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= Game Mechanics = | = Game Mechanics = | ||
u = 8 = up | |||
d = 2 = down | |||
f = 6 = forward | |||
b = 4 = backwards | |||
uf = 9 = upforwards | |||
ub = 7 = upback | |||
df = 3 = down forward | |||
db = 1 = down back | |||
qcf = quarter circle forward (d, df, f = 236 motion) | |||
qcb = quarter circle back (d, db, b = 214 motion) | |||
hcf = half circle forward (b, db, d, df, f = 41236 motion) | |||
hcb = half circle back (f, df, d, db, b = 63214 motion) | |||
A LP | |||
B LK | |||
C HP | |||
D HK | |||
c. = crouching | |||
sf. = standing far | |||
sc. = standing close | |||
j. = jumping | |||
sj. = super jump | |||
AB = A+B | |||
BC = max mode | |||
In King of Fighters, there are several system basics. These will be covered first. | |||
Basics: | |||
Hop: For people starting this game, hopping is one of the most fundemental differences between street fighter and king of fighters. It is a much safer way of mixing up an overhead and advancing on your opponent than regular jumping. Hopping is performed by tapping 8 quickly and then letting go. It produces a short jump that rises and falls much slower, but at a much smaller height. Punishable, but much safer. | |||
Super Jump: The super jump is performed by pressing 28 very quickly. This allows your character to travel further, faster, and higher than a regular jump. It is very effective for travelling the entire screen for certain characters (Choi). | |||
Roll: 4AB or 6AB. Pressing AB in neutral defaults to a forward roll. Rolling is an interesting technique. It forces you "roll" or "slide" for a specific duration of time. It is invincible during the middle of the roll, but vulnerable to lows and throws near the end (actually it might be vulnerable the whole time, I donno, it's not the most important ability in KOF) | |||
Super Bar: Sorta fundemental to 2D fighters these days, You start off with 0 meter, but the potential to build up 3 stocks with your first character. When your first character gets knocked out, your bar capacity | |||
moves up to 4 stock (meaning he can store an extra stock). When your second character gets knocked out, the third (and last) character has the potential for 5 bars. | |||
Super meter is only built when you are hit, when you connect (when you attack and the attack actually hits or is blocked by the opponent), or use a special move. | |||
King of Fighters 2002 has several system specific techniques, as follows. | |||
Techniques: | |||
Falling Roll Recovery: Tap AB between falling and landing. This will give a safer faster recovery than a fall. It is very handy for escaping things like Daimon's Pickup off c.D. However, with a falling roll recovery, you are denied the 1 sec. wakeup invincibility to throws as you would normally receive during normal fall recovery. Note: there are many situations where you cannot escape using the falling roll recovery. Certain throws and all CD attacks come to mind. | |||
Guard Cancel Roll: During block stun you can press AB to roll out of whatever attack is hitting you at the moment. This is a generally safe way of getting out of chip damage. It costs 1 stock. Note that the roll is still a roll, and you are vulnerable near the end of it. | |||
Attack Cancel Roll: For some silly reason, in this game you can cancel any normal attack (normal, not command or special) attack with a roll. | |||
~Work in Progrss | |||
= Basic Strategy = | = Basic Strategy = |
Revision as of 12:41, 9 March 2006
Introduction
Game Mechanics
u = 8 = up d = 2 = down f = 6 = forward b = 4 = backwards uf = 9 = upforwards ub = 7 = upback df = 3 = down forward db = 1 = down back
qcf = quarter circle forward (d, df, f = 236 motion) qcb = quarter circle back (d, db, b = 214 motion) hcf = half circle forward (b, db, d, df, f = 41236 motion) hcb = half circle back (f, df, d, db, b = 63214 motion)
A LP B LK C HP D HK
c. = crouching sf. = standing far sc. = standing close j. = jumping sj. = super jump
AB = A+B
BC = max mode
In King of Fighters, there are several system basics. These will be covered first.
Basics:
Hop: For people starting this game, hopping is one of the most fundemental differences between street fighter and king of fighters. It is a much safer way of mixing up an overhead and advancing on your opponent than regular jumping. Hopping is performed by tapping 8 quickly and then letting go. It produces a short jump that rises and falls much slower, but at a much smaller height. Punishable, but much safer.
Super Jump: The super jump is performed by pressing 28 very quickly. This allows your character to travel further, faster, and higher than a regular jump. It is very effective for travelling the entire screen for certain characters (Choi).
Roll: 4AB or 6AB. Pressing AB in neutral defaults to a forward roll. Rolling is an interesting technique. It forces you "roll" or "slide" for a specific duration of time. It is invincible during the middle of the roll, but vulnerable to lows and throws near the end (actually it might be vulnerable the whole time, I donno, it's not the most important ability in KOF)
Super Bar: Sorta fundemental to 2D fighters these days, You start off with 0 meter, but the potential to build up 3 stocks with your first character. When your first character gets knocked out, your bar capacity moves up to 4 stock (meaning he can store an extra stock). When your second character gets knocked out, the third (and last) character has the potential for 5 bars.
Super meter is only built when you are hit, when you connect (when you attack and the attack actually hits or is blocked by the opponent), or use a special move.
King of Fighters 2002 has several system specific techniques, as follows.
Techniques:
Falling Roll Recovery: Tap AB between falling and landing. This will give a safer faster recovery than a fall. It is very handy for escaping things like Daimon's Pickup off c.D. However, with a falling roll recovery, you are denied the 1 sec. wakeup invincibility to throws as you would normally receive during normal fall recovery. Note: there are many situations where you cannot escape using the falling roll recovery. Certain throws and all CD attacks come to mind.
Guard Cancel Roll: During block stun you can press AB to roll out of whatever attack is hitting you at the moment. This is a generally safe way of getting out of chip damage. It costs 1 stock. Note that the roll is still a roll, and you are vulnerable near the end of it.
Attack Cancel Roll: For some silly reason, in this game you can cancel any normal attack (normal, not command or special) attack with a roll.
~Work in Progrss