Hanzo can’t do that, but he does have a better level 3 than her

Well the difference between she and Hanzo is that Hanzo in the long run does more damage than her, having an easy ass 80% 50/50 mixup (not really safe but can be used if the person hasn’t faced him before), but Nagase can really confuse and frustrate an opponent after one knockdown.

Here is some info about her level 1 counter super.

As you may or may not know, her level 1 super is a counter super. It will counter any high/mid attack in the game basically. It DOES NOT counter lows. Now after your opponent hits her in stance, you have to press a button. Here is what the buttons do.

a: Big ass slash which will net counter hits a lot and do a boatload of damage. Use this often.

b: Does the ff + b move then teleports up in the air for an izuna drop. Good for someone in the air.

c: Punches twice, which the last hit is unrollable. The properties with the c hit is that after the second hit, you get the meter that you just wasted back. Pretty good to use once in awhile, especially if you have two meters stocked, because then you can just burn and recycle.

d: Throws darts which poison you. This is probably the second most one you’ll use, because it really helps with getting damage. Do this, and hit with a lvl 2 in some way we are talking a clean 60-75% from the added damage from the darts.

So in order of usefulness: a, d, c, b

Ways to use said super:

Do not do this at random vs anyone who has a low chain. All your life will be gone. To use this super, you must really pay attention to what is going on. A useful fact about this super is that, it also counters projectiles and supers that hit high/mid, and are not throws. If you see a fireball, and your opponent running after it, counter the fireball, and smack that fool. If they do a predictable string, counter it and smack, if they commit to an attack in a jump and you see it in time, counter it.

Basically to use this super, you have to have great reflexes and pay close attention to what your opponent is doing. Granted her lvl 2’s are really decent, so you should probably save the meter for those.

Getting out of rushdowns:

This is something you’ll face a lot with her. There are some things you can do to get out of stuff so you don’t get too hurt though.

-You can tk lp cookie cutter sometimes and flip away, just make sure you cover with one of the kicks.

-You can sometimes command throw/lvl 2 your way out of things, risky, but it works sometimes.

-Counter super obvious shit

-Jump up/tk’ed air throw, can sometimes work wonders, it’ll put you in a position to go back on offense.

Also with the air throw, you can sometimes avoid fireballs and fireball supers. Play around with it.

Hope this helps.

Great stuff guys. Any pointers for Kula? Her lvl 2 super is the shiznit. I used her to dump the dozer, and found it odd that her lvl 1 was more useful in pushing it back than her lvl 2. They give space like crazy in standard play though, it seems like you can’t even sidestep them.

I was messing with Kula in practice today actually, was doing:

sweep, f+LK, f+LK, QCB+LK, f+LK, HCBx2+P

I think that was the stylish art I was using, I’m bad also at remembering the actual buttons as opposed to just doing them. She has another stylish art which ends in a sweep, but it seems to have too much recovery to do anything after, and her f+LP one that ends in a sweep didn’t seem reliable enough, so I went with just d+HK to start the combo.

I remember hearing a while back that Billy and Lilly had a really sick oki/wall game. This intrigued me, so I’m currently picking them up. Any advice for combos (besides the whole Billy HPxxSuper thing mentioned earlier), setups, and/or their famed “oki” game? It would be greatly appreciated.

Characters I am interested in at the moment are Billy, Lilly, Hanzo, Classic Kyo, Alba, Duke, and maybe Athena. I like to try out characters at random sometimes because I can get surprised, but these characters interest me now. I tried Luise out, but she seems very Magneto-ish (meaning very heavy on the execution part. She DOES have air dashes, after all), and I probably would not be able to handle her.

well Billy and Lilly’s wall game is pretty ridiculous, pretty much pressing F+C into dp+C is a good way to frustrate your opponents and their CD/knockback attack knocks them into the corner anyways plus it can beat out alot of moves at the beginning of the round, so putting them first is a good metagame plan since most likely your opponent won’t try to attack first if they know about this.

Combo wise F+C into QCFx2+C is an easy super combo to do and it does a good amount of damage. Can’t really think of anything else right now though.

In terms of Classic Kyo, he’s pretty good, I’d prefer him over normal Kyo myself but they’re both good. easy combo is down+D, down+Bx2, QCB, HCF+P. Another easy, but damaging combo is C, C, HCB+P SC into QCFx2 P, easy damage.

Luise is pretty difficult to use though but she’s like the Magneto of the game, she even has the ROM, but it’s not an infinite since those are impossible in this game. If you want to know how to do the ROM, I previous wrote the transcription in this thread, probably two pages back.

I heard Mr. Karate has a good unblockable game/set up…how does it go exactly?

I was messing with Luise also, shes damn fun if you can air dash quickly and smoothly, still getting all her mix ups down.

Any of Mr. Karate’s stylish arts which end with a shockwave (ex. C, C, A) is unblockable, but it can be avoided when seen coming. Also to further get into your opponents head, try cancelling any stylish art into his command throw, which is pretty hard to escape from close range

Well I forgot to tell peeps who I play. I play Fio/Hanzo/Nagase. that’s my main team. Talked a bit about Nagase yesterday, so I’ll talk about the other ninja today. Before I do though…

With Nagase, with all the other stuff I said, learn to hit confirm slide(ff + b) into lvl 2 rush super. Also, if you have fast hands, you can turn any command throw(even lvl2 throw super) into big damage by doing hcb k xx qcb hcf k. This will add another 35-40% to any command throw or throw combo. This does not work if you do the throw reset combos in the corner.

Now Hanzo. He’s got a shitload of teleport moves, and a LOT of defensive options. The yoga flame moves(qcf p) are good for keeping them at a distance so that you can set up teleport games.

Basically, you want to be in range of one of the double clone teleport move (dn, dn + any button). You can then mix up with crossing them up, command throw or lvl 1 throw super, sabaki, or stylish art into cookie cutter.

The problem lies in however getting them into the range to where you can do teleport games. One way you can get into this range is cr. lk x 3. This will put you in perfect range to do the a and b teleports. These teleports will appear on the opponent’s sprite, and if you use the a version it will barely crossup, putting them in a position to be command thrown/lvl 1 throw super/sabaki into combo. A variation of this is to do walk back a pixel cr. lk x 2/3 then tele after a knockdown. This will create the same effect, but depending on how many lk’s you use, you will uncross/cross them up, but still leave the same thing as the cr. lk x 3.

Also throw a lp fire slug from full screen and then run up to about half screen. This should set you up to do the c and d version tele’s. This is very good for defense because if they roll or jump, the illusion will smack them, or you appear right in front of them ready to do something. Play around with other things to use this, as this is very useful at times in a match.

More stuff later.

Just picked up this game for $15 now to make time to play it =D

yeah my team is Ryo/Yuri/Luise, sometimes I might switch Ryo for Jivatma and Yuri for Fio, but I always have Luise in there

Maybe I’m in the minority here, but I enjoy KoF 2006 more as a 1-on-1 fighter as opposed to the KoF team standard. Then again, I don’t play for comp. The only adjustment I make is to kick the damage scaling down a couple of notches to draw out the matches a bit. They need to tone some of the OTG/wall madness down for the next installment, but still, a very nice effort from SNK Playmore.

BTW, I unlocked one of Clark’s “Another” outfits the other night and nearly busted a gut laughing. (Hint: “IF YOU SMEEEEEEEELLLLLLLLLLLL…”)

I enjoy playing one-on-one too, but I enjoy playing three-on-three better because some match-ups in this game are pretty bad, ex. Ryo vs. Billy, Athena, Richard. Very bad.

Oh yeah, forget that other team, my new team is Maxima/Richard/Luise. Ryo/Yuri/Luise is my secondary