The King of Fighters 2002: Unlimited Match Thread

http://game.snkplaymore.co.jp/official/kof2002um/character/kim/index.html

New update

another new Dr.NeoGeo and Kim team character art

hopefully someone can translate the neogeo thing as per usual

Team intros part 2:

-Ryo-
Kouhou Shippuken returns.
Tenchi Haouken changed from MAX2 to MAX.
2 new MAX2s: Retsu Ryuukou Ranbu and Geki Ryuukou Ranbu.
A version Kououken recovery shortened.
A version Kouhou (DP) recovery shortened.
Far B and Far D startup shortened.

-Robert-
Aesthetic change: new tiger effect and SFX at the end of the Zetsu Ryuukou Ranbu (MAX2).
C Ryuugekiken startup shortened and is now angled slightly upward.
Kyokugen-ryuu Renbukyaku (cl. HCF+K) has first-level attack priority now (?)
Haiga Ryuu (QCFx2+K) is now invincible.
B version Hien Ryuujinkyaku recovery time increased.

-Yuri-
New move: Yuri Chou Slash (donkey kick). Weak version combos from strong attacks, knocks down, and deals wire damage on counter hit. Strong version doesn’t combo but deals forced wire damage.
MAX2 changed to Chou! Ryuukou Ranbu.
Vulnerable hitbox on cr. B and cr. D increased (makes it easier to poke/sweep Yuri, not the other way around.)

-Leona-
New MAX2: Dead End Inferno. Changes depending if Leona is in her normal or “awakened” (Orochi blood riot) state, and switches her from normal -> awakened or awakened -> normal at the end.
Moon Slasher and D Ground Saber can be juggled after freely.

-Ralf-
New move: Galactica Vanguard (just-frame follow-up to the MAX2 Umanori Galactica Phantom. Launches the opponent off-screen for an auto-OHKO.)
Far C startup reduced.
Cr. D startup reduced.
Kyuukouka Bakudan Punch (air QCF+P) now can be used as a down attack
Super Argentine Backbreaker (HCF+K) now links from cr. B.

-Clark-
Gatling Attack returns from KOF '00. C version can be canceled into Napalm Stretch.
New MAX2: Roaring Sphere. A multi-throw super that requires 6 command inputs, Deadly Rave-style.
Far C priority increased.
Cr. C priority increased.
Can link command throws from cr. B.

-Athena-
Psycho Shoot returns from KOF '00
New move: Psychic Teleport Fake. Sends an afterimage forward, but the real Athena stays in place.
A version Psycho Ball recovery increased.
MAX2 Psycho Medley (Healing Athena) heals less now.

-Kensou-
C throw has Ryuusougeki (air QCB+P) visual effects now.
Invincibility frames added to D Ryuugakusai (RDP+K)
Standing CD has the backstep on startup removed.

-Bao-
Based on KOF '00 version.
MAX2: Psycho Ball Gravity. Creates a persistent black-hole like effect that draws in the opponent.
Hikida (air d+B) and Rikatsushuu (df+D) now can be used as down attacks.
C throw is now breakable.

Next time – Women Fighters Team, Pretty Girl Team & Kim Team. After that the order should be: Jhun Team, Orochi Team, Ura-Orochi Team, '97 Special Team, Yagami Team, Agent Team, Master Team, Clone Team + secret characters.

nooooooooooooooooooooooOOOOOOooooo

otherwise, everything looks great!

I can’t wait to see this!!

Fuck Yeah

All the Ikari Warrior changes have me really excited actually

Best change EVER!!! :wow:

Now I’m even more anxious to play this game! :cool:

You ain’t never lied… :wgrin:

Man, these changes sound awesome. And I know a good friend of mine who is probably heavily looking forward to how the Ikari Warriors handles now…

-Clark-
Gatling Attack returns from KOF '00. C version can be canceled into Napalm Stretch.
New MAX2: Roaring Sphere. A multi-throw super that requires 6 command inputs, Deadly Rave-style.
Far C priority increased.
Cr. C priority increased.
Can link command throws from cr. B.

Fuck Yes the made clark justice

Third set of team updates up.

-King-

Based on KOF '01 version.
New MAX2: Scarlet Mirage. Appears to be an autocombo if the initial kick lands.
B Tornado Kick '95 has invincibility on startup.
Mirage Kick has invincibility on startup.

-Mai-

Gains Midare Kachousen (multifan special) from RBS.
MAX Chou-hissatsu Shinobi-bachi becomes the Leotard Shinobi-bachi (RB1 P. Power version) 1/16 of the time; it has full invincibility on the lunge forward and “absolute priority” (juggles opponents even in a non-jugglable state).

-Kasumi-

Based on KOF '00 version.
New MAX2: Sousei Kasane-ate Ryuuka (not 100% sure on the name). Opponent’s controls are frozen during startup until the move comes out. Also has “absolute priority”.
Atemi Nage (counter special) recovery on whiff reduced.
j. D can now cross up.

-Xiangfei-

Based on KOF '01 version.
New MAX2: Tenshinzan Houga. Does a line shift into the background, then attacks mid or low depending on the button pressed. Eikishuhou (QCB+P followup after HCB, F+P) now cancels into specials or DMs.
Esaka (counter move) can be done at any time.

-Hinako-

Based on KOF '00 version.
New move: Shikofumi (sp?), similar to Chang’s d, d+K.
New move: Gorinzuki (sp?), a two-handed thrust.
New MAX2 followup: Daisharin no Dorin Otoshi (sp?..again.)
New graphics for cr. D; reach was increased and it is special-cancelable.
Far C’s priority increased; now usable as anti-air.

-May Lee-

Her sprites and animations have been overhauled, Standard Mode move names returned to their KOF '01 version, and her voice was re-recorded.
D Windmill Kick (/Spinning Edge – K followup from QCF+K) knocks down.
Shinjuukyaku (/God’s Tail Tinkerbell) deals forced wire damage.
Hero Mode cannot roll.

-Kim-

MAX2 now has the RB2-style phoenix explosion at the end (er…RB2 is the game that doesn’t have the phoenix effect, isn’t it?)
cr. B is now cancelable.
Hishoukyaku followup (D after air QCF+K) damage increased.
cl. C recognition window narrowed.
Hishoukyaku and Sankuugeki (QCB+P’s followup string…I think. Multiple English FAQs seem to call it the “Sankuukyaku”) recovery increased.

-Chang-

Tekkyuu Taikouchi (HCF+K) creates a high-damage explosion 40% of the time.
Tekkyuu Daikaiten (mash P) now has Tekkyuu Funsaigeki (normally charge b, f+P) as a followup with QCB+P.
Tekkyuu Daisekai (B, A, df, C, A if the command hasn’t changed) now gives free control over Chang, reduces startup time on moves and allows downed opponents to be attacked.

-Choi-

Shin! Chouzetsu Rinkaiten Toppa returns from KOF '99 as a normal DM.
MAX2 now fixed to 4 hits. Can now taunt afterwards (similar to Mu Shiki).
Far A recovery increased.
Hishoukyaku (air QCF+K) recovery increased.
Hououkyaku (QCF, HCB+K) damage reduced.

Next time: Jhun, Orochi and Ura-Orochi teams.

Oops, ran into forum downtime and didn’t notice my post went through once already. Anyway, here are some (mostly useless) videos from a live demo of the game last month. Links should work without needing a Nicovideo login.

Training Mode (macro input system streamlined a bit. Can have 2P dummy mirror your actions to test speed/priority of moves…if they have the same commands. Can’t we just have visible hitboxes and framedata?): http://d.hatena.ne.jp/video/niconico/sm5577314
Challenge Mode (new Expert Challenge Mode. Watch Dr. Neogeo fail at doing 30 seconds of continuous Jhun headstomping): http://d.hatena.ne.jp/video/niconico/sm5585670
Gallery and misc. stuff: http://d.hatena.ne.jp/video/niconico/sm5684142
Alternate winquote screen demo: http://d.hatena.ne.jp/video/niconico/sm5767502

Original links if you have a Nicovideo account:




May Lee is getting an overhaul

Good

Um…what about the numerous amount of glitches with her that can be abused quite practically in-game? How can they just leave them there…

For anyone that doesn’t know…if the opponent does a maxmode free cancel or they cancel their normal into maxmode, May Lee enters a bugged state where all of her special moves are extremely messed up, and she cannot block. To get out of it, she has to either get hit, or enter hero mode (and then back if you want to block again). Anyone can just cancel a normal into maxmode right in front of her, then do unblockable combos.

Also, in her bugged state, her hcb f+P throw becomes glitched and makes the opponent stick to them. You can keep them stuck by repeating qcb+A over and over, which also builds meter and wastes the clock.

Yeah I think I saw that in a match on your youtube channel

I didn’t know what the fuck it was when I first saw it

I’m just assuming(hoping) overhaul means they’re redoing most of her, if not remaking her from the ground up

I really want a Real Bout 3, but I’d rather have it with KOFXII-style sprites, which won’t happen.

While some of these changes seem well thought out, particularly the nerfs on the stuff that was truly braindead, other things seem like they just threw them out because they liked how it sounded.

Then again, that’s SNK for you.

I believe this was removed in NeoWave…

Looks like they are toning down all the KOF’02 top tier characters. Great.
On the other way, they are so beefing up many other characters like Clark (sounds like his KOF’01 version + KOF’00 crouching B cancel), King etc … that I’m afraid of new nightmare top tier characters !

Just consider it like 98UM…they are doing the same thing… I really hope this game is great…because at my Major(s) I’m giving away big bonus pots for 2002 NG and 98UM…but the consensus is people are skeptical how this one is gonna turn out…so I hope its better than 2002 ARC or Neo Geo.

-DG

Game is looking really cool so far. Any word on Lin’s changes? I know the stuff from the first several videos awhile back, like having 2k rekkas and the 2k1 arm move. Anything elee?

If the pattern continues he should be covered with the Jhun team this upcoming Thursday on the websites Dr. NeoGeo

He’s one of the characters I’m pretty interested in hearing about as well.