anything lol. never really played him or kof seriously but i want to get into it. this will be the “team”.
Cyberfanatix added 5 more matches from that mexican tourney. 3 of them have Ramon. I don’t totally agree with how that guy uses him though…as he does take alot of risks with the drop kicks (qcb+A). Other than that, he beasts with those long attack strings.
http://www.cyberfanatix.com/page.php?id=590
http://www.cyberfanatix.com/page.php?id=591
http://www.cyberfanatix.com/page.php?id=592
feel free to poke alot with ramon as well. he’s got godly normals. but yeah attack a lot and mixup throw. His combos are fun (especially super cancelling his overhead kick combo… it’s so dirty), but aren’t terribly necessary.
thanks
Also, Ramon’s jumping or hopping C+D. Too powerful
Kim cancel bug
http://rapidshare.de/files/24142597/kimbugg.avi.html
I didn’t figure this out…someone else I know did. I haven’t seen this in any combo video except one, although they supercancel the qcb+Ax3. I just do it in a max combo in that link. As for revealing how to do the bug…maybe some other time.
Also major updates to some characters in the wikipedia, mainly May Lee. I’m still writing up the strategies though.
how effective is o.yashiro’s qcb+P -> run cl.C xx f+A xx qcb+A reset?
I figure you can use it once every so often to throw your opponent off, but it’s not a guaranteed reset by any means. Anyone familar with this strat? Does anyone have other o.yash strats?
I think it is a noob strat…ok, after Orochi Yashiro Close C, f+A/f+B, there is nothing else he can cancel into, that will stuff his opponent if he decides to jump. So, the moment he does close C, I just hold upback…there is no way that will hit me. I don’t think Orochi Yashiro can even jump CD the air in time if I decided to hop back and he didn’t cancel to qcb+A.
For O. Yashiro strats, you should just watch that Kanibal player from Mexico. He’s probably the best O. Yashiro player. There was also someone from Singapore named Alvin, you can find his matches at orochinagi. I haven’t had time to write up much about O. Yashiro.
Yeah, discovered that last night. opponent can jump D on reaction to beat it. I did discover though that qcb+P will stuff a lot of uppercuts on wakeup. But I’m curious is the wakeup throw invincibility invincible to qcb+P as well? If so I’d say that’s a dirty setup if your opponents only option is to jump.
And do you have links to vids?
Nope, I’d have to upload them all…will do though.
http://www.megaupload.com/?d=PFGIJUWG
http://www.megaupload.com/?d=IOK0CI8B
http://www.megaupload.com/?d=HANQ4RQF
Thanks for the vids. Give me a week and I’ll fill out the section myself a bit.
So the Alvin player did a lot of c.D xx f+a.
I assume this is the same sort of cancel that cl.C f+A is, it’s just never occured to me to use it. I also assume that if the f+A hits it still combos to hcbf+P. This is an interesting technique. Alvin never got the combo, but it went unpunished every single time. I also saw very little qcb+P, I guess that’s cause his opponents probably knew how to to punish it on reaction (just as the iori’s thrid qcb+P got punished every single time).
About that…I need to test whether it is possible for the opponent to block a strong attack (like close C, sweep, etc), and still get hit by the f+A. Alvin uses crouch A to f+A as well because although it doesn’t combo, if the opponent does anything other than block (besides roll), they will get stuffed by the f+A. One problem with using f+A from a cancelled normal is that if you whiff your normal, then the f+A will keep it’s original properties (as if you didn’t cancel into it). And the original f+A (not cancelled into) is very slow to come out…hence I think f+B might be a safer thing to cancel into.
Edit: btw, Kanibal uses alot of stand CD as an psychic anti-air. I’ve found it to be very effective when I use it as well, although it is dangerous to throw out random CDs against someone with fireballs.
I noticed that as well, about the s.CDs. I’ve never had much application for the move, and I can’t remember who, but I saw a lot of Yashiro using c.C for anti air then cancelling to f+A as well. I kind of hate c.C since it tends to leave you roughly even, instead of your opponent on the ground or spaced well out. c.C also has limited coverage (it’s about as bad as Vanessa’s anti air c.C) But I guess c.C f+A combos in some instances? or maybe he gets hit if he tries to do anything and then eats a free throw.
I’ll have to work with this a bit. Too bad I still have trouble cancelling f.A into hcbf+P.
But thanks for the c.A hcf+P combo. I haven’t tried it yet, but I assume it’s similar to the Iori c.A -> throw combo.
On another note that was spectactular. All the iori’s hit confirmed into hcb+K or qcf+P. Generally I just do qcb+Px2 for a hit confirm. Which is odd, cause I’m pretty sure qcb+Px3 is the same damage as hcb+K but moves your opponent closer to the corner where you pressure him much more effectively.
Crouch C with O. Yashiro is good for anti-air…on reaction or not. you can run up to someone and just do crouch C to them, whether or not the opponent jumped at you, you can cancel to f+A/f+B and be safe. Now if they rolled your crouch C, then I don’t know…
well it works, but isn’t what I’d call useful. As for hcf+P, you should look at how Kanibal uses the hcf+P, it is very ambigious.
hcb+K does more damage than qcb+Px3.
Edit: You really should download mame with the kof2k2 rom…
Just added to the basic strategy section, edited the posts a bit, moved some shit and did a lot of formatting to the front page. http://www.shoryuken.com/wiki/index.php/The_King_of_Fighters_2002
Oh. And can you explain what free cancelling is? you use free cancellable moves, free cancellable into and free cancellable out of. I’ll add the definition, when I get a thorough understanding of what it is.
That’s just a maxmode cancel…I didn’t know what to call it, and Kao Megura and other faq writers used that term, so I stuck with it.
Edit: About your definition of the CD counter…it is not guaranteed. CD counters can whiff against some attacks on a variety of occasions. And for attack cancel roll, the best use for this is to avoid a CD counter. I guess it could also be used to get out of the corner…
Edit2: Jump CDs are not hard knockdowns…you can recovery roll them just fine.
Air to air CD attacks might.
But air to ground CD attacks I don’t think can be.
I can’t test at the moment.
EDIT: also, can you tell me what happens when you CD a succesfully blocked crossup?