The King of Fighters 2006: Difference between revisions

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Wiki for The King of Fighters: Maximum Impact 2
 
 
 
 
Wiki for The King of Fighters 2006
 
 
 


== Introduction ==
== Introduction ==
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d+LP+LK = Sidestep (into the foreground)
d+LP+LK = Sidestep (into the foreground)


[LP+LK] or d+[LP+LK] = Sidestep into Sidewalk*
[LP+LK] or b+[LP+LK] = Sidestep into Sidewalk*
*As long as you are holding LP+LK you will continue to sidewalk in the initial direction.
*As long as you are holding LP+LK you will continue to sidewalk in the initial direction.


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There are 3 meters: Health, Guard, and Super.
There are 3 meters: Health, Guard, and Super.


Super meter can be filled up 3 times during round one (unless options have been changed). However, if a player loses the first round, they will be able to build up 5 supers in the next round. So, if both characters lose a round, in the third round they will both be able to build up 5 meters.
Super meter can be filled up 3 times during round one (unless options have been changed). However, if a player loses the first round, they will be able to build up 5 supers in the next round. So, if both characters lose a round, in the third round they will both be able to build up 5 meters.  In team matches, however, loss of one round would only allow you to go up to 4 super bars and losing two rounds would allow you to go up to 5 bars.


Super Cancels are done by doing a SC-able move into a super. A SC costs an additional meter on top of the normal super cost. For example: Terrys QCB,DB,F+P takes 1 meter, but canceling Burn Knuckle into it will cost 2 total (QCB+LP -> SC QCB,DB,F+P).
Super Cancels are done by doing a SC-able move into a super. A SC costs an additional meter on top of the normal super cost. For example: Terrys QCB,DB,F+P takes 1 meter, but canceling Burn Knuckle into it will cost 2 total (QCB+LP -> SC QCB,DB,F+P).


If you guard, your guard meter goes down. Pretty straightforward. However, from what I've seen so far, it doesn't ever go back up (for that round) until you've been guard-broken. When you run out of guard meter, the meter begins filling back up but it's red (instead of green). During this time, you can be constantly guard-broken. Ow.
If you guard, your guard meter goes down. Pretty straightforward. However, from what I've seen so far, it doesn't ever go back up (for that round) until you've been guard-broken. When you run out of guard meter, the meter begins filling back up but it's red (instead of green). During this time, you can be constantly guard-broken. Ow.


== Tier List ==
== Tier List ==


== Characters ==
== Characters ==
*[[Alba Meira]]
*[[Athena Asamiya]]
*[[Billy Kane]]
*[[B. Jenet]]
*[[Chae Lim]]
*[[Clark Still]]
*[[Duke]]
*[[Fio Germi]]
*[[Hyena]]
*[[Iori Yagami]]
*[[Jivatma]]
*[[K']]
*[[Kim Kap Hwan]]
*[[Kula Diamond]]
*[[Kyo Kusanagi/Kyo-Classic]]
*[[Leona]]
*[[Lien Neville]]
*[[Lilly Kane]]
*[[Luise Meyrink]]
*[[Mai Shinranui]]
*[[Maxima]]
*[[Mignon Beart]]
*[[Nagase]]
*[[Nightmare Geese]]
*[[Ninon Beart]]
*[[Ralf Jones]]
*[[Rock Howard]]
*[[Ryo Sakazaki/Mr. Karate]]
*[[Seth]]
*[[Soiree Meira]]
*[[Terry Bogard/Wild Wolf]]
*[[Yuri Sakazaki]]
[[Category:The King of Fighters 2006]]

Latest revision as of 08:30, 5 May 2019

Wiki for The King of Fighters: Maximum Impact 2

Introduction

Game Mechanics

Basically it's a 4-button game: LP, HP, LK, HK. Pressing buttons in different combinations will result in additional techniques. Here a list of stuff:

f+HP = Throw f+HK = Throw

LP+LK = Sidestep (into the background) d+LP+LK = Sidestep (into the foreground)

[LP+LK] or b+[LP+LK] = Sidestep into Sidewalk*

  • As long as you are holding LP+LK you will continue to sidewalk in the initial direction.

b+LP+LK = Roll Back f+LP+LK = Roll Forward

b+LP+LK or f+LP+LK (During Guard) = Counter Roll*

  • Costs 1 meter
  • Can also be done after being Sabaki'ed (still costs 1 meter)

HP+HK = Power Attack*

  • Can also be done in air.
  • Can also be done after being Sabaki'ed (still costs 1 meter)

HP+HK (During Guard) = Guard Break* (actually it's an Alpha Counter)

  • Costs 1 meter.

b+LK+HP = High/Mid Sabaki (Parry basically) db+LK+HP = Low Sabaki

LP+LK (when hitting ground) = Break Fall (basically backwards tech roll) LP or HK (when on ground) = Quick Getup HP (when on ground) = Quick Getup (into the background) LK (when on ground) = Quick Getup (into the foreground)

In addition to all that stuff, there are also numerous command normals for each character. You'll have to learn those on your own.


Meters:

There are 3 meters: Health, Guard, and Super.

Super meter can be filled up 3 times during round one (unless options have been changed). However, if a player loses the first round, they will be able to build up 5 supers in the next round. So, if both characters lose a round, in the third round they will both be able to build up 5 meters. In team matches, however, loss of one round would only allow you to go up to 4 super bars and losing two rounds would allow you to go up to 5 bars.

Super Cancels are done by doing a SC-able move into a super. A SC costs an additional meter on top of the normal super cost. For example: Terrys QCB,DB,F+P takes 1 meter, but canceling Burn Knuckle into it will cost 2 total (QCB+LP -> SC QCB,DB,F+P).

If you guard, your guard meter goes down. Pretty straightforward. However, from what I've seen so far, it doesn't ever go back up (for that round) until you've been guard-broken. When you run out of guard meter, the meter begins filling back up but it's red (instead of green). During this time, you can be constantly guard-broken. Ow.


Tier List

Characters