They’re ok in comparison to the other players they had in some of the other videos.
I noticed in your sig that you play with Whip in 2K2. I never seen a good Whip player, ever. What are her strenghts and what made you choose her?
Her jump attacks are overpowering and her stand CD is invincible and beats out 99% of the opponent’s moves on their wakeup (and I’m sure this will be toned down in UM). Also, her combos from close B(which hits low) are pretty easy to hit confirm and work effectively with her dangerous jumping game.
I actually wrote some stuff up for her a while ago on the kof2k2 wiki though it is incomplete:
http://game.snkplaymore.co.jp/press_releases/index_press.php?num=180
release date 02-26-2009 :bgrin:
Holy shit! So soon? I was expecting a late summer release. I’m no KOF2002 fan, but I will be looking forward to picking this up!
First print run comes with a “Special Combo DVD” too.
Dammit, now I’m enticed to import instead of waiting for the inevitable $19.99 US release.
On the same note, anyone want to guess the delay for the US release for this? I say 8 months.
SNK should make their games like they used to make them in the neo geo years where youc an jus go to the dipswtiches and select teh language what ever happened to that :wonder:
8 months is a lont time for something that can be done in less than a week I mean how much text is there to transtalate??? :wonder:
Maybe we’ll see it earlier now that ignition will be bringing it over.(IIRC SNK America was bringing 98UM over until very recently)
but yeah it still won’t be anywhere near the japanese one considering that’s 1 month after 98UM for us. lol
I’ll probably import it this time. Boxart looks alot better than the one for JapaneseUM
Can’t wait!
Massive changelist posted on the official site. I’m not an expert in '02 or moonspeak, but I’ll give translating it a go:
- Match timer extended.
- Stamina increased.
- Guard crush gauge added.
- All characters’ guard crush recovery speeds have been normalized (as in the refill rate of the gauge, not the time vulnerable after a guard crush)
- All characters’ rolling abilities have been normalized.
- All characters’ jump startups have been normalized.
- (?) Direction input for diagonal command moves recognized on frame 1 now (?)
- Random damage is eliminated.
- Unthrowable time is reduced.
- Against a normal throw, pressing a non-strong attack button makes escape impossible.
- Normal throw damage reduced.
- (?) Repeated standing/crouching commands changed to maintain state. (?) (Probably means “maintain a normal state” or “get locked into high or low guard if you attempt to alternate guard”, not “maintain an unthrowable state”. Otherwise I don’t understand how this is a change…)
- All characters’ Guard Cancel CD attacks now have normalized hit and recovery frames.
- All characters’ Guard Cancel CD attacks now have increased priority.
- Guard Cancel rolls have increased speed and range.
- Anti-airs can be counter-hit on recovery.
- First-hit knockback on anti-airs removed.
- Anti-airs juggle for full hits.
- Command throws can be counter-hit out of the whiff animation.
- MAX DMs (SDMs) can be used outside of MAX mode for 3 stocks (4 stocks for MAX Super Cancel).
- With lifebar red, MAX2s can be used outside of MAX mode for 3 stocks, or for 1 stock in MAX mode.
- Visual indication added to lifebar when MAX2 (HSDM) is enabled.
- In MAX mode, all DMs can be canceled into freely. (“All” probably includes MAX DMs/MAX2s.)
- All characters’ MAX activation/recovery times have been normalized. Now equal to Neo-Geo version '02 Kim (who had the quickest animation at 21 frames).
- In MAX mode, charge moves work without charging if input on hit or block
(ex. charge b, f+attack becomes b, f+attack in MAX mode). - Combo damage after a Quick MAX activation is reduced, excluding DMs. If a new combo is started while still in MAX mode, damage returns to normal. (Presumably normal for MAX mode, not full damage.)
- After using a MAX2, another MAX2 cannot be used for a fixed period of time.
- No throw escapes out of special movement. (Command dashes, teleports, etc.)
- No throw escapes out of special counters.
If someone could check the changelist at http://game.snkplaymore.co.jp/official/kof2002um/dr_neogeo/002.html and clarify the parts I’m unclear on (the diagonal inputs and alternate guard), it’d be greatly appreciated.
EDIT: Accidentally referred to DMs as SDMs in a bunch of places; it’s fixed now.
Awesome
Saw this on the site a while ago but babelfish butchered it’
Thanks for the translation
Why are CDs nerfed and Guard Cancel Rolls buffed? I always though GCRs were the most retarded thing about KOF. They also seem to have homogenized a lot of properties, I’m not really sure if that’s a good thing.
The rest of the changes seem to be fine though.
You can’t super cancel into a SDM unless one of your chars is dead.
Alternate guard gone?
@ Emil
Fuck yeah if it’s true. Why didn’t they do that with 98UM?
that makes me happy!
Great, so now we’re back to braindead players that don’t want to work for their damage, setting up easy 50/50 situations.
Zangief is broken.