The King of Fighters 2002 KOF 2K2 Wiki thread

I just tested, you can recovery roll them…

Depends which direction your character is facing when he CDs. If he has his back turned when he blocks the crossup, then he will CD the wrong way.

Yup, you’re right. I just checked last night. I can’t remember where I found that misinformation.

And oh, o.yash’s c.D(1) xx f+P is inescapable guard stun. you can’t jump roll or dp. However, c.D(0) aka kara cancelled into f+P hits overhead, which can be a dirty eye trick on your opponent. And lastly, c.D(1) xx f+P recovers faster on hit than c.D alone. This sounds like plenty of reason to use the technique. I’m pretty sure f+A is safe to boot.

You’re missing some properties about vanessa, but either or both f+A or f+C after qcb+P has autoguard, and the beginning animation of qcb+P has invincibility. She can go through FBs, jump-ins (which can further be punished with f+A/f+C xx whatever the hell she wants), uppercuts and stuff (supers and which ones I’m not sure yet). I’m not sure if it’s full body or just upper body.

EDIT: In hindsight, this gives Vanessa a very potent reversal. Her only invincible reversal before hand was super, and maybe qcb+K. But now she can qcb+P through jumpins and most meaties and safely hit confirm a followup (the followup itself is practically safe anyway f+C qcb+K).

Also, I was wondering if you knew the circumstances to shermie’s combos. s.A s.B hcfx2P/hcbx2+P/qcb+P/hcf+P

under what circumstances will some of these combos not work? I’ve noticed the super fail me occasionally, is it timing or distance or both?

The huge invincibility on the qcb+P has been removed after kof2000/2001. Now the invincibility is extremely short and unreliable.

Haven’t run into that…besides having the second hit of close B whiffing against some crouching opponents…and I’d use crouch A instead of close A, for the same reason.

the window isn’t huge, but my opponent here has been incredibly effective with it. He does qcb+P, f+P (the uppercut version, not the overhead)/b+K on my hops consistently, and there’s nothing I can do about it.

Gonna second what Emil said about the Shermie comboability, crouching A/attacks to start the combos are a great help. AFAIK crouch B leads to a Spiral in 2k2 as well (I play more '98 to be honest, and c.B works differently there).

And yeah, the supers are a matter of distance or spacing. I’d stick to the DM version of Shermie Crush (hcbx2 P) up close. The Carnival (hcfx2 P) I believe can go through some things on the first frame/few frames. The time immediately after she raises her hands, that is.

Sorry if I’m not much help. I’d like to help with the (normal) Shermie general strats on both the 98 and 2k2 sections of the wiki, but I haven’t played nearly enough. T_T

Shermie’s hcbx2+P is an instant DM grab, while hcfx2+P is delayed with invincibilty (and can grab the opponent if done a little bit before the opponent lands from a jump attack. Hcbx2+P is easier to combo with, but does less damage. Doing max combos into her hcfx2+AC can be pretty damaging.

Edit: Her crouch B can combo into pretty much everything, including hcf+P, qcb+P, hcfx2+P or hcbx2+P.

Thanks for the added info, I’ll try the hcfx2 P stuff then.

In your terry combos, the qcf+C qcb+B d/f+C, I can’t connect the d/f+C. But in testing, isn’t j.C more damage and way easier to land?

the df+C is like one frame almost…or are you getting crouch C? If you’re getting crouch Cs instead of df+C, it’s because you have to reverse the motion to db+C.

I don’t know the reliability of jump C. I don’t think it does more damage, not sure if it combos either.

Edit: ok, they do the same damage…and jump C is way easier to hit. I guess I will change that then.

Edit2: By the way, you noted that Choi has no good reversal…you’re forgetting his dp+K. And about Ralf’s air to air attacks, I’m surprised you didn’t know about his jump B…which is very annoying.

I’ve found Choi’s dp+K awful. That thing has no invincibilty and loses to a meaty attacks all the time. If they do a hop in, dp+K is ok. But meaties like c.Ds, command overheads, cl.Cs and c.Cs I’ve had no luck with, getting a counterhit message everytime. My friend takes out half my life bar once he gets me on the ground.

I’ll have to try Ralf’s j.B.

Good to see you guys holding it up in this 2k2 section…you fools should play NeoWave though/also…

Emil you from San Antonio man?? How bout you head up to Houston Regionals to play in NW…if you know 2k2 this well believe me you will be fine… (Im gonna head up to Mycah Leonhearts to play where the SNK heads will be you should be there too)

If not then I assure you wherever you are from I will make sure to head on up…or you can head up to Denton…the Denton Crew needs more dedicated members…

The O. Yash mixup is just that Cmanewb-

Cr.D by itself, Cr.Dxxf+a as listed(now as I said in the Xi thread this O. Yash stuff is an exception because as a whole karacanceling anything into an overhead makes the overhead lose it’s properties though its a nice blockstun setup…)…or Cr.Dxxqcb+p jumping grab or the running one…

That is the main 3 way mixup O.Yash has…

Yes it’s mean indeed and they’ve got to stay ontop of their toes to get out of it…

But Jhun in NeoWave has a sicker Mixup truly…but O. Yash’s is nice and simple…

you guys seriously should play NW…all this shit I am reading from all of you works in NW for the most part…

I’d like to mention that you can own O Yashiro’s crouch D, f+A, then qcb+P by using alternate guard…you don’t ever have to jump. After blocking the crouch D, just alternate high and low block, and if he does qcb+P or hcf+K, it will totally whiff. If he does nothing, and is out of range, then you should stop alternating since he might go for a sweep again.

And Dark Geese, I’m from Canada…so that’s probably not going to happen.

oh snap. I hail from ottawa. where you from?

Mississauga

Here are some fun combos…can you see what’s weird about them?

Kula Joe Bug
http://www.megaupload.com/?d=KS83UQOW

Vice Joe Bug
http://www.megaupload.com/?d=PETNWQPL

Edit: Screw that first Kula Joe bug, this one’s even better:

http://www.megaupload.com/?d=KLSGM9I2

I’ll give you a call when I visit my friends in toronto, we can hook up for some games. Are you going to T7?

EDIT: the bug is the counter hit allowing for additional comboing.

So how do you do it? i.e circumstances, characters, practice mode only?

Nope, I’m not. Some people suggested that I go though…

It only works on Joe. There are possibly many ways to activate the bug but from what I’ve seen, you have to counterhit him out of his mashing punch move. After this, if you do some number of jabs, there is a (random?) chance of it bein ga counterhit…it seems to be distance dependent though.

For example, take Ryo. Suppose I do crouch Bx3. A fourth crouch B comboed, will be a counterhit. However, if I do a far A after the crouch Bx3, the far A will not be a counterhit. If I do a second far A after that, it will be a counterhit. Very weird.

In Kula’s case, crouch Bx4 gives a counterhit on the fourth crouch B. crouch Bx2, then qcb+P gives counterhit on qcb+P. Another example, taking Vice…we can do crouch Bx3, then the crouch A after that gives a counter hit…and then if you do qcb+A after this, it will ALSO give a counterhit. So for that combo with Vice, you can get two counterhits in one combo.

I’m still playing around with this…I am trying to find some sequence of attacks that results in Maxima’s vapour cannon counterwiring…if there exists one, then I could probably create some cool combos using that. I don’t think it exists though…I’ve discovered that crouch Ax3, far A gives a counterhit on far A, but I can’t follow this up with anything after which will get me a counterhit on his vapour cannon. It doesn’t seem liek crouch Bx3, far A, BC, df+C, vapour cannon results in a counterhit either…it might not be possible.

So basically it’s very rare that I’d be able to use this in a real match. K. That’s settled.

next up:

Leona.

How unblockable is her unblockable (max range qcb+B then super jump D so they hit at very nearly the same time)?

Is it actually unblockable (both hits at the same time?) or block one hit but being in stun too long to block the second? Or just really friggin hard to guess where to block first and then block the second?

I put a blurb in her section, but I’m not very familiar with the technique.

I don’t exactly sit there waiting to block that earring…I’ve never seen what you’re talking about being used practically. It might be of practical use with Orochi Leona since she’s alot faster.

I actually saw it happen in a vid once. Can’t remember where, but it was Daimon vs. Leona, very turtlish. Daimon was scared to fuck of a V-Slasher. If I have time, I’ll run through vids looking for it.

What do you do instead? roll through it? Then leona hyper jumps and throws you anyway. do you jump it so that you get hit by jump D in the air?

EDIT: how do you build bar with Leona? do you whiff rdp+K?

EDIT2: answer to edit 1 question is yes. AND, http://rapidshare.de/files/26827245/1124.avi.html is the link to the vid. It was off orochinagi, so you’ve probably seen it. It’s not quite as I remember, and the circumstances were just that, circumstantial. But Leona stole the game with the strat.

I don’t let her throw it…I run up as much as I can before she throws it. I don’t roll, that’s suicidal.

I guess the best setup to do the earring is from an air throw (which knocks down I believe). In that case, I’m not sure what I’d do…I haven’t run into anyone who was able to do a hyper jump D in time.

Yeah but I don’t spend too much time building bar with her, unless I really need a V-slasher ready.

Eh, I don’t see her doing anything that you mention. She threw the earring, then jumped and did air qcb+C, whiffing…Goro for some reason didn’t block low and got hit and lost the match.

That Goro plays similar to mine but…if Leona used alternate guard bug, it would have totally screwed up Goro, in which case he’d have to totally change his strategies.

Edit: It’s been a while since I watched this match…that Athena also uses the exact same strats as mine…besides using the backdash bug when it isn’t needed, although I guess in this case she was hoping to hit Billy out of his pokes (which works).