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

What command throw exactly?

His HCF+K command throw

Trash the Slug - Lvl 5 - what’s the easiest way you guys have beaten this?

B. Jenet (pun intended). All you need is qcf+P (to build up meter and throw out when you’re not right on the slug’s ass in which case qcb+P would be better, qcb+P (though it has no range, it’s pretty useful on the Slug because it turns it’s cannon away from you, so spam this move upclose), and her lvl 1 super qcfx2+P cancelled from qcf+P. It didn’t take too long. The only other factor is to keep moving to avoid mines and that annoying ass pink laser.

Now that I think about what else I could’ve done, Alba might’ve been a better choice…

Mr. Karate has no HCF+K. Are you talking about Sou’rankyaku? (HCB+K)

yeah that’s what I meant, sorry

They gave Yuri Hoah sho kou’ken DM in air for MI RA.

Ryo had that shit first in FF:WA as Mr. Karate.

My manhood has definately been challenged…hmph.

Kinda stuck here…finished all the missions…easy, hard, and extra. Got all the profiles in Story Mode, beat Quest Survival, and now Time Attack has stopped giving me costumes…where do I go next to get the rest of them?

Strats time!!!

Maxima:
Well Maxima is apart of my main team now, so I’ll start showing some strats and combos.

A, A, C, Vapor Cannon (B&B combo, simple but effective)

Down+B, B, B, Vapor Cannon A (knockdown combo, if blocked the Vapor Cannon is an overhead so it’ll hit)

Down+B, B, B, Down+B, B, D, DP+K (M-19 Blitz Cannon)/DP+P, Down+C followup (Mongolian plus trample), Vapor Cannon C (QCB+C), MX-11 Final Cannon (HCB, F+P)

(A, A), HCB+D, Hyper Hop B, Down+B, B, D, Vapor Cannon (QCB+C) (basic Maxima Lift combo, pretty damaging. The two As are optional

(A, A), HCB+D, Hyper Hop B, Down+B, B, D, Mongolian (DP+P), Trample (Down+C after Mongolian) (another Maxima Lift combo, not as damaging as the first one but still noteworthy)

Down+B, B, D, MX-11 Final Cannon (HCB, F+P)

His C Vapor Cannon is a good move, very abusable. Seems to have some upper-body invincibility even when you feint and can go through some projectiles and supers if timed correctly.

If you wanna get flashy and your opponent doesn’t have much life left (like around 1/4), try this. HCF+D, QCF+D (Hold D, to do the feint) SC into Maxima Revenger, pretty stylish but you should save it for moments like that, because it’s usually a waste of a meter.

Another flashy move but very good and more useful than the previous one is Vapor Cannon feint SC into Maxima Revenger, the reach on the Maxima Revenger is pretty far (Think ST Zangief SPD range)

New MI RA vids

[media=youtube]jQlgcC2FfhI[/media]
Jivatma vs. Kula
Jivatma has turn into a beast, he has a new grab out of his turn of the wheel stance and a new DM. Kula has the ability to make snowmen, weird but probably good for zoning, is it just me or does Kula seem weakened a bit.

[media=youtube]s5qsR23ZNqQ[/media]
Hanzo vs. Yuri
Hanzo overall seems pretty much the same, although he seems to have a new running throw. Yuri now has the Haoh Sho Ko Ken in the air, which Violent Ryo mentioned above in his post. It also seems that she has alot more feints.

Overall fellas, the game is lookin pretty good

Thanks :tup:

Got mine pre-ordered already.

For months i’ve been using Billy Kane and I always though I was missing something. Because pretty much since the game was released Billy Kane has been considered top tier, but I always though I was missing some big ass combo.

He’s pretty much a simple character to pick up correct? The only combo’s I saw here were canceling his back punch into his lvl 1 super and his forward punch into his shoryuken (agaisnt wall). Also poking with his punch+kick.

am I missing anything else?

Try this?

I play Billy a lot now, but really there is not much to him. All you basically do is make openings, land a c throw, f + c/b + c, and then super for big damage.

Everything else is guard crushing and corner control and defense.

Combos:

C throw, lvl 2 super, dp c, j. cd.

f + c/b + c xx dp/lvl 1.

That’s all you need.

I agree.

He’s the Chunli of the game. Easy to learn, effective, and very very dangerous in punishment situations.

Also, Old_V3, the Luise loop you posted is a little wrong. I think you meant it to be like this:

(f + C, uf + B xx air dash C(whiff)) x 3.

The thing about this is that, you can do this from any launch, or you can start it cold turkey from the f + C. All the components should be done very quickly. And as Old_V3 said, you can delay the ad. C and reset from there.

I don’t play her though, but my friend requested more shit for her, so help me out here.

If I get sick of losing, I play Athena/Billy/Nagase. That team kills folks around here, but has a lot of trouble vs. some of the top tiers.

Yeah thanks for catchin that error, but you can use B or A also, but by using C it’s more strict and difficult. I also found out that if you whiff D instead of C or B, you’ll be able to get more reps in, while using C you’ll be able to get only 3 before the pink flash happens but if you use D then you’ll be able to get up to 5. But if you want to reset, you can only delay the using B.

In terms of some more Luise stuff, I found some more ways to land her DM throw,

A, A, Lvl 2DM
B, B, Lvl 2 DM
F+D, Lvl 2 DM
C, C, Lvl 2 DM

Looks like there’s a new loketest goin on, starting tomorrow till Sunday, hopefully some more vids can come out from this one

Does anyone know any combos or stratagies for Wild wolf terry or Kyo? (classic or regular)

trying to get a scene going for this game in austin so ill add my two cents.

From the looks of it geese has an unblockable super, need someone to test this for me tho. i have break fall on in practice and it seems to work regardless.

Geese- LK, LK, LK, ( when there in the air do a hcf+k) now heres the part i need input on, when there in the air and you hit them with the hcf+k you can only land one hit before they reset in the air. as there hitting the ground you cancel out the hcf+k in to HCBx2+p and it should grab them as they hit the ground. Be careful though cause you can cancel too early and peform the super while there still in the air.

again in need some one to conferm this for me, more later.

hmm that Geese move sounds good, but if you’re talkin about the rashomon (hcbx2 P) then that’s already unblockable because it’s a grab but nonetheless sounds like a good setup, gotta try it out to confirm.

Some stuff for Jivatma

Hyper Hop A and C are two moves that u can play like a dhalsim like keepaway to annoy your opponents. Hyper Hop C is good to start the match off with because it will stuff any kind of move that they can try to attempt and at the worst you’ll trade with your opponent. Both moves used at the wrong distance and allow your opponent to get it so learn the right distances.

B&B combo
F+C, C, C QCF+K (SC into QCB, DB, F+A) Easy Combo for good damage
F+B into QCFx2+B (basic super combo, doesn’t scale at all)
Back+B, D, QCB+C SC into QCFx2+B (Nice damage super cancel combo)

His CD attack has decent range and can be used as an anti-air, so can his QCB, DB, F+A DM move and QCFx2+B DM move.

When Jivatma is in his TOTW (Turn Of The Wheel) stance, he moves pretty fast and his CD attack in TOTW mode allows him to go over some moves. TOTW A, C, B is a good combo with deceptive reach, definately a move to abuse.