KOF2K2: Back in SA

----Andy----

Anywhere:

  1. C(1), f+B, qcf+K, K/P
  2. C, hcf+P, run df+A, hyper Jump C/D
  3. Crouch B, df+A(1), qcb+A

Corner:

  1. C, hcf+P, qcb hcf+K/BD - 40%/45%
  2. C(1), qcb+A, df+A, Jump C - 40%

Max Mode:

  1. C, BC, run C, hcf+A(3), ©db f+P, ©hcf+B, ©qcf+K, P, (S)qcb hcf+K/BD - 50%/65%

There are a number of tricks with Andy. Doing combo #1 (Anywhere) results in combo reset, so they will have to keep on their toes as they get hit with that jump C. I suggest doing some mixups after landing jump C (like cancelling to qcf+K), or jump behind them or whatever. Also, using db f+A to dash up to them (make sure you’re in range such that db f+A doesn’t actuallyl execute), then rdp+B in their face. This seems to work rather well in the tourney matches I’ve seen. They usually use db f+A multiples times across the screen as it’s pretty fast. Andy’s hcf+K has incredible priority and is rather hard to counter. I suggest spamming that move alot (especialy when you see them jump).

----Kim----

Anywhere:

  1. C (or Crouch B, crouch A), qcfx2+D, _d u+D d+D/qcb hcf+K
  2. C, qcb+B, (S)qcfx2+K, qcb hcf+K
  3. C, qcb+Cx3, (S)qcb hcf+BD
  4. Crouch B, Crouch/Standing A, qcb+P, uf+K, d+K
  5. C, qcb+B, (S)qcfx2+D, _d u+D(1), (S)qcfx2+D, qcb hcf+K

Max Mode Activation:

  1. C, BC, C, qcb hcf+ABCD
  2. C, BC, C, qcb+Px2, ©qcb+D, _d u+D
  3. C, BC, C, qcb+Px2, ©qcb+B, (S)qcfx2+K, _d u+D(1), (S)qcfx2+K, _d u+D, d+D

For notation, _d u+D means “charge down, up+D”. Anyway, Kim is a very good character, can stand his own against most. Just learn the combos since he has some of the deadliest ones in the game. Usually when I play Kim I use jump D or jump A for crossups (which is incredibly good), then into combo #4(Everywhere). It is relatively safe to spam that even if it’s blocked, but be wary of doing it to grapplers like Clark. If you do it too deep on them they might be able to throw you (not always though). Not many attacks can coutner it except Iori/Kyo close C in the corner (there’s seem faster than other’s close C). If I’m far away, I usually spam CD cancels into his stomp (d d+B) repeatedly. This tends to make people jump, in which case I"ll CD cancel to qcfx2+K and into a combo. Also, his sweep cancels are very good. I usually use sweep to hcb+D (hard to punish) or the qcb+P, uf+K, d+K attack string.

K-Ex, do you still play on kaillera?

Yeah, that Clark super grab-from-run occurs often here in SA, and it looks and sounds even more hilarious when Daimon is the one who does it!

Alright, these characters sound like fun to dissect. Here’s what I know:

Andy - He has really good recovery time on almost all of his moves. Learn to space using his crouching A or C-to- df+A -> qcb+A. This pressures the opponent to either keep blocking or attacking. Also, his hcf+B is a good all-around mid-screen move: no recovery, good damage, and can work as a semi-anti air. I’ve also been starting to use his hcf+A as an attacking advance tactic. You can do anything afterwards if you don’t hit with it. Try to use his air special (qcf+K, P/K) when you want to play mix-up. Lastly, don’t forget his command combo (hcf+P) if you’re up close or you connect with close s.C.

MAX combo:(4 super bars)
j.D, close s.C(2 Hits), MAX, run C (1 hit), hcf+C (3rd hit cancel), hcf+C, hcf+B (3-4 hits), qcf+K, C (supercancel), qcb hcf+BD.

Kensou - All about spacing! Be prepared to throw projectiles like Athena. His main game is to “control your opponents” by forcing them where you want them with his projectiles and anticipating where they should react. You have to test your opponents style by throwing out a few fireballs, and immediately defending to spot their type of reaction (Ex: jumping over to attack, rolling through, or simply blocking). From there, you can pressure by following the projectile up with either a sweep, standing D, hcf+K, f+A. Also, learn to do sweep-to-fireball, CD-to-fireball, and anything else that can cancel to a move.

Yashiro - Crouching jabs and his jump-in are near godlike. He’s got really good length on all of his jump-ins, and most of the time will beat out someone else’s jump-ins. They also lead to his BnB combo: C, f+A, hcf+AC, hcf+C, qcfx2+P. Also, his sweep is long, and has 2 hits (one for each leg). You can cancel the first hit to qcb+K if your opponent is blocking low.

MAX combo: (2-3 bar, depending on strength of super)
C, f+A, MAX, C, f+A, dp+C, Hcf+AC, dp+A, Hcf+AC, hcf+C, qcfx2+P or AC

Kim: Poking fun. All of his moves are really good pokes. Far standing A, far standing C, and his sweep are his main range game. His close standing C to qcb+D will be used a lot, and try to mix up his qcb+P chains (A version leads to an overhead; C goes to jumping double kick that super cancels to his SDM; qcb+P, uf+K, d+K is a variation that is somewhat safer than the other versions). Only use his heavy Hienzan when you are 100% sure that you will catch it; otherwise, just use the weak version, down C, or standing D.

MAX combo: (4 Bars)
C, MAX, C, qcb+C x 3, (s.Cancel) qcb hcf+BD

Blue Mary - She has some nasty looking cross-ups. Both jumping heavies have cross-up potential, and that make her BnB of C, f+A, special so much easier to hit, especially for her MAX combos. Try to incorporate the counters, but don’t rely to much on them. She has extremely good defensive tactics. Her counter do massive damage, instant anti-air, an invincibity-to-grab, and deceptively long crouching light kicks.

MAX combo:

  1. C, f+A, MAX, C, f+A, any H/S/DM
  2. C, f+A, MAX, run C, b+B, _b f+B, dp+D, (s.Cancel) qcf hcb+P.

Shinomori: That’s a solid-looking team. I’d order them:
1st: Yashiro
2nd: Blue Mary
3rd: Kim
But that’s just my take. Yashiro deals fast and heavy damage while building bars, Mary can use them to CD anything blocked, and Kim can clean up with his simplicity of moves. You can switch the Yashiros if you feel that you mainly face overly aggresive players. Grapplers can command throw through any attack if they are close enough. Also, thoroughly test out Mary first to get a feeling of how you want to play her. If it doesn’t work out, than maybe you could go for Takuma or Ryo since they can play a defensive game while throwing out moves.

Current teams practicing:

  1. ABC (gotta get my version better)
  2. Rush down (Iori, Benimaru, Leona)
  3. Casual Team (Kyo, May Lee, Athena)

Im done here … no point talking to people that cant prove their statements in real life.

We are different … we are going to EVO to show our play … not like you guys that act like good KOF players … but only online.

Shame, shame, shame …

whatever … i guess i lost plenty of time here.

Blah blah, you’re the one that came out of nowhere during discussion strategies, to start talking shit. Your videos from previous matches don’t show that your team is in any way amazing. Have you fought REALKIM? He says he knows you guys and will fight you. I fought him yesterday.

Yea i still play in kaillera, look for me today i’ll be on around 6:00 pm, my user name will be K-kyo2k4 Team-maniak. I’ll be there. Hey k4ever thats goes for you too, if want a piece of me i’ll be waiting.

Hey emil hope to have some good matches with you, i’m looking foward to it.

wow there’s alot of shit talking from k4ever are you dat good in kof

How about the Ikari team tricks/tips/combos?

Thanks for the respond at first to my question

Leona - She has to play a very quick style. She’s a hit-and-run type that relies mainly on her low pokes, sweeps, and short jump kicks. Her Moon Slasher does good damage and is a viable anti-air. She is really deadly when she has supers; her V-Slasher is the most invincible super in the game. When someone carelessly jumps around, use it to punish them. She can also setup her super with her Earring Bomb (hcb+K); B arcs lower than D, and when it reaches low it becomes a low hit.

Main combo: D (1 hit), rdp+K, D (2 hits), f+B, qcf hcb+C

Ralf - Just make sure to connect with him. His standing C and CD are reliable pokes that can double as a semi anti-air. Just poke a whole lot, and try using his Blitzkreg (_d u+P, or in air qcf+P) to surprise opponents. If they try to rush in after blocking, then you can grab them with hcf+K.

Clark - He is a fast attacking grappler. His jumping normals are a little weird, but mainly switch between jump D and CD. He can poke with crouching C and his sweep. His BnB will be how you can keep your opponent grounded for his hcf+K throw. You can connect the first hit of C to it, or empty jump in and grab. You can also do the same with his super (hcb x2+P).

Ugh, didn’t read this early enough. Anyways, we did play before. Anthony said you were at his house and you were fighting me one day. I’ll play you again when I see you.

I disagree about Clark. His jump D is angled upwards so it’s a good move to hop with if you see the enemy jump around alot. It seems to bea tout most things. However, for air to ground battles it seems jump CD and jump A are very good. jump A is angled down pretty well, crosses up and has nice priority (it seems to beat dps very easy, among other things).

HIs C, f+B, hcf+P combo is better than his BnB, although you have to remember that the most widely used followup is d d+C. I tend to use d d+B or D since those seem used less often (and hard to therefore break out of). A, f+B is good for pressure. I"m surprised how many times they blokc the A, but fail to block the f+B. You can combo that f+B into hcf+K (but if you use C, f+B, then hcf+K whiffs). If you can get a counter hit (from jump CDing and such), the most reliable followup I"ve seen is dp+A anti-air throw, I use it often.

Leona changes from year to year alot though

Pre-99 the V-Slasher isn’t as godly, though it’s still good. Leona can combo any of her supers of a charge B,F+D in the corner, no followup though

Also her charge d,u + K move is a good anti-longrange projectile move in 98, which lost a lot of its effectiveness from 99 ON.

03 Leona is severely toned down from 02 Leona, though the LDM is godly.

Look, its this simple. When you jump at the appropiate time and with the appropiate attack, while using clark, he is invinsible. Most of the times try to use a jumpind D or CD, but his jumping B and A Are also damn good, and all of his jumping attacks have priority, you just need to know which one to use. Plus once you got the air game controlled with clark, then you can start doing the famous empty Jump eith D or CD into his grab, careful though not many people fall for that anymore. You can also try to use his are grab, seems to have alot of priority over some attacks.

Hehe, thanks guys for the tips and combos and stuff. I was thinking of Billy and Mary when I typed it in since I really still don’t have a 3rd character at this point. Seeing the SBO3 NeoWave tourney, showed me a lot of great characters and their potential in that game. So I was wondering how they are in 2k2. Choi, Whip, Kyo, Beni, Andy, Terry, Takuma, Ryo. Thanks in advance guys ^ ^ .

OZShinji, that Max combo you said for Kim, I saw that in the Struggle 2k2 Video. Hehe, still trying to find the correct timing for it, but I thank you for it ^ ^ b.

JP

sigh I posted that combo first and better ones… The super cancel off the charge kick is pretty hard though, you will probably need a shortcut to do it as doing qcfx2+K an instant after the charge kick connects is nearly impossible.

Yeah, that wasn’t my combo, but it’s a crazy one when it goes off right. Here’s a little advice on Kyo:

Kyo - Will play half-screen to very close up. Range him and he’s pretty much useless. The trick with Kyo is to know when you are pressuring too much to the point of redundancy. I’ve had this problem several time while playing with him, as he needs to almost always be revamped.

First, try to be familiar with his movelist, since almost anything can be used. Keeping close to your opponent is key in his game. His close standing C will beat out a lot of other attacks, and you can combo into his Aragami (qcf+A) chains, Dokugami (qcf+C) chain, or his 75 Shiki: Kai (qcf+K,K). Aragami is his main mid-range pressure moves since is can stuff slow attacks and small jump-ins. Just throwing out the first punch of the chain can pressure someone to either stay back or jump over. Then, you can anti-air with down C or dp+P.

75: Shiki Kai is his juggle starter, and can be used as a corner pressure tactic. You can slightly change the timing of the second kick by pressing it later in the move. If it connects, then you link other moves to it, like qcf+A, hcb+B, or qcb hcf+P. It may take time to learn what connects to what, and how the timing is, but it pays off when it goes well.

I also like to use his df+D and R.E.D. Kick (rdp+K) as pressures and punishers. Both have good damage on them, and df+D can be used to start up any of his MAX combos. R.E.D. kicks are good for the damage it gives, and the semi-anti-air that the arc gives. It also knocks down if it connects.

Be sure to use his c.B, c.A poke combo. It can lead to df+D, to which then you can MAX. Also, c, f+B is a good way to range out opponents if they get too close for you to handle. Even if they block it, you can throw a qcf+A or rdp+B if they rush at you.

Kyo’s jumping d+C has good cross up ability, and has major stun so you can actually run after landing at still have enough time to combo in a C. It will be out a good number of attacks, and will knockdown anyone in the air. Just mix it up with his other jump-ins since it does not have much range.

MAX combo (one of them, anyway)[4 super bars]:
j.D, C, df+D (1hit), MAX, C, df+D (1hit), qcf+C, qcf+A, qcf+C, qcf+D D, hcb+B, qcf+A, hcb+B, (s.Cancel) qcb hcf+AC (1 hit), qcf+A, hcb+A, hcb+B.

The corner trap is C, qcf+DD, repeated over and over. However, I noticed an easy way to screw Kyo over from taht corner trap. You can duck under the second hit of qcf+DD and sweep.

I think RED kick is his best move. It has great priority, is totally unpunishable, and does a load of damage. My Kyo game mainly revolves around using that move, either from sweep cancel to RED, or C, f+B, RED.

And yeah, qcf+A is good to use due to it’s autoguard, but as you said, I only use the first one unless it hits (which I then use qcf+A, K followup, which does more damage than qcf+A, P).

And thanks for reminding me to start my max combos off df+D> I know it works but I always forget to do it even if I do land that df+D. -_-

Yeah, I noticed that some characters can duck under the corner trap (i.e. Choi, Mai), and that even if you delay the second hit, it won’t connect. That’s why I’ll usually do a second loop before going to either small jump B, C / f+B -> MAX combo / or c.B,c.A, df+D -> MAX combo. If I happen to make a mistake on the MAX or they block it, you can chip away with cancelled qcf+A -> qcf+C and finished with R.E.D. kick. I play a quick corner mind game with my Kyo, so I mainly pressure with these tricks, then dash back if they try to jump away from the corner, then start it all over again until I get a Guard Crush or a hiy that connects.

So hey ches, when the next 2002 tournement? I hope its pretty soon, i want to redeem myself for the way i played in the 98 tourney.

How About K maxiuma (sp?) and whip?

Hey i heard from ray yesterday that kof2002 went out on you guys is that true ches?? Hey dont let it be out for too long, tell danny to fix it plz.