The King of Fighters 2002: Unlimited Match Thread

Not sure if it was already said, but it appears that this game will have endings.

http://game.snkplaymore.co.jp/official/kof2002um/original/001.html

And it looks as if there will be several team combination endings as the Psycho Soldier one on that site is of Athena, Kensou and Chin and their team for this game is Athena, Kensou and Bao.

It’s marginal in use. It’s not a useless technique at all, but if grab doesn’t come you get comboed for it.

Yeah, it was confirmed a lil while ago that there will basically be one frame ending pictures for various teams and team combinations, a la 98.

What I’m wondering about, is if they’ll have the silly fun that they had with sprites, a la the OG 2K2.

And that can only spell good things, especially for the likes of Mai and Yamazaki (who I personally think hasn’t been all that great since 98).

Any way, this game keeps on looking better and better. Is there any wonder why, even in the midst of the newer and HD games coming out around the same time next year, THIS one probably interests me the most? :rofl:

Ill still use whip,billy and whoever else

it’s all about Robert/Bao/(plzkthx)NGBCRobert

Yeah.

I think Mai was shown to have her Rekkas from RBS, which was probably when Mai was at her best in any game so real excited to see what other characters get.

Same here. It’s been that way for me since I saw the first trailer

Maybe it’s just me, but when a rebalance like this stimulates more interest than a completely new HD game, it kinds says alot about the direction you’re going with the series

I’ll probably be ordering my copy off play-asia in the next month or so

This thing needs an arcade release, looks epic so far

I dunno if this is so much a “fair” comparison, though.

I mean, right off the back, 2k2UM has a lot going for it. It’s got WAY more in the way of content, and it’s based off what was already, for the most part, a “tried and true” release. People already have a good idea of what to expect from this package, and it only makes them smile with glee, as they see all the NEW content that’s being added.

In that light, XII can’t compare. It’s something new and unto itself, and it will surely get its own devoted following (at least, until SNK delivers on the REAL thing, come XIII and etc; then people will drop XII for the sequel like they did CvS for CvS2 :rofl:).

It be the same thing, if Capcom did something like, make yet ANOTHER upgrade of SFA3, which added more characters and re-balancing, and tried to market THAT at the same time as SF4. Which one would people probably be more to gravitate to? Signs would point to SFA3, easily.

As much as I agree, it likely won’t happen for quite a while, if ever.

If they released this game in the Arcades, it would quite literally kick XII’s ass. Because, like I stated above, content-wise and outright popularity-wise, 02UM has it.

Arcade owners would be more prone to buy a game that would guarantee them sales (plus would probably cost less), and people would be more prone to play a game that they already know and love. Against 02UM, XII would be basically sent to die.

Unless SNK was in the mood to basically pull one of Capcom’s old numbers (marketing SFA/SFZ and SF3 at the same time), they’re not going to want to shoot themselves in the foot like this. Maybe it will be safe to release an arcade port of 02UM by Q3/Q4 09…

Nobody do running grabs after jumping with D, but it works a lot against Chris players that like to do the annoying jump grab after blocked air D.

Condensed update summary:

-Nameless-
Specials: Yukikaze (glove drill), Shigure (leg blade), Shinonome (sliding attack, 3 parts rekka-style?), Sawarabe (ground flame), Yoizuki (anti-air flame slash) and Amagiri (3-part follow-up).

Shigure can be canceled into other specials, but not supers.
Yoizuki is noted to be useful out of block or as a interrupting move (in addition to AA)

DM: Shakuhou (flame dome), Zetsuei (rapid-fire flames)
MAX DM: Rasen (giant drill, possibly of the heavens-piercing variety)
MAX2: Rinkou (similar to Shakuhou, but stronger)

-K’-
Ein Trigger gains Second Spike and Blackout follow-ups.
Narrow Spike only cancels from D Minutes Spike now.
B Minutes Spike gains autoguard frames.
(Not listed: super flash on the Crimson Star Road MAX2 occurs after the initial hit connects rather than on startup, unless this was changed back from the TGS build.)

-Maxima-

Old MAX2, Arc Enemy, is now a MAX DM.
New MAX2: End of World (fires missiles from his whole body, then a giant laser).
Maxima Lift cannot be teched upon landing (guarantees the Senton Press follow-up).
Maxima Beam’s priority upped.

-Whip-

New DM: Forbidden Engage CODE: MC (lassoes the enemy from long range and delivers a series of ground slams).
Boomerang Shot can be super-canceled from long range.
Cr. A hits a downed enemy (from KOF '99 & '00).
Stand CD invincible frames removed.

-Kyo-
KOF '99’s 182 Shiki returns.
Far B, Far D startup reduced.
Recognition interval of Far C increased (so Cl. C will come out at max range now).
Kamukura (MAX2) is now a 1-frame grab.

-Benimaru-
KOF '00’s Super Inazuma Kick returns.
New move: Benimaru Shoot (follow-up down attack, usable after Benimaru Collider).
Can perform a double MAX2, presumably by doing MAX activation (1 stock) -> MAX2 (1 stock) -> MAX2 (3 stocks).

-Daimon-
Chou Ukemi (command roll) cancels into all command and special moves, excluding another Chou Ukemi.
Jiraishin (ground pound) can be canceled into freely in MAX mode.
Fuurinkazan (MAX2) sped up; now combos from strong attacks.

-Terry-
KOF '99 Hammer Punch command move returns.
Power Charge returns.
Quick Burn from RBS: Dominated Mind (!) added.
Rising Force (MAX2) combos from strong attacks more reliably.

-Andy-
Kunai Dan (knife throw) from RBS added.
j.D hitbox improved to make crossups easier.
Uwa Agito (f+B) knocks down when used as a standalone move.
Gekiheki Haisuishou (close hcf+P) range increased.

-Joe-

KOF '99 version of Shijou Saikyou no Low Kick “The Strongest Low Kick in History” added.
(RB?)FF-style flame effects on Tiger Kick and Slash Kick.
D Slash Kick is a Counter Wire.
Sliding (df+B) sped up to combo off from weak normals.

Next site update: AOF team, Ikari & Psycho Soldier teams…

EDIT: Daimon can cancel his roll into command moves and specials, not specials and supers. Fixed up above now.
EDIT 2: Andy’s f+B knocks down when used as a standalone move only.

hope they fix Choi, god he pisses me off

SWEET!!! Thanks for the update!

I am already looking forward to this game a lot more then KOF XII. :bgrin:

This was a good and bad change…good because if you do it by itself, you can be punished even if the opponent got hit. Bad, because setups like close C, BC, f+B into max combo, won’t be possible anymore.

Doesn’t Andy have other methods for starting a max combo, or was this his primary starter of choice?

well I meant, if the close C is blocked, you can max cancel it, then do a f+B overhead maxcancelled to air qcf+K into max combo. If your initial close C comboed, you can just max cancel, run up close C, hcf+P(3 hits), hcf+K(1 hit), zan eiken(db f+K), hcf+K(until last second last hit), air qcf+K, P followup, SDM.

This match shows the setup with f+B(not cancelled into) , round 2: And it looks like this won’t be possible in kof2k2UM.

[media=youtube]Sti7OhqPoF8&feature=channel_page[/media]

Not really…assuming opponent goes low while you are alternating, and you alternate equally high and low, they have a 50% chance of hitting you…but as I mentioned before, you don’t have to alternate high/low equally…you can go high for say, 2 frames, then low for 10 frames and it will still work.

Ah, ok…so it’s just one of his options lost for mixup and whatnot. Gotcha.

mai was dangerous as hell in 95, same for her 97 incarnation. not thaat 98 was bad or anything. same for yamazaki, his 97 self was my team solo’er by himself. 98 is also great cause of the added invincibilety on his guilotine supper (97 had none). 02 yama was never bad or anything, they started fucking him up in 03 where got to be a slow ass motherfucker.

also love that ending pic of the ff team. terry and joe competing with andy as the ref.

I do it works against low level dudes, and who ever does that with chris, I don’t think you’ll ever catch anyone that way.

this game getting a lot of hype is just because 2k2 was trash

horrible graphics,midi music,missing characters,lame art etc, ect.

It either means hitting a diagonal + a button to get a command normal where you only hit the diagonal for 1 frame will now result in the command move instead of a standing move, or…

In older kofs let’s say you do a fireball motion quickly with d, d/f, f+P. Regardless of how long you hit d or f for, if you only stay on d/f for 1 frame, the move will not come out. You have to stay on d/f for at least 2 frames. This is why kof motions seem unnecessarily difficult for many people.