KOF2K2: Back in SA

Thanks NinjMai. Q, on the button layout though
A=lp B=lk C=hp D=hk?

I still don’t get the combo system, I have a hard time comboing a basic lp lp, quite sad. What’s the difference when you activate the MAX? and in 2k2 do you only turn yellow, or can you still turn red? I forgot the names, and really never knew the purposes of either.

Yes, A = lp, B = lk, C = hp, D = hk.

In '99 and '00, there were two modes (both costing all three stocks to enter):

-Counter Mode (red): infinite DMs while it lasts, super cancelling, no SDMs
-Armor Mode (yellow): invulnerability while attacking, knockdown during forward roll cancel attack ('99 only, since cancelling rolls to attack isn’t in '00; not the same thing as CvS2 roll cancel), no DMs or SDMs
-'99: SDMs could only be performed when life flashed red
-'00: SDMs could be performed once you had 3 stocks, regardless of health

In '02, there’s the MAX mode system (costs 1 stock to enter MAX mode):

-MAX mode cancelling (cancelling normals, command moves, and specials that normally can’t be cancelled, as well as allowing for cancelling attacks into rolls)
-allows use of SDMs (MAX mode must be entered first; cost is 2 stocks, one for entering MAX mode, one for the SDM)
-allows use of HSDMs (MAX mode must be entered first; health must be 1/4 or less; cost is 2 stocks, one for entering MAX mode, one for the HSDM)
-super cancels can be performed without going into MAX mode (costs 2 stocks)
-match starts with 3 stocks (empty), losing one teammate grants 4 stocks, losing two gives you 5

Also, make sure you DO NOT activate MAX mode unless 1) doing a MAX mode combo or 2) using a SDM or HSDM. MAXing out actually cuts down your attack power to balance out with special cancelling, and it also takes a stock away from you, so if you die during MAX mode, it was a waste of a super.

thanks for the info korigama and Oz, are the characters in the game all well balanced against each other? So far in our arcade I’ve seen a lot of Angels and some Vanessas

IMO, everyone has strengths and weaknesses. Some characters have advantages over others that outweigh their flaws. Most of the female characters are really good, namely Athena and Leona. It all depends on the style of play that someone uses. From my experiences, Choi, Billy, and Athena are what most tourney teams play, but it all comes back to style of play. Down here in SA, no one team looks alike, so everyone beats everyone.

hey john i know u guys bought kof 2k2 i was wondering whgere because me and anthony r looking for garou mark of the wolves. if u can give me the site i’d appreciate sir thnx

How about a nice kaillera battle?

To be honest I forgot the site entirly, I found it by going through Google and looking up Game Vendors. I had the link on my other computer.

**Thnx anyways or does anybody know where i can puchase a
Garou mark of the wolves - MVS cart english version. I;m really looking for this game and so far no luck i’m guessing this game is pretty rare oh well

Hey guys for u all at culbra,diversions i want to plan a tourney for 2k2 although i wanted to be a roulette type of tourney.So if u guys want to give me an idea when to have the tourney plus i want alot of ppl to go so if a time and date where everyone can agreee on so i can set it up. alright so bring in the ideas.**

Man, I haven’t posted here in forever! Anyway, maybe we should have a tournament in 2 to 3 weeks. I fine with the roulette style, but others may want a mix of constructed and roulette. We need a vote on a date and style.

Man its been awhile plus i thought everyone was dead i guess ppl don’t play kof anymore but if u all r still up for it i can still host in the few weeks. its up to u guys unless we have 2 consecutive tournaments 1 after the other or 1 tourney a week. replys guys come on

Well, I figured it would be smart if I asked in two threads instead of one to get more answers in various ways from different people. I’ve read this whole thread and tried to look for the whole breakdown of Kyo’s game. I keep hearin’ how he’s supposed to be a beast for rushing down, but other than that and some few jump-in advcies, I haven’t been able to find Out how he’s supposed to “move”. I mean, what are the strings or pressuring moves that you are supposed to use when playing with him? How do you rush in without too much counters at you? I know that qcf A is great and all with its auto-guarding and distance it can get you, but on a block, the guy and Kyo will practically recover at the same time, shifting the pressuring into a risky position. So what are effective pokes, combos that don’t involve the qcf D<D, and what are certain moves normal or not that should be abused or avoided.

Big Bad Mog
well sir kyo is nasty i’ve experienced him myself from guess ozshinji lol damn u and your kyo

But if u want to start of fast with kyo super short jump in with d giving u great distance and to keep your oppenent under pressure and once your in close either 2 jabs and a b then small jump d+c fake out grab or continue with chip damage none of that qcf+any punch leaves u open to much.

Once cornering somebody start short jumping b jabx2 short jmp again fake out grab or distance your self remember no qcf+ any punck go with the qck+b,b its fast and instant recovery.

All his supers suck unless he’s your leader u might want to try jabx2 or once then ldm. but its your call and the rest i leave to ozshinji he knows kyo the best.

Goodluck if u understand what i mean its all based upon ones rythm towards a character and blah!!!

I understand all of that, but is all that applicable in 2k2 as well? Also, I picked up Vice, and advice for her as well?

Alright, since he is my dedicated character I’ll try my best to sum up his 2k2 style. 2k3 style coming up soon…

2002: Kyo has weak, but effective, normal moves. It’s nothing too spectacular or out of the ordinary. Mainly, you’ll want to stick with his crouching poke attacks, his close standing C, and his df + D. Kyo’s overhead is something to consider for a surprise or starter far a MAX combo. This and df + D are my main MAX starters.

Jumping wise, short jump and super short jumps are great for his air normals. His j.D comes out slow, but has range. I personally prefer to use his j.C to close in on people. When in close, use his j.B, as this has more priority than his strong attacks in the air. Also, since theere isn’t much animation to it, it’s great for tricking other people to thinking you’re jumping for no reason. And his d + C is great for add stun, so you have time to run a step before continuing a combo.

The only “reliable” special move Kyo has is his 75 Shiki Kai (qcf + k,k). Comes out semi-fast, and recovery isn’t as horrible as his other moves. All of his other specials are either combo-only or situational. Once you connect his close s.C, anything is an option. If you catch an opponent mid-screen, finsh the combo with his qcf + C chain. If in the corner, then use qcf + D,D to start his juggles.

His qcf + A by it self is a good zoning move. Use it from full screen or after a backdash to push back aggresors. Continuing the chain adds, extra chip damage, but play it right by switching the chain between (qcf + A, qcf + A, A) and (qcf + A, hcb + A, A) to keep others guessing between 3rd hit overhead or 2nd hit overhead - 3rd hit low. You can also change the endings of both chains to K to punish players who jump to avoid the chain.

Supers: His only one, Orochi Nagi. Mainly used after qcf + K,K.
You could use it S.Cancelled after hcb + B, but it all depends if you needed that extra bit of damage. The MAX version should be used the same way, but has its benefits if S.Cancelled from hcb + B: if released early, only the first hit connects, but you can continue the combo.

EX: (In MAX mode) jump-in C -> close s.C -> qcf + K,K -> hcb + b -> (S.Cancelled) qcb, hcf + AC -> qcf + A -> hcb + A -> hcb + K

Overall, he is an aggressive character with a good assortment moves to use as offense/defense. Switching between off/def may seem hard at first, since he doesn’t have many defensive moves, but his best defense is pummeling the other guy so he doesn’t get a chance to attack. Rushdowns are key for Kyo. His main rushdown chain is c.B -> c.A -> df + D. It won’t do much damage, but it sets tone for the rest of the match. It will make the opponent think about your rushdown if you connect it so much that it will open him up for jumping B/C/D -> s.C combos. His super takes off good life, and easy to connect after the 75 Shiki Kai.

only kof i’ve really played is 98, so if you don’t mind plz help me with 2002.

What’s MAX? How do you activate it?

I also really like Kula and Whip. Can anyone share strats and combos?

MAX mode is activated by pressing BC. It sacrifices attack power for the ability to cancel specials to other specials or supers, but not HSDMs.

EX: Kyo: BC (MAX activate), qcf + A, qcf + C, qcf + A, etc.

You can do it as long as the MAX time gauge doesn’t run out, and each cancel takes a portion of the gauge. You can tell a cancel when your character flashes for a bit.

Kula and Whip strats coming… my brother knows them better than I do.

thx. i was just watching a combo video and saw the cancelling.

Coo, thanks, I’ve been doing all of those, and I still can’t get it down well enough to win with him, I guess I just need more experience and practice.

No problem, Mog. It’s all in the style you want him to play. He’s one of the most flexible characters in the game. He’s not a character that you can mash to victory. Kyo’s is a tactical fighter that requires precision, and the only way I’ve used him to my full potential is to take a LOT of bad experiences before the good.