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''War is father of all, king of all.'' – Heraclitus<br> | ''War is father of all, king of all.'' – Heraclitus<br> | ||
= Gameplay Overview = | |||
:KOF 98 has two systems to choose from, Advanced and Extra. Those coming from Capcom vs. SNK 2 background, for example, should be familiar with the "Groove Systems" that Capcom vs. SNK 2 has. The Advanced and Extra systems reflect the ability to choose subsystem mechanics akin to Capcom vs. SNK 2 and are quite comparable to "N Groove" and "S Groove" respectively. Advanced is generally the best system to choose in this iteration of KOF 98 with Extra mode only giving some benefits to particular characters for very specific reasons. | |||
== Subsystems == | |||
* '''Run''' - Tap forward twice quickly. Hold the second tap to keep running. In KOF '02 UM, when you simply tap "f., f." to run, you will run a certain distance before you stop. This particular initial distance can be canceled by jumping or attacking, but not by blocking or crouching. You can use this period to buffer moves such as command throws. For example with Ralf or Clark, you can tap "f., f.", then do the hcf motion for their command grab while you are moving forward, without having to keep holding forward over that first couple character spaces. | |||
:* After this set distance the character is forced to run, the player could continue to hold "f." or "df." to keep running and letting go to neutral, to crouch, or whatever else would stop any further running. | |||
:* Also, there is a small recovery when you release f. to stop a run. When running in to attack, keep holding forward if you're going to do a standing attack, or move to df. for a crouching attack. This makes attacking from a run seamless. You can also hold d/f to keep charge a charge-down special move while running. | |||
* '''Roll forward''' - Press A and B simultaneously. Rolls are invulnerable from the very start, and vulnerable at the end. You can be thrown out of rolls as well. Since they are invincible at startup, you can use rolls as a wakeup 'reversal'. But unlike in later KOF games, you cannot mash the input. In KOF 98, if you are not fully recovered from something and try to input A+B, you will get a standing A attack. Using that as a reversal will get out hit on counter, so be accurate with your roll timing. | |||
* '''Roll backward''' - Press back and A and B simultaneously. | |||
* '''Recovery roll (tech roll)''' - Press A and B simultaneously as you are touching the ground from getting knocked down. Some moves/knockdowns are not rollable. You can mix this up with staying on the ground to mess with your opponents setups on wakeup. | |||
* '''Short Hop''' - Performed by quickly pressing up-back, up-forward, or simply just up and then inputting a neutral or any non-upward motion. Performing a short hop can be difficult at first but being able to select from any jump option at a moment's notice is absolutely vital to KOF. One trick is to quickly move from an upward direction to down in order to avoid holding up for too long and causing a jump. Short hops are fast and possibly the least vulnerable of all jump types (the hopping player moves forward under 1/3 of the screen's length) which make them difficult to react to when under pressure. Using air-to-ground attacks from short hops is a quick way to keep the opponent blocking while gaining frame advantage afterward. Once used to seeing short hops, they become easier to anti-air when an opening presents itself. Short hops are great for baiting and then punishing sweeps. This forms part of the basic RPS system of KOF where hops beat low attacks, standing attacks defeat hops, and low attacks win against standing attacks. | |||
* '''Hyper Hop''' - Performed by first pressing any downward direction, quickly pressing up-back or up-forward, and then releasing to a non-upward directional input. They can also be done by running and inputting a short hop. Note that hyper hops cannot be done neutrally upward. Hyper hops are even faster and travel further than normal "Short Hops." | |||
* '''Jump''' - The option that should be the most familiar with most fighting game players. Jumps in KOF are performed the same way as in any game: just hold up-back, up, or up-forward. Jumps reach a high vertical height which suits them for maneuvering over large specials or challenging the other player in the air. Jumping carries a longer aerial hang time which gives the other player more substantial time to anti-air or air-to-air. Additionally, a normal jump covers the same horizontal distance as a hyper hop. Jumps end up getting punished more often than either hop, and so much like in any fighting game the player should have a set reason or strategy in mind before jumping heedlessly. | |||
* '''Super Jump''' - Super jumps are done by pressing any downward direction and followed by up-back or up-forward. Players cannot super jump neutrally upward. A super jump travels a bit further than 1/2 of the screen length. Combined with the widescreen ratio this creates more safety from fullscreen against being jumped on. A super jump travels faster and further than a standard jump although tall vertical height of the jump arc makes this the easiest of all air options to anti-air. | |||
* '''Back Dash or Back Step''' - Tap back twice quickly. During a back dash, you can perform air command normals and air special moves. Using a command normal will cause the trajectory and recovery period of the back dash to change. | |||
* '''Guard Cancel Strike (CD counter)''' - Press C and D simultaneously while guarding a move. This uses one power stock. This works as a type of "Alpha Counter". | |||
* '''Guard Cancel Roll (Emergency Roll)''' - Press A and B simultaneously or while guarding a move (hold back to roll backwards or return to neutral/hold forward to roll forward). This uses one power stock. It's a great tool for punishing specific block strings as you roll and recover before the opponent recovers from the attack that was canceled into. Also a great way for avoiding defeat by chip damage by guard rolling on the normals that cancel into the chip attacks. | |||
* '''Attack Cancel Roll''' - Press A and B Simultaneously with attacking with a Normal Move. This type of roll has similar properties as a normal roll as it has recovery that could be punished and could be thrown as well. The main reason to use this roll is to extend combos with characters such as Maxima or Daimon as it reduces the recovery of their attacks that causes a juggle state and also moves them forward putting them into position to combo. Otherwise is a decent way to bait out Guard Cancel Strikes and punishing their recoveries. Generally, one almost never sees Attack Cancel Rolls for the latter though. | |||
* '''Throw break''' - Press back/forward with the corresponding button immediately after you are thrown. To tech a normal throw, the player has to tech with the same button that the opponent used to initiate the normal throw. To tech a throw the opponent used with the C button, the receiver of the throw would also have to tech with the C button and using any other button to tech will end up in failure. There is an option select to cover both C and D throws and it's done by simply teching while pianoing both C and D buttons in which ever order. | |||
* '''Max mode activation''' - Press B and C simultaneously. This will use one power stock and give you a meter that shows you how much time you have left in Max mode. While in MAX mode you get "free cancels", the ability to cancel normals into other attacks when normally those normal attacks could not cancel. The player also gains the ability to cancel special attacks into other specials with certain limitations and could create extended combos. This led to inspire the combo system that exists in KOF XIII. Also characters gain access to Max Desperation Moves for one addition meter, also known as Super Desperation Moves and function like "Level 2 Supers." When the character is at "Red Health", going into MAX mode unlocks the ability to do a Max 2 a.k.a. Hidden Super Desperation Move, also just for one more spent meter during Max mode. Outside of Max mode, Max Desperation Moves and Max 2 costs 3 stocks which is 1 more than spending 1 for Max mode and 1 for "MDM" or a Max 2. One last thing to note is that using a Desperation Move during Max mode will only consume the remainder of the timed Max mode bar rather than using another stock. | |||
* '''Max mode cancel activation''' - Press B and C simultaneously during a normal move. This produces the KOF equivalent of Guilty Gear's "Roman Cancel" although it's just limited to canceling normal moves. Most players use this to cancel a Close C/D attack on hit to return to the neutral state and run forward to combo again. The ability to do a combo such as cl.C xx BC > run forward cl.C requires timing and practice but is well worth it in the long run for characters such as Nameless, Kyo, Iori, and among other characters. Another purpose of using max mode cancel activation is to go back to neutral to block after attacking with a normal attack. Since the character can block instantly after canceling, a player could bait out a Guard Cancel Strike and punish it after blocking. Doing a Max mode cancel activation requires 2 meters and could be a hefty amount to pay, but it's well worth it for characters that can capitalize well with it. | |||
* '''Super canceling''' - The super cancel function works similar to Street Fighter 3: Third Strike in which the player is able to cancel specific special moves directly into supers, or in this case: Desperation Moves and Max Desperation Moves. Unlike Third Strike, the act of super canceling eats up an addition stock of meter. So canceling a special move into a Desperation Move eats up a total of 2 stocks. Since doing a Max Desperation Move outside of Max mode takes 3 stocks, super canceling into a Max Desperation Move eats up a total of 4 stocks. While in Max mode, super canceling only eats the remainder of your time max mode bar instead of an additional stock, new in KOF '02 UM and unlike KOF' 02. So for super canceling in Max mode, it takes 1 stock to activate Max mode and 1 to use a Desperation move so the meter spent is just 2 stocks; but for using Max Desperation Moves in Max mode with a super cancel is reduced to 3 stocks rather than using a total of 4 outside of Max mode. | |||
* '''Reversals''' - Reversals in KOF '02 UM work mostly the same as in other games. There isn't a reversal message, but the window is very large (about 5 frames). The main difference between this game and others is that most 'invincible' moves aren't completely invincible. A lot of the time they are only invincible up to the hit, in which case they will trade with meaties. You will have to refer to the character-specific sections concerning which moves do what. Universally speaking, rolls, instant command throws, and super instant command throws can be used as reversals. | |||
* '''Alternate Guard''' - This is a technique to avoid being thrown while blocking. First, you must block an attack or be put in block stun by an attack (i.e. by it being whiffed close to you). Then you must alternate between back and down-back very quickly. This will keep you in perpetual block stun and unable to be thrown by any throws, including proximity unblockables. To beat alternate guard, you must be able to hit the opponent by using fast lows/overhead mix ups etc. to break their defense. Tactics like repeated/delayed cr.Bs can be hard to alternate guard without thinking. | |||
:* Another side effect of KOF 02 UM's blocking system that you need to be aware of is whiffing jumping attacks into a throw. When you are performing an empty jump, then landing and throwing, you should not perform any attack during the jump. If you do and you're close enough, it will put the opponent into block stun and your throw will whiff. It is possible for this to work though, if your opponent tries to attack or roll after they are put into block stun but before the throw, or if they do not attempt to block at all. | |||
* '''Proximity Unblockables''' - This is a special type of throw that is exclusive to KOF. Some examples of proximity unblockables are Robert's hcf+K throw, Shingo's dp+K throw, or O.Chris's hcf+K throw. Unlike command throws, they can only be performed when close to an opponent who is in a throw-able state (i.e. in hit stun or not in block stun). Because of this, it is usually impossible to whiff a proximity unblockable, making them safer in some situations than command throws. You will simply get a normal move if the opponent is not in a throw-able state, or a different command normal/special if you tried to combo into one. On the other hand, they do have startup, and it is possible to trade hits instead of simply throwing. It is also possible to whiff a proximity unblockable if you combo into one in such a way that it pushes the opponent out of range after the proximity unblockable has started. As for rolls, in most cases they will be stopped by a proximity unblockable as if you were a wall. | |||
* '''Counter-hits''' - Whenever you interrupt a jumping attack, special move, or super move, you score a counter-hit. This causes a screen flash and a "counter-hit" message to appear. The hit gets a 25% (usually) damage bonus, pushes back further (ala MAX mode hits), and allows you to juggle with another hit if the attack knocks down. For example, if you score a jump CD counter-hit, you can hit the opponent while they are in the air. Other examples are Chang's Ball Swing or Athena's Shining Crystal Bit hitting multiple times thanks to the first hit being a counter hit. | |||
* '''Counterwire''' - Certain moves have this property, and will activate if the opponent is counter hit by the move. So upon counter hit, the recipient would shoot to the other side of the screen and wall bounce regardless of how close to the corner the characters are. During the wall bounce, the character that took the counterwired hit will fall with a juggle state, allowing the other character to continue to juggle. | |||
* '''Corner Cross-ups''' - You might have seen in a video or something, someone crossing up another player in the corner after a knockdown. This true corner cross-up ability is only available on the 2P side (ie only available to the player who's life/super bars are on the 2P side). | |||
Although this may seem like an unfair advantage, the 1P side also has it's own corner cross-up ability. Whenever the opponent is knocked down in a back turned state (i.e. face up, head toward or face down, feet toward), you can perform a pseudo cross-up. Simply jump toward (super jump preferred) their head and time/position a move that has some cross-up ability the same way you would normally perform a cross-up. This must be blocked in the direction away from the corner. In some ways this is more difficult to block than the 2P side bug, because you remain on the same side no matter which direction the move has to be blocked. | |||
* '''Taunt''' - Press Start | |||
== Input Shorthand == | == Input Shorthand == | ||
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{note: this section may need to be deleted or consolidated.}<br> | {note: this section may need to be deleted or consolidated.}<br> | ||
== Cancel System == | == Cancel System == | ||
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Vanessa, '99 Kensou | Vanessa, '99 Kensou | ||
[[Category:The King of Fighters 2002]] | [[Category:The King of Fighters 2002]] |
Revision as of 01:32, 23 June 2013
Introduction
In 2009 SNK Playmore reworked KOF '02 and transformed the previous Eolith psuedo-mess into a work of art. With 60 characters, reworked game speed, complete overhauls for existing characters, plus a slick aesthetic makeover, 02UM is the definitive King of Fighters. While XI offers extreme speed and switching, 98UM revitalized Extra mode and side steps, 02UM brings an enormous roster and complex mechanics that keep the game furious. Unlimited Match best represents the series' fight between rushdown and zoning, between meticulous spacing versus explosive comboing, ground against air, offense contra defense; in a word: war.
War is father of all, king of all. – Heraclitus
Gameplay Overview
- KOF 98 has two systems to choose from, Advanced and Extra. Those coming from Capcom vs. SNK 2 background, for example, should be familiar with the "Groove Systems" that Capcom vs. SNK 2 has. The Advanced and Extra systems reflect the ability to choose subsystem mechanics akin to Capcom vs. SNK 2 and are quite comparable to "N Groove" and "S Groove" respectively. Advanced is generally the best system to choose in this iteration of KOF 98 with Extra mode only giving some benefits to particular characters for very specific reasons.
Subsystems
- Run - Tap forward twice quickly. Hold the second tap to keep running. In KOF '02 UM, when you simply tap "f., f." to run, you will run a certain distance before you stop. This particular initial distance can be canceled by jumping or attacking, but not by blocking or crouching. You can use this period to buffer moves such as command throws. For example with Ralf or Clark, you can tap "f., f.", then do the hcf motion for their command grab while you are moving forward, without having to keep holding forward over that first couple character spaces.
- After this set distance the character is forced to run, the player could continue to hold "f." or "df." to keep running and letting go to neutral, to crouch, or whatever else would stop any further running.
- Also, there is a small recovery when you release f. to stop a run. When running in to attack, keep holding forward if you're going to do a standing attack, or move to df. for a crouching attack. This makes attacking from a run seamless. You can also hold d/f to keep charge a charge-down special move while running.
- Roll forward - Press A and B simultaneously. Rolls are invulnerable from the very start, and vulnerable at the end. You can be thrown out of rolls as well. Since they are invincible at startup, you can use rolls as a wakeup 'reversal'. But unlike in later KOF games, you cannot mash the input. In KOF 98, if you are not fully recovered from something and try to input A+B, you will get a standing A attack. Using that as a reversal will get out hit on counter, so be accurate with your roll timing.
- Roll backward - Press back and A and B simultaneously.
- Recovery roll (tech roll) - Press A and B simultaneously as you are touching the ground from getting knocked down. Some moves/knockdowns are not rollable. You can mix this up with staying on the ground to mess with your opponents setups on wakeup.
- Short Hop - Performed by quickly pressing up-back, up-forward, or simply just up and then inputting a neutral or any non-upward motion. Performing a short hop can be difficult at first but being able to select from any jump option at a moment's notice is absolutely vital to KOF. One trick is to quickly move from an upward direction to down in order to avoid holding up for too long and causing a jump. Short hops are fast and possibly the least vulnerable of all jump types (the hopping player moves forward under 1/3 of the screen's length) which make them difficult to react to when under pressure. Using air-to-ground attacks from short hops is a quick way to keep the opponent blocking while gaining frame advantage afterward. Once used to seeing short hops, they become easier to anti-air when an opening presents itself. Short hops are great for baiting and then punishing sweeps. This forms part of the basic RPS system of KOF where hops beat low attacks, standing attacks defeat hops, and low attacks win against standing attacks.
- Hyper Hop - Performed by first pressing any downward direction, quickly pressing up-back or up-forward, and then releasing to a non-upward directional input. They can also be done by running and inputting a short hop. Note that hyper hops cannot be done neutrally upward. Hyper hops are even faster and travel further than normal "Short Hops."
- Jump - The option that should be the most familiar with most fighting game players. Jumps in KOF are performed the same way as in any game: just hold up-back, up, or up-forward. Jumps reach a high vertical height which suits them for maneuvering over large specials or challenging the other player in the air. Jumping carries a longer aerial hang time which gives the other player more substantial time to anti-air or air-to-air. Additionally, a normal jump covers the same horizontal distance as a hyper hop. Jumps end up getting punished more often than either hop, and so much like in any fighting game the player should have a set reason or strategy in mind before jumping heedlessly.
- Super Jump - Super jumps are done by pressing any downward direction and followed by up-back or up-forward. Players cannot super jump neutrally upward. A super jump travels a bit further than 1/2 of the screen length. Combined with the widescreen ratio this creates more safety from fullscreen against being jumped on. A super jump travels faster and further than a standard jump although tall vertical height of the jump arc makes this the easiest of all air options to anti-air.
- Back Dash or Back Step - Tap back twice quickly. During a back dash, you can perform air command normals and air special moves. Using a command normal will cause the trajectory and recovery period of the back dash to change.
- Guard Cancel Strike (CD counter) - Press C and D simultaneously while guarding a move. This uses one power stock. This works as a type of "Alpha Counter".
- Guard Cancel Roll (Emergency Roll) - Press A and B simultaneously or while guarding a move (hold back to roll backwards or return to neutral/hold forward to roll forward). This uses one power stock. It's a great tool for punishing specific block strings as you roll and recover before the opponent recovers from the attack that was canceled into. Also a great way for avoiding defeat by chip damage by guard rolling on the normals that cancel into the chip attacks.
- Attack Cancel Roll - Press A and B Simultaneously with attacking with a Normal Move. This type of roll has similar properties as a normal roll as it has recovery that could be punished and could be thrown as well. The main reason to use this roll is to extend combos with characters such as Maxima or Daimon as it reduces the recovery of their attacks that causes a juggle state and also moves them forward putting them into position to combo. Otherwise is a decent way to bait out Guard Cancel Strikes and punishing their recoveries. Generally, one almost never sees Attack Cancel Rolls for the latter though.
- Throw break - Press back/forward with the corresponding button immediately after you are thrown. To tech a normal throw, the player has to tech with the same button that the opponent used to initiate the normal throw. To tech a throw the opponent used with the C button, the receiver of the throw would also have to tech with the C button and using any other button to tech will end up in failure. There is an option select to cover both C and D throws and it's done by simply teching while pianoing both C and D buttons in which ever order.
- Max mode activation - Press B and C simultaneously. This will use one power stock and give you a meter that shows you how much time you have left in Max mode. While in MAX mode you get "free cancels", the ability to cancel normals into other attacks when normally those normal attacks could not cancel. The player also gains the ability to cancel special attacks into other specials with certain limitations and could create extended combos. This led to inspire the combo system that exists in KOF XIII. Also characters gain access to Max Desperation Moves for one addition meter, also known as Super Desperation Moves and function like "Level 2 Supers." When the character is at "Red Health", going into MAX mode unlocks the ability to do a Max 2 a.k.a. Hidden Super Desperation Move, also just for one more spent meter during Max mode. Outside of Max mode, Max Desperation Moves and Max 2 costs 3 stocks which is 1 more than spending 1 for Max mode and 1 for "MDM" or a Max 2. One last thing to note is that using a Desperation Move during Max mode will only consume the remainder of the timed Max mode bar rather than using another stock.
- Max mode cancel activation - Press B and C simultaneously during a normal move. This produces the KOF equivalent of Guilty Gear's "Roman Cancel" although it's just limited to canceling normal moves. Most players use this to cancel a Close C/D attack on hit to return to the neutral state and run forward to combo again. The ability to do a combo such as cl.C xx BC > run forward cl.C requires timing and practice but is well worth it in the long run for characters such as Nameless, Kyo, Iori, and among other characters. Another purpose of using max mode cancel activation is to go back to neutral to block after attacking with a normal attack. Since the character can block instantly after canceling, a player could bait out a Guard Cancel Strike and punish it after blocking. Doing a Max mode cancel activation requires 2 meters and could be a hefty amount to pay, but it's well worth it for characters that can capitalize well with it.
- Super canceling - The super cancel function works similar to Street Fighter 3: Third Strike in which the player is able to cancel specific special moves directly into supers, or in this case: Desperation Moves and Max Desperation Moves. Unlike Third Strike, the act of super canceling eats up an addition stock of meter. So canceling a special move into a Desperation Move eats up a total of 2 stocks. Since doing a Max Desperation Move outside of Max mode takes 3 stocks, super canceling into a Max Desperation Move eats up a total of 4 stocks. While in Max mode, super canceling only eats the remainder of your time max mode bar instead of an additional stock, new in KOF '02 UM and unlike KOF' 02. So for super canceling in Max mode, it takes 1 stock to activate Max mode and 1 to use a Desperation move so the meter spent is just 2 stocks; but for using Max Desperation Moves in Max mode with a super cancel is reduced to 3 stocks rather than using a total of 4 outside of Max mode.
- Reversals - Reversals in KOF '02 UM work mostly the same as in other games. There isn't a reversal message, but the window is very large (about 5 frames). The main difference between this game and others is that most 'invincible' moves aren't completely invincible. A lot of the time they are only invincible up to the hit, in which case they will trade with meaties. You will have to refer to the character-specific sections concerning which moves do what. Universally speaking, rolls, instant command throws, and super instant command throws can be used as reversals.
- Alternate Guard - This is a technique to avoid being thrown while blocking. First, you must block an attack or be put in block stun by an attack (i.e. by it being whiffed close to you). Then you must alternate between back and down-back very quickly. This will keep you in perpetual block stun and unable to be thrown by any throws, including proximity unblockables. To beat alternate guard, you must be able to hit the opponent by using fast lows/overhead mix ups etc. to break their defense. Tactics like repeated/delayed cr.Bs can be hard to alternate guard without thinking.
- Another side effect of KOF 02 UM's blocking system that you need to be aware of is whiffing jumping attacks into a throw. When you are performing an empty jump, then landing and throwing, you should not perform any attack during the jump. If you do and you're close enough, it will put the opponent into block stun and your throw will whiff. It is possible for this to work though, if your opponent tries to attack or roll after they are put into block stun but before the throw, or if they do not attempt to block at all.
- Proximity Unblockables - This is a special type of throw that is exclusive to KOF. Some examples of proximity unblockables are Robert's hcf+K throw, Shingo's dp+K throw, or O.Chris's hcf+K throw. Unlike command throws, they can only be performed when close to an opponent who is in a throw-able state (i.e. in hit stun or not in block stun). Because of this, it is usually impossible to whiff a proximity unblockable, making them safer in some situations than command throws. You will simply get a normal move if the opponent is not in a throw-able state, or a different command normal/special if you tried to combo into one. On the other hand, they do have startup, and it is possible to trade hits instead of simply throwing. It is also possible to whiff a proximity unblockable if you combo into one in such a way that it pushes the opponent out of range after the proximity unblockable has started. As for rolls, in most cases they will be stopped by a proximity unblockable as if you were a wall.
- Counter-hits - Whenever you interrupt a jumping attack, special move, or super move, you score a counter-hit. This causes a screen flash and a "counter-hit" message to appear. The hit gets a 25% (usually) damage bonus, pushes back further (ala MAX mode hits), and allows you to juggle with another hit if the attack knocks down. For example, if you score a jump CD counter-hit, you can hit the opponent while they are in the air. Other examples are Chang's Ball Swing or Athena's Shining Crystal Bit hitting multiple times thanks to the first hit being a counter hit.
- Counterwire - Certain moves have this property, and will activate if the opponent is counter hit by the move. So upon counter hit, the recipient would shoot to the other side of the screen and wall bounce regardless of how close to the corner the characters are. During the wall bounce, the character that took the counterwired hit will fall with a juggle state, allowing the other character to continue to juggle.
- Corner Cross-ups - You might have seen in a video or something, someone crossing up another player in the corner after a knockdown. This true corner cross-up ability is only available on the 2P side (ie only available to the player who's life/super bars are on the 2P side).
Although this may seem like an unfair advantage, the 1P side also has it's own corner cross-up ability. Whenever the opponent is knocked down in a back turned state (i.e. face up, head toward or face down, feet toward), you can perform a pseudo cross-up. Simply jump toward (super jump preferred) their head and time/position a move that has some cross-up ability the same way you would normally perform a cross-up. This must be blocked in the direction away from the corner. In some ways this is more difficult to block than the 2P side bug, because you remain on the same side no matter which direction the move has to be blocked.
- Taunt - Press Start
Input Shorthand
U = 8 = Up
B = 2 = Down
F = 6 = Forward
B = 4 = Backward
UF = 9 = Up forward
UB = 7 = Up Back
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 (D, DB, D, DF, F = 41236 motion)
HCB = Half Circle Back (F, DF, D, DB, B = 63214 motion)
A = Light Punch
B = Light Kick
C = Heavy Punch
D = Heavy Kick
CD = Blowback Attack
Cr. = Crouching
Far = Standing Far
Cl. = Standing Close
J. = Jumping
SJ. = Super Jump
H. = Hop
HH. = Hyper Hop
PG = Power Gauge, another term for one bar of super meter.
DM = Desperation Move
SDM = Super Desperation Move
HSDM = Hidden Super Desperation Move
Combo Shorthand
Note: chain cancels and special cancels are not designated in KOF shorthand. K's BNB consists of chain canceling Cr.B attacks then special canceling into Ein Trigger, but for simplicity it shall be written as: Cr.B cr.B QCF+A F+B.
BC: Max Mode Activation, which is performed by pressing B + C.
(Number): Used to notate when to cancel multi-hitting moves. For example, C(1), f+A for Kula means that the combo requires her to cancel the C on the first hit. She can also cancel the C on the second hit, but some of her combos may not work right depending on when you cancel the C, due to spacing. If there is no number after an attack, it means you can cancel it on any hit, preferably the last one.
[X] = Used to signify a Charge Move: [2]8 + D is Kim's Hien Zan.
(SC): Super Cancel.
/: A divisor, commonly paired with brackets (these), to expand upon combo options.
Terms
Battery: A character that can build meter quickly and effectively. Typically placed on point.
Anchor: A character that spends meter effectively; generally the third member of a team (they're your last defense, i.e. the anchor holding you in place). Nameless can immediately confirm nearly any grounded hit into a 65%+ combo if he has two bars, so placing him third maximizes the chance of him having up to five bars available.
Knockdown: A move that knocks the opponent down but gives the opponent an opportunity to recovery roll.
Hard Knockdown: A knockdown move that cannot be recovery rolled. When the opponent falls, there is either a small yellow animation of impact, a large yellow animation (which looks like Angel's qcb+P stomp), or an animation that looks like the character is sliding across the ground. All moves that have the animation that looks like Angel's stomp or the sliding animation are hard knockdowns, although there are some moves that use the other animation and are also hard knockdowns. Those details will be listed in each move's description.
{note: this section may need to be deleted or consolidated.}
Cancel System
A normal if cancellable, can be cancelled into command move or a special move. The command move can be cancelled to a special move or DM, if cancellable and cancelled into. The general rule in kof is, if you do a command normal without cancelling into it, it is not cancellable. Command normals have certain properties associated with them, such as hard knockdown, overhead, etc. Most command normals LOSE these properties when they are cancelled into. For example, Takuma's f+B is an overhead if executed on it's own, but if you cancel it from say, a crouch B, then it loses the overhead property. Command normals can also gain some properties if cancelled into. For example, Yashiro's f A comes out much faster if cancelled into than if done by itself.
There are exceptions to the above rules. Mary's b/f A is cancellable to DMs even if not cancelled into. Her b/f B is cancellable to special moves and DMs, even if not cancelled into. In addition, even if you cancel into it, the move still hits low on the second hit.
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Practical Tricks & Glitches
Counterhit CD Counters: If you know that your CD counter is going to counterhit, you can cancel the CD counter into maxmode (BC), and followup with whatever counterhit combo you'd like. Cancelling a CD counter into maxmode will already waste 3 stocks. The most common thing to do after cancelling to maxmode is a DM or SDM, so this will require 3-4 stocks overall, or maybe even 5 stocks if you can supercancel a move into the SDM. The sheer amount of stocks required for using this technique is pretty large, so it probably isn't very practical. However, it can become useful if the attack string you are trying to block cannot be punished on block or after a guard roll.
A CD counter will counterhit under the following circumstances:
1. When you CD countered the move, it did not finish executing all of it's hits. For example, CD countering a move that does 4 hits, on any hits before the fourth, will result in a counterhit. For some moves, CD countering even on the last hit will result in a counterhit, although it will require experimentation to see which moves counterhit when.
2. Not verified yet - If the opponent is using an attack string, even if all moves are one hit each, and the opponent CD counters a move when the player had already input the next move in the attack string, a counterhit will result.
Maxmode activation tips: Cancelling a normal such as a strong attack (close C) into maxmode and then continuing the combo should not be a problem but there are some issues with cancelling a weak attack such as crouch B, into maxmode and then immediately doing another normal.
An example would be Choi's crouch Bx2, BC, crouch C, SDM combo. If the combo is input as d+BB, BC, d+C, SDM, the result will be a crouch/standing B coming out after the BC activation. Instead, this combo should be input as d+BB, C~B, SDM. C~B means to roll your fingers from C to B. For whatever reason, this will activate maxmode and do a crouch C one frame after that, making the combo work.
Some other examples where this is applicable would be:
- Athena's crouch B, crouch A, BC, crouch C, HSDM
- Kim's crouch B, crouch A, BC, close C, HSDM
- Vice's crouch Bx2, crouch A, BC, far C, hcf+B
Another technique, called maxmode bypass, refers to executing special moves/supers immediately after the maxmode activation. Suppose you wanted to combo Kensou's f+A overhead into his qcf hcb+B. You can input this combo as f+A, qcf hcb+BC. What happens is that the max activation occurs followed immediately by the super.
Running Instant Throws: There are a few tricks that can be used to be able to execute running grabs with no delay and twitching. The first thing to note is that, when you hit ff to run, even if you just tap it and then try to stop yourself (either by holding back or trying to crouch), your character will still move a small distance forward. You can use this time to buffer part of the throw motion and then hold forward after it such that you do not lose your running stance.
hcb f+P/K - start your run with ff and immediately input hcb then forward again. If done right, you will store the hcb f+P motion and continue running with no twitching. Then when in range, hit the attack button. Doing it this way will allow you to run up about 3/4 screen and grab your opponent with no flinch.
hcbx2+P/K - input hcb, then start your run with ff and input hcb+P when you are in range. Generally you will not be able to run as far as if you were using the hcb f shortcut, because the game has to store the initial hcb motion before the run as well.
hcf+P/K - this one is fairly easy but one thing to remember is to let go of the directions momentarily during your run, and then inputting hcf+P/K, or else you will get a dp+P/K coming out. With enough practice, you can input it such that there is no noticable pause right before throwing.
f or b+C/D - these are tricky but pretty useful once you get them down. You can't actually do a normal throw if you are in running animation. Therefore, you have to hit b+C/D during your run in such a way that you throw the moment your character stops running. Do it too fast and you'll just get a stand C or D because your character might still be in the very small recovery state from stopping the run. Do it too slow and there will be a noticable pause after your run, which you would like to minimize. Practice this a lot.
Alternate Guard: This is a glitch that is very useful for avoiding throws. The way it works is that if the opponent has done some kind of move that has put you into a blocking animation, then you can keep that blocking animation going indefinitely by quickly alternating crouch block with stand block. Whlie you are alternating, all throws that the opponent attempts will miss, including one frame command throws(Daimon hcb f+P), delayed command throws(O Yashiro hcf+P and qcb+P, Clark dp+K), Daimon's autoguard hcfx2+K, proximity throws such as Andy hcf+P and O Chris hcf+K and normal f+C/D throws.
Blocking animation is triggered if you are holding back while a blockable move is executed by the opponent. That move does not actually have to be blocked by you in order for the block animation to be triggered.
A basic and dangerous tactic that a grappler could do to you is to throw you after landing from a jump attack, or to do a weak attack into a throw. Without alternate guard, avoiding this after you have blocked the jump attack or the weak attack, requires you to jump(or throw him first which may or may not work out). The problem is that a jump has startup vulnerability frames in which your character can get hit before he actually lifts off the ground. If the grappler decides to instead do a close C after his jump attack or weak attack, you would get hit by it if you attempted to jump out expecting a throw.
Alternate guard allows you to avoid the throw and to block the close C without the risk of guessing wrong. Alternate guard makes you vulnerable to high and low attacks, depending on your block position when a move makes contact. Jump attacks are generally not much of a threat against alternate guard because it is easy to see when someone jumps, but many fast low attacks are generally impossible to react to...which means, if you are alternating high/low with equal speeds, you have a 50% chance to get hit with a low attack.
To minimize the risk of getting hit low, it's important to know that you don't really have to alternate at the same speeds...I'm not sure of the exact frames but you can alternate for say, one frame high and 5 frames low, and will keep you vulnerable low only 1/6th the time.
Delayed command normals: As mentioned before, most command normals have different properties depending on whether they have been cancelled into or not. If you cancel a normal in the last cancellable frames, into a command normal, it will come out as if it wasn't cancelled into at all.Characters that have command normals that can be late cancelled and have practical uses would be Kim's f+B(retains the overhead property, and can be max cancelled into run up combo), Kusanagi's f+B(the properties of this move when not cancelled into it are MUCH better than if cancelled), Ryo f+A(high priority and retains the overhead property). Generally if it isn't an overhead, then the delayed cancel technique isn't really of value.
Wakeup crouching/standing "glitch": It is harder to hop/jump over a standing character than a crouching character, for obvious reasons, and some characters simply cannot hop over standing characters. The strange thing is, if the opponent was knocked down while standing, and even before the opponent gets up, you try to hop over them, the game won't allow you to. It's as if there is an invisible wall (precisely the height of what the opponent's height is if he were standing up) that is blocking you from doing so, even though the opponent hasn't stood up yet. However, if you knocked down the opponent while they were crouching, and then tried to hop over them before they would get up, you would be able to do so.
Therefore, the state of the opponent right before they were knocked down, has an effect on whether you would be able to hop/jump over them right before they get up. This can lead to some very dangerous setups with certain characters that score knockdowns, and the player that is getting knocked down needs to pay attention to what their state was right before they got knocked down.
An example of such a setup is Orochi Yashiro's hcf+K. If the opponent is standing when they get hit by it, and Yashiro superjumps immediately from that position, he will not switch sides. If the opponent was crouching and Yashiro super jumps the same way as before, he will switch sides. So, the dangerous setup would be to do close D into combo, after landing from the superjump.
Not many characters have the ability to do this reliably...the character will need a move that cannot be recovery rolled, and gives you enough time to be able to time a jump over them such that you land just as they get up.
Jump facing the wrong way glitch: There is a glitch that allows your character to jump facing the wrong way (for example, jumping forwards towards the opponent, while facing away from them. After rolling through/jumping over the opponent, hold down for a moment, then immediately jump into whatever jump attack.
Instant grabs while back is turned glitch: If a character wakes up with a reversal one-frame grab while their back is facing the wrong way, it will always whiff. This also applies if a grappler is jumping over you (to switch sides) and does a one-frame grab immediately upon landing. The glitch doesn't work with delayed grabs such as Daimon's dp+K.
General Character Info
Crouching Hitboxes
- It's important to know the height of each character's hitbox because not all normals/special moves will connect on all crouching opponents. Generally the hitbox heights can be put into three groups - low, medium, high. In almost all cases, if a move whiffs against someone that is in the low hitbox group, it will whiff against all other characters in the low group.
- Also keep in mind that just because a character is really tall when standing, doesn't mean they have a tall crouching hitbox. Yamazaki and Yashiro are good examples of this - both have a tall standing hitbox but actually a low crouching hitbox.
- In the character specific pages, it is noted if a certain move whiffs against a certain group of characters. Some examples would be Daimon's close A whiffing against low crouchers but not medium or high, and Whip's whiffing against low and medium crouchers.
- Tiny: Chin, Choi, Bao
- Low: K', Andy, Joe, Athena, Kensou, Benimaru, Mai, Yuri, Yashiro, Iori, Mature, Vice, Yamazaki, Billy, Leona, Kim, Kula, Angel
- Medium: Ryo, Robert, Takuma, Terry, Kyo, May Lee, Shermie, Chris, Mary, Ralf, Clark, Vanessa, Ramon, K9999, Kusanagi
- High: Maxima, Whip, Daimon, Chang, Seth
The Characters
Japan Team
Yagami Team
Fatal Fury Team
Art of Fighting Team
Psycho Soldier Team
Agent Team
Ikari Warriors Team
New Faces Team
K' Team
NESTS Team
Korea Team
Asian Triple Alliance Team
'97 Special Team
'02 Masters Team
'Pretty Girl Fighters Team
Women Fighters Team
Clone Team
Orochi Unleashed Team (Secret Team)
Ura Team (Secret Edit Characters)
Single Entry
Tier List
List out of date at the moment:
Uber-God Tier (banned): Krizalid, Nightmare Geese, Igniz
God Tier (banned): Clone Zero, Original Zero, Omega Rugal
Dark Geese Tier (banned): Goenitz, Geese
S: K', King, Nameless, '01 Takuma, Kasumi, Jhun
A: Yuri, Billy, Bao, Choi, Kula, Benimaru, Mature, Andy, Clark, May Lee, Chris
B: Athena, Orochi Yashiro, Seth, Angel, Kim, Kyo-2, '00 Robert, Heidern, Vice
C: Yashiro, Kyo, Ramon, Orochi Shermie, Terry, Whip, Kyo-1, Ralf, Joe, Chin, Goro, Hinako, Ryo, Robert, Blue Mary, Leona, Kusanagi, Kensou, Chang, Mai, Shermie, Orochi Chris, Iori, Yamazaki, Maxima, Foxy, Lin, Shingo, Takuma, Xiangfei
D: Vanessa, '99 Kensou