KoF Combo trouble...

BryLmoo

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I am having a hard time with my timing when doing combos in KoF2000.With Kyo I can pull off a QCF+Bx2 once but, when I try to do it a second time to raise the hit count I'm not able to... Can someone help me on the timing. I'm also interested in learning which moves can cancel into other moves for different characters such as Kyo, and K'. Any help would be appreciated. Thanks.

Bryan <IMG SRC="smilies/mad2.gif" border="0">

[ May 17, 2001: Message edited by: BryLmoo ]
 

BryLmoo

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Anybody? ::Opens little umbrella:: "help"


Bryan <IMG SRC="smilies/loco.gif" border="0">

[ May 17, 2001: Message edited by: BryLmoo ]
 

Fat Cat Lim

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As much as I know, Kyo can't follow up his QCFX2 B with another QCFX2 B again after he perform it. But I could be wrong. I'm not an avid Kyo player. Other special moves that can cancel to another special move is his HCB B, which is a juggle and can be followed by other special moves such as his QCF A --> QCF A --> QCF A (Timing and corner combo required).

K' can cancel his Iron Trigger to a Blackout (his teleport) by pressing bk B after his QCF A/C. And as you know, his QCF A/C --> fwd D is a juggle which can be followed up by his Heat Drive DM, normal moves, or his Minute Spike (QCB B/D)

Fat Cat Lim
 

NeoGML

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GML saves the day!

Okay Bry, Kyo's qcf Bx2 will not combo twice. The only way to do two of them is to do the D version first, and then the B version. 4 hit combo. yay!

As for cancelable moves, I'd really only know a few of characters, but they all pretty much stick to the same formula:

(X) are optional
Standard Attack (Repeated) --> (Command Attack) --> Special Move/DM/SDM --> Many other things*(see below)

That's pretty much it in terms of basic cancelability. If i were to list all the cancelablility options, it take WAY too long. Oh well here goes:

Standard(-):

MOST combos will work with the formula mentioned above. Some combos won't work when certain kick/punch combinations are mixed too much. For example. you probably wouldn't be able to cancel Kyo's D wouldn't cancel into his qcfx2 A/C, since it's too radical of a change. generally, standards to DM/SDM cancels need to be with the same attack type: Punch or Kick. however, you CAN cancel Special Moves like this, as well as most command attacks.
Also, moves may cancel, but they don't always hit. an example is Kyo's C --> f+B. the last hit of the f+B hits, but the first does not, since the C knocks him too far away for the first one to hit. The only way you could get the full two hits in a standard --> command cancel using the f+B would be to use the A first, or the B (not sure about the B). Pretty complicated, but you'll get the hang of it.

Counter Mode (A+B+C):

In counter mode, most anything is possible. However, since you can cancel almost anything in any condition as long as it isn't a DM/SDM (which require special conditions listed above) In Standard mode, This mode breaks that rule. In Counter mode, you can cancel ANYTHING into a DM. (SDMs are not available in this mode). Hell, you can even cancel your C+D attack into one! This is obviously a good thing, although i don't use it much since i prefer canceling into combos than risking my whole energy gauge for Counter Mode.

Armor Mode (B+C+D):

The same as Standard mode, except for that fact that your combos can't be interrupted as long as your string isn't interrupted. If you stay static during a combo (which obviously voids the combo) you're open for fire. There really aren't any combo changes for Armor Mode.

*Many other Things:

Well, for these, the combos get wild and unorthodox. Combos don't necessarily have to cancel, for example, juggle combos and such. as long as they hit at the right time they are juggles. examples can be K''s GREAT corner combo:

d+B, d+B, qcf + A, f+D, qcfx2 A/C (the juggle)

the combo system "pauses" when a victim is suspended in the air. As you know, this is the juggle system.

That's all for now.

Bye.

Note: My first Post with the "pimp" Icon! <IMG SRC="smilies/smile.gif" border="0">

Edit: Fixed grammar, added more detail.

[ May 17, 2001: Message edited by: NeoGML ]
 

hebretto

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Now that you have learned the basics from NeoGML here's some simple combos for you

1.(opp in the corner)
Close C->qcf + D,D->hcb + B->qcf + B,B(try to pull this off as late as possible)->jump up down + C _or_ rdp + B

Note that you don't have to do the hcb + B

2.(minimum one powerstock)
Close C->qcf + D,D->Orochinagi(qcb,hcf + A/C/AC)

Note that with the SDM version of Orochinagi you need to time it so that you will get them with all the hits else you might only hit them once with the flame

3.Close C->qcf + A,qcf + A,forward + B

And regarding to combo that Fat Cat Lim mentioned the timing is like one second for each follow-up.Try not to do it straight after one another
 

FacJoe

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The only follow-ups after a qcfBB are:

*dp+P
*jump, dwn+C
*RED Kick B version(rdp B)

IMO, combos for the qcfBB isn't that useful, cos of the following reasons:

*takes little damage
*hard to time

About the 'hard to time' part, this is with regard to this corner combo of Kyo (in KOF2K):

qcfDD, hcbB(optional), qcfBB (low), RED Kick B version/jump, dwn+C.

It's not worth the effort IMO. If u wanna 'floor' the opponent immediately, just do a RED Kick after the qcfDD. Takes almost the same amount of damage, and easier to do. If what I hypothesize is correct, (and if this 'feature' is still available in 2K) you can dizzy an opponent using 2 Joe strikers and Kyo's standard Stand C, qcf DD, RED Kick B version combo by doing it thrice.

You can also do a RED Kick after hcbB (corner) but I find it hard to time. I guess the timing for that is pretty much like the hcbB, qcfx2A juggle. It delivers good damage, but requires skill. IMO, a qcf A (pause), qcf P (pause), K juggle is easier to do than the RED Kick ender or the qcf BB juggler after the hcb B floater. Try it out!
 

BryLmoo

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Hey, Thanks for all of the help. I am now able to do some good 4 hit combos with Kyo. I'm still working on K' though. I have been told that if you match the strength of the moves you push out then combos/juggles will happen much easier.

Bryan
 

BryLmoo

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OK...another question...

What is a Cross-Over? I see that term used to much to not wonder what the hell it meens...could someone please tell me?

Bryan
 

NeoGML

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a "cross over" or more commonly called crossup is a move in which you jump over your opponent while hitting them at the same time. The most common crossup is Iori's j b+B. But remember that once you're on the other side of the opponent the direction switches, you you'd actually end up pressing (from your perspective) j f+B. That last part might confuse you, but oh well. <IMG SRC="smilies/biggrin.gif" border="0">
 

BryLmoo

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I think I've seen this being done before...I just have no idea how to do it...basicly all you do is almost jump over the opponent but kick him just as you jump over him?

Bryan
 

Gaseous Snake

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Yep, but on most crossups you need to get your distancing very precise. Unlike the Iori crossup, which is super (ch)easy.
 

BryLmoo

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I'm finding this out very fast <IMG SRC="smilies/biggrin.gif" border="0"> I'm not good at tapping buttons really fast. Like all of this standing B, crouching C crap...I'm having trouble. I'm into juggling for now. Once I get good at that I'll try and learn the ground combos. The way I look at it is this, if I get good at the timing then, the tapping thing will come natural.

Oh yeah, NeoGML, I finally got the QCF+Dx2,QCF+Bx2 four hit juggle down <IMG SRC="smilies/biggrin.gif" border="0"> really cool stuff. I can use the QCB+B after the QCF+Bx2 also. I might have those mixed up...but it is fun...so who is keeping track... =P

Bryan <IMG SRC="smilies/cool.gif" border="0">

[ May 18, 2001: Message edited by: BryLmoo ]
 

FacJoe

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Originally posted by Gaseous Snake:
<STRONG>Yep, but on most crossups you need to get your distancing very precise. Unlike the Iori crossup, which is super (ch)easy.</STRONG>

but hey, IMO, crossups are way easier in 2K than in previous KOFs. Is it just me or did they really make it easier?

Bry,

try to distance yourself at about 2-3 persons apart from your opponent. Then, jump and try to attack and overlap your opponent. Practice makes perfect.
 

BryLmoo

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FacJoe,

I have been tryin the cross-over over and over and over and over again <IMG SRC="smilies/loco.gif" border="0">. I'm still not that good at it, but in time, I probably will get better. Thanks for your help. Anymore suggestions on combos with Kyo and K' would be appreciated.

Bryan

[ May 19, 2001: Message edited by: BryLmoo ]
 

NeoGML

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Hey Bry, when you get those ground combos down, here's one that'll keep you busy!:

jump D, low B, forward + B qcb + B

GREAT and STRONG!

a little tough tho... hehe...

P.S.- like my sig?
 

NeoGML

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Oh, BTW, it's impossible to make that a four-hitter. I find it more effective against human opponents. You can also replace the down B with a down C if you want.
 

Iie-Kyo

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Doing QCF + D, D, QCF + B, B is easy. I've practiced on that combo a long time ago... spent like 2 hours on the emulator perfecting it so I can use it on the people at my arcade. Let me tell ya, they get insulted when you juggle 'em like that. :P

To Bryan -
How to get your fire chains to work.

Kyo has two sets of fire chains. There's this one:
QCF + C -> HCB + P -> Fwd + P

This is the one where he yells "KURAE!" and ends it with a shoulder ram up. Whatever you do, do NOT do the Fwd + P unless you're sure that the previous two hits connected, or else you'll be in for a major butt kicking.

And then there's the second one:

QCF + A.

After the QCF + A, you can do two things. Either another QCF + P or a HCB + P. The HCB + P is an overhead but is very slow and very counterable.

After the QCF + P or HCB + P, you can do one of two things, you can end it with a P or end it with a K.

So you can do the following chains:

1) QCF + A, QCF + P, P (all hits will combo)
2) QCF + A, QCF + P, K (all hits will combo)
3) QCF + A, HCB + P, P (last two hits will combo if first hit was blocked or missed; entire thing also combos off a QCF + D, D juggle)
4) QCF + A, HCB + P, K (nothing will combo, never do this one unless you want to make people laugh <IMG SRC="smilies/smile.gif" border="0"> )

- Do combo #1 if you manage to get the guy in the corner.
- Do combo #2 if you comboed the guy outside of the corner.
- Do combo #3 if you want to force an opponent away from you while they are blocking. This thing pushes the opponent back really well.
- Do combo #4 if you want to look stupid. <IMG SRC="smilies/smile.gif" border="0">

Whatever you do, *never* do the final K unless you saw the first two hits connect. You'll leave yourself wide open.

After you get more confident of your abilities, you can try this combo:
(opp in corner) Jump in C, Stand C, QCF + A, QCF + A, K, Stand C.

Kyo will recover from the K hit fast enough to be able to quickly juggle into a stand C. It's the fastest and most instant move Kyo has that'll hit either a standing or a crouching person and is primary weapon in Kyo's offensive arsenal. That's the reason why you should use it. <IMG SRC="smilies/smile.gif" border="0">

Hope this helps. If you have any questions, just ask.
 
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