The secret to long strings

Poor Man's MS Fan

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Jun 30, 2001
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258
I'm much better at pulling off combos in any Capcom fighter... Most likely because I've played them longer than any SNK ones...

Only if I am lucky will I pull of a truly impressive combo. I can do quick 3 or 4 hits, but that's about it... In KoF, that's another story...

So... what is your trick to pulling of long strings in Capcom or SNK fighting games?
 

BryLmoo

AES Contact Cleaner, Extraordinaire!!!,
20 Year Member
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Aug 22, 2000
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I had the same question not to long ago. The secret to pulling off chain combos is really easy, all you have to worry about is your timing. Thats it. Oh yeah, and make sure what your doing is viable. Don't try and land a D out of a JumpA...won't work...

Bryan
 

NeoGML

Fighting Artist
Joined
Jan 24, 2001
Posts
2,033
Okay... Bry you're a whore.

Um, don't listen to bry, he's ignorant <IMG SRC="smilies/biggrin.gif" border="0">

for combos in KOF, they usually follow a certain formula:

Standard Attack -> Command Attack/Special/Super -> Special/Super

Now, if you do a special or a super directly after the standard attack, you won't be able to do another one afterwards. if you do a command attack (example: f+A), you can do a special/super depending on whether the command attack is cancelable and whether the command attack makes you jump or stay on the ground.

now, many times you can do two standards in a row, and in SOME cases, you can do two command attacks in a row. you really need to look at some FAQs, this game is anything but simple.

So, for example, here's a simple K' combo in KOF2000:

Standing C (1 hit) (standard), f+A (Command), qcb+B (Special)

again, it follows the same patter described above.

Here's another: Standing C (2 hits) (standard), f+B (command), qcb+B (special)

now, the f+B move for K' is a move in which he jumps off of the ground and knees his opponent in the chest. normally, you wouldn't be able to do many special moves after it because it makes you airborne, but since his qcb+B attack is executable in the air, it works.

A different variation (K'):

Standing C (standard), f+A (command), qcf hcb+A/C/AC (super)

another thing you can do, many times you can add a jumping standard attack before you start the combo string.

so, for example, with Kyo in post-95 games:

jump C (jumping standard), stand C (Standard), qcf C (special).

So basically, you just have to stick the basic combo formula. the KOF combo system is MUCH deeper, especially in the 99/2000 series, since there is the addition of Counter Mode.

I suggest looking at a combo faq at www.gamefaqs.com

So there you have it. I hope i helped some.
 

heatblazer

Astra Superstar
Joined
May 19, 2001
Posts
661
Originally posted by Poor Man's MS Fan:
<STRONG>I'm much better at pulling off combos in any Capcom fighter... Most likely because I've played them longer than any SNK ones...

Only if I am lucky will I pull of a truly impressive combo. I can do quick 3 or 4 hits, but that's about it... In KoF, that's another story...

So... what is your trick to pulling of long strings in Capcom or SNK fighting games?</STRONG>

Don`t pay any attention to all of that...There are some games like RBFF2 and Garou which are really CAPCOMish and look a
lot like SFZ series.But talking about KOFs
I am not the expert either but I wasn`t able
to pull any cool chain combo too...
 
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