The King of Fighters 2002: Unlimited Match Thread

In 98um or this one?

I know in 98um the hitbox on Jump C and jump D was narrowed. Far B also got a little nerf.

His forward+A OTG’s now and it has been sped up. QCB,HCF+P now has invincibility on start up. (assuming you’re talking about normal yash)

Well yeah that too:rofl:

Actually, I think its moreso the fact that 90% of the people who say they like Garou, never actually played. I know the opinions for that game changes alot after one has actually played it, even though its still a cool game. I just remember myself saying “Garous the shit!,” then having playing it and then saying “Oh, it’s alright”

I’m still kinda dissapointed in the whole Nameless thing, because K9999 was probably my favorite character in 2k2. But as long as they somewhat play the same, I’ll be content. But nerfing GAH KEE DOH MOHHHH’s hitbox is :sad: xN

Yeah I agree, I used to think that Garou was a really fucking good game until I started getting better at it and played really good players. High level Garou is pretty retarded.

It’s like most of the other FF games- they’re consisently good, but never great. They all have something retarded in them that drags them down, and it’s something different in every game.

This is another reason why the series never took off- you ask 5 different fans of the series what the best game is, you can get 5 different answers.

The best way to get 2k2UM over here is to support the XBLA version of 98UM, and play it once in a while when you’re not playing SFIV.

I still maintain that RB2 is great and will defend it to death :slight_smile:

Right on the motherfucking money.

Bandwagoning is the sole bane of my existence. People who know absolutely fucking ZERO about SNK/Fighting Games in general form a stupid opinion about them from watching it or listening to some other idiot.

Or they form an opinion after someone destroys them in one of the said SNK games…

:rofl::rofl::rofl::lol:

-DG

That right there

Especially if they are die hard SF fans, I don’t blame them but still

Oh yeah!!

The look on some nerd’s face after getting owned on SNK games after saying they’re easy to play since he THINKS they play like SF=PRICELESS!!

Thats the problem if they think they play like SF…thats where the problem is in the first place…

:sweat:

And I’m glad they dont play like SF…If I wanted to play SF thats what I’d be playing…

It’s not as different as you make it out to be- as long as you don’t deliberately try to ape Capcom games, and accept that there are some differences, you’re fine.

Maybe this is because I started with SNK and then played SF, so I play SF like SNK at times.

The being beat thing would hold true for any fighting game ever. But I can understand if SNK is your special club or something.

SNK fanboys make me ashamed of loving some SNK games :frowning:

I get beat at a LOT of games. Pretty bad sometimes. But it doesn’t turn me off of them at all.

If I just flat out don’t like something, I’ll just say so on my own merits.

Example: I can still play MvC2 at an above average level. I can the high tiers pretty well also. Yet I never really liked the game in the first place. I only played it because everyone else was playing it here. I stopped playing it in about '05.

This helps if you started with SNK games…but for many of these people they find the SNK systems to be too “different” or complex for them…

And its funny…because I find the Capcom systems to be too boring, simple and dry…they don’t hold my interest enough…it seems wayyy too simplistic…

Cronopio- LOL I understand…hence I’m trying to stop all the nonsense going on in the KOFXII thread :sweat: :lol:

-DG

KOF02UM website updated today adding Yagami Team and KOF97 Team:
http://game.snkplaymore.co.jp/official/kof2002um/character/index.html
Also, an update on the game mechanics with Dr.NeoGeo:
http://game.snkplaymore.co.jp/official/kof2002um/dr_neogeo/008.html

Update today:

-Jhun-

Based on KOF '00 version.
Gains NeoWave’s Zankou Haikigeki MAX2.
Hitbox of Houou Tenbukyaku (air qcfx2+K) extended upward; now connects off of Kuusajin (charge d, u+P) super-canceled.
Now takes counter damage if hit during Soshuujin or Ryuukoujin (d, d+A and d, d+B stances).
Ryuuroushuu (air d+B) damage reduced.

-Lin-
Based on KOF '00 version
Jatotsuga (rdp+A/B/C/D) and Senju Rakansatsu (d, d, d+AC) from KOF '01 added.
Hizoku Ougi Dokushakou (d, d, d+AC also…one move will need its command changed) changed to MAX2.
Hizoku Ougi Ranbu: Dokuga (qcb, hcf+P) now can be super-canceled from Zantetsubu Rasatsu (qcf+A)
Last part of B Hitenkyaku (hcb+K) is a down attack.
Hop C and cr. C startup slowed.
Jatotsuga’s priority reduced.

-Shingo-
Based on KOF '01 version
MAX2 is Shingo Kensei: Oreshiki: Kamukura (imitation of Kyo’s MAX2).
Recovery on Aragami (qcf+A) reduced.
Nietogi (dp+K) range increased and now connects from strong attacks easily.
Shingo Kick (hcf+K) always knocks down on hit now.
Nitotsuki and Ore Mushiki startup reduced and now connects from light attacks easily.

-Yashiro-
Added Missile Might Bash (hcb+P) and MAX Million Bash Stream (qcb, hcf+AC) from KOF '98.
Cr. C’s and normal j. C’s priority increased.
Autoguard on Upper Duel (dp+P) increased.
Regret Bash (f+A) sped up but no longer knocks down.
MAX2 “?ERROR??CODE2002” starts up faster and connects from strong attacks now.

-Shermie-
Yokedousa (ABC) now has full-body invincibility and can be canceled into a dodge attack.
Inazuma Leg Lariat MAX2 now involves multiple throws before the final flying knee attack.
Cr.C startup reduced.
First part of Shermie Stand (f+B) removed; now easier to use in combos.

-Chris-
MAX2 (transform to O. Chris) now deals a hit, and can be comboed after.
Glider Stamp (air qcf+K) can be juggled after and is now usable as a down attack.
Twister Drive (qcbx2+K) has absolute priority (can juggle an opponent who normally couldn’t be juggled, etc.)

-O. Yashiro-
New move: Unaru Daichi. Does a 2-handed ground pound that creates a shockwave. Strong version hits overhead, is special-cancelable, but slow.
B Odoru Daichi’s (hcf+K) and Armageddon’s (B, D, A, ABC) startup reduced.

-O. Shermie-
New command nove: Jinrai. Hop attack that can be used like Robert’s f+A.
New move: Takeru Mikazuchi. Emits a lightning field around Shermie and gives her enough advantage on hit to follow up.

-O. Chris-
New stand animation.
New DM: Daichi wo Kurau Gouka. Fires a giant, slow-moving fireball (might be like Kain’s super in MOTW).
Invincibility frames added to A Tsuki wo Tsumu Honoo (dp+P). C version can be super-canceled on 2nd hit.
MAX2 (“Sanagi wo yaburichou wa mau”) now deals more hits.

Next time: Yagami, '97 Special and Agent teams.

Are they making any changes to max mode?

From what I’ve read charge characters don’t have to charge their moves while in MAX, like in an Alpha CC. I don’t remember other changes, but I think I’m forgetting something…

Oh and thanks for the list TandeM. Looks like Shingo will be pretty buff.