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

I think it should be a requirement for tech-roll and quick rise to be on. Otherwise it’s not technically a combo.

Spooty: unfortunately you cant have both. it’s either tech roll OR quick rise.

As far for the whole “what is a real combo” thing:
When doing combos for games, tech rolls have been an “iffy” subject(for example; there are tons of tech-rollable combos in MVC2 videos) and I think it’s up to the poster to designate what they’re working with. This way people can discern whether or not they want to use said combo.

Totally tech-rollable.

I have yet to see anything in the game that can be categorized as broken. Although I’m pretty sure there will eventually be something, OTG hit-throw (which can be tech-rolled) is not.

So trag… Is this game gonna be a side game at evo??? Peopel seem to be getting into it from what im understanding???

K’ (2 meters, safe roll off, 63 dmg)
Punch throw, HK(launch) xx DP+HP, land, DP+HP, F+HK xx QCF,QCF+HP

The trick here is to do the DP+HP IMMEDIATELY when the followup kick from the throw connects so that you connect with the last hit as they fly up, giving you time to land and tag them with another DP+HP as they fall. You get turned around, so make sure you reverse directions when you do the next DP. While safe roll was turned off while I was doing this, you can technically do it with safe roll turned on if you are fast enough. Having safe roll off just makes it easier (you end up OTGing with the second uppercut instead of juggling).

How do you tech roll? I have quick rise on and the computer can’t get out of it, you don’t exactly catch them on the ground either, it just or before they hit the ground.

Set the computer to “Break Fall”. It will then tech roll whenever it can.

Tech rolling is done the same way you do it in every KOF, by hitting LP+LK just as you hit the ground.

Ahh cool, thanks.

Anybody got anything off of Iori’s speed up super? I usually just activate of a knockdown and run up command grab.

MI2 and MI1 share one thing when it comes to comboing:
Tech Roll or die.
Tech Rolling doesn’t leave you vulnerable it would seem, and not Tech Rolling allows for the dumbest OTG combos (like in MI1: Athena Shining Crystal Bit against cornered opponent for like all your life).

I like how first attack gives you a free super meter.
If you get first attack with a super, you get a super meter as well (but only one).

I <3 Mr White Folks!!! :clap:

Am I the only one that thinks that Kula’s jumping C is kind of fucked up? And the fact that Luise can sidestep in three dimensions, IN THE AIR, on wakeup, is kind of fucked up for mixing up the opponent?

so is it broken?

Alba, anywhere, 1 stock - HP Throw -> Level 1 Super - 66 dmg
The second you recover from the throw, have the super buffered. There’s no way to quick rise out of it if timed right. I love simplicity, and it seems that’s the way to ensure you get your damage in.

corner only, 5 stocks - Lv3 super -> Lv 2 Super - 159 dmg
This also happens to be an infinite stock infinite. Same as the throw -> super, do the Lv2 just after you land, which is right as you recover. They’ll never hit the wall, which is kinda retarded. The Lv1 will not hit here, it’s too slow and has a different hitbox. You can link a s.HP where you could do the super, but my hands aren’t steady enough atm to see if there’s more crap you can do from that wall hit. I’ve managed to do 252 dmg with three Lv2 reps. It barely scales at all. :confused: Makes you wonder what the real deal is with the damage scaling system, as everything ELSE affects combo damage.

Low Sabakis and Alba’s(and probably Billy, Geese and Rock from all I have unlocked right now) low counters all grab some mid and high attacks. So it’s still pretty broken. At least Alba’s mid counter doesn’t catch all lows again.

And to answer you bloodriot, it’s not completely broken, as the Maxima inf is gone, and the damage scaling rapes a lot of long combos.

Has anyone made good use of the Garou’s Breaks? They seem kind of shite to me.

I’ve updated the Fio Combos:

The long one
j.fp,(d.fp,d.fp) xx qcbx2+k, dash, d.fp xx qcbx2+k, dash, f+wk xx hcf+wk, follow up with qcb,hcf+fk – 5 meters – 162 damage total

The short one
j.fp,(df+wp,fp,fp,fp*****) xx hcf+fk, qcb,hcf+k – 3 meters – 83 damage total

*you have to cancel immediately into the hcf+fk so Fio stays on the ground(otherwise her chain requires her to fly up in the air DP style), and you can land the qcb,hcf+k before the opp even gets close to the ground

NOTE: if you cancel from her hcf+fk into a super EXACTLY when it hits, the “grenade throw” is canceled out and they bounce off of your head into whatever super you want to attempt. give it a try for finding some kind of goofy looking combo.

Dude…it’s qcf+k. Also you have to practicaly link the hcbqcf+k because the timing’s pretty tight…I found drumming pretty useful.

If you do the short version you can try and confirm if they miss their Break Fall, you should have enough time to catch them for more grenades before they stand.

is this game gonna see tournys?

Well…Quite a few people are liking it, but as far as I’ve seen it’s a bit too early to tell.

I dunno about broken but luise is rly good…

I did that fio combo (well sorta) in a match. ahhaha. awesome.
Also doing the lvl3 after the grenade run, is basically just do it as soon asyou recover start buffering the motion before the grenade run ends it’s tuff but not to hard.