How to play with angel, 01 and 02.

cgun

Fio's Quartermaster
Joined
Mar 25, 2002
Posts
493
I need some serious help with angel in the two latter kofs. She seems to be easier to control in 01 but i´m not sure.

I´m just got into her and her combo engine is pretty special. Very cool thought.

I just got of the DM and SDM without much trouble and learn som simple starter>chain>finisher combos.

Any tips?
 
Q

qube

Guest
Yeah, alright, I'll field this one. As some of you probably suspected wink

Ah...Angel. My favorite character. If you plan on being effective with Angel, be prepared to put in a lot of work! I have spent more time with this character in the last 2 years than any other character, except for maybe Terry b/c he is a sentimental favorite wink So anyway, here we go!

First off, if you are the type of player that relies on DM's to gain an advantage in matches, change your mind set. Angels DM's are great to watch and fun to do, but they take a back seat to the rest of her arsenal. Unlike many other characters, Angels DM's are actually not really that useful in real combat situations shame Her true strength lies in her ability to pressure opponents and make them turtle long enough for you to take control of the match! Always keep in mind that Angel is a pressure oriented, offensive character.

If you are forced to play in a defensive posture with her remember that her only reliable anti-airs are, standing D, and of course The Unidentified Victim Consciousness (b,dp->B/D). Both of those moves are good counters to an air pressure game in close. If the opponent is ranging you and you see a jump coming use Red Sky of Japanezia (hcb->B/D) to escape and re-position yourself for a counter strike or even just overall better position. If you are forced into playing a defensive game with Angel, this should never last longer than a couple of seconds at most. If it does you are in a good position to lose the match. Keep in mind that Angel MUST control the pace and flow of the match or you will probably get waxed! She is first and foremost an offensive character!!

The previous 2 paragraphs were general advice on the manner in which Angel should be played. The following will be specific strategies in specific situations that should be used.

IN THE AIR
Angel does not accel in the air shame Her jump is quick and her D has decent priority when the opponent is on the ground, BUT, when in an air to air situation, she is vulnerable. To counter the possibility of being air thrown and generally dominated in the air, remember to use her At The Wasteland (d+D). This move has decent enough priority to at least trade hits with most other moves in the game and it has a very decently sized hitbox! This is important b/c it cuts down on how accurate you must be with it. Basically it is a very forgiving move and will serve you well when off the ground.

THROWING
Angels throws have excellent priority for a charater of her type. Unless up against some of the stronger grapplers (Goro, Shermi, Maxima, etc.), you should almost always have an advantage when in close! This does not include her Mad Murder Roulette (rdp+B/D) command throw, which suffers from a smaller pixel grab range :( Some of the characters that I have had trouble against when trying to play a throw based offense b/c of priority are; Mai, 'K, Mary, and Leona.

PRESSURING
This is the BREAD AND BUTTER of your offense. Learn it well. Angel does not range well at all. She lacks a projectile or even a long range standing attack that can compensate for one. She is however quick and tricky, a deadly combination! Always try to be within 2 character lengths or less of your opponent. This is where you will find that Angel excels to the fullest. Any opponent will eventually learn how her moves hit and how they must block or counter them. But at first you have a considerable advantage b/c of the high/low games that she plays wink Make sure to mix it up often so that your opponent can not catch on as quickly to your strategy, be creative!
The best way to describe how to stay in close is probably to list some combos that will help you confuse and pressure.

standing A, crouching B, df+D, d+A, f,f->A/C

qcb+A, d+A/C, f,f->B/D

f->B, df->B, f->B/D, qcf->C

same as above, finish with qcf->A

Jump in D, standing C, b,f->B/D, d->B/D, qcf->A

There are many more that you will discover with practice!

WHEN FORCED TO PLAY FULL SCREEN
Not ideal, but possible. The main objective of the match here would be to bait your opponent in, to knock them down, and give yourself time to get back in close and resume pressure! The best way to do this is with delayed moves such as A Full Moon Evening (chain circle finisher f,f->C) and Cosmic Futen Swing (chain circle finisher qcf->A). To do this you must first make it appear as if you are in the middle of a combination of moves that you can not get out of, thus making it look as if you are commited. Then, BAM, clock 'em with the finisher! Examples would be as follows. Done at more than 1/2 a screens distance from opponent.

qcb->A, f->B/D, f,f->C

b,f->B/D, d->B/D, qcf->A

CROSSING UP
Surprisingly Angels cross-up strength is NOT in her jump in cross-up's like most other characters :cool: The best cross-up that she posseses is actually her ground move Beyond The Flames (hcf+B/D)

This move is best used when in close (surprise, surprise) and immediatly following a short combo that has the opponent somewhat hesitant to move. The way that this works is that after the last hit of your combo connects, you do a hcf->B/D, when you are next to the opponent hit either f->A,B,C,D. The best use of this that I have discovered is the following combo...

hcf->B, f->A/C (crosses up), Loyalty Test For The Liberalists (b,dp->A/C)

This combo is one of the few times that I belive it is safe to use a DM with Angel and not possibly get punished for it.

I believe that these cover most of the basics with Angel. Just remember that she takes a ton of patience and practice (I believe more than any other character), to become effective with. Stick with it and you will be pleased with the result.

Feel free to ask any other questions if you have them :)

Q-

Edit: Make sure that Angel DOES NOT anchor your team. When in a close match or down by a character you do not want Angel at the plate. Not b/c she is not a good character but b/c she is not particularly strong and her DM's are not reliable enough to play catch up with. I usually put her first as a battery b/c she builds meter extremely quickly if you can work in a lot of chain circle combos!

<small>[ June 09, 2003, 10:46 PM: Message edited by: qube ]</small>
 

k'_127

NeoGumby's Sycophant,
20 Year Member
Joined
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Posts
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qube = <img src="http://www.neo-geo.com/ubb/icons/icon29.gif" alt=" - " /> <img src="http://www.neo-geo.com/ubb/icons/icon29.gif" alt=" - " />
 
Q

qube

Guest
k'_127:
qube = <img src="http://www.neo-geo.com/ubb/icons/icon29.gif" alt=" - " /> <img src="http://www.neo-geo.com/ubb/icons/icon29.gif" alt=" - " />
heh heh *blushes* Thanks k'_127 wink
 

Kirk Foiden

James Tiberius,
Joined
Aug 14, 2002
Posts
3,267
Once again. Thanks cube. Angel is definitely one of my new faves in KOF 2002, and it's great to find enthusiastic Angel fans with a good wealth of knowledge. Her technical demands as well as her great mind games are definitely her most attractive features. And that's saying a lot, considering the way she portrays herself in character. (Not to mention now being voiced by one of my favorite new voice actresses)
 

k'_127

NeoGumby's Sycophant,
20 Year Member
Joined
Jun 12, 2002
Posts
6,724
I have 3 more notes:

- when you are tring to knock down enemies from a distance, you can try this tricky move:

<- ->* B/D ........ df B/D ....... DM

the first is a chain starter, and the second is trick the enemy (she'll jump and kick low before landing) and the last part is to crush him.

* (back, forward)

- use her standing C and the <- -> B/D move for long range attacks

- for crossing up, use her jumping C during a norrow jump, just like Iori.

for example, when the opponent is down on the ground, time a norrow jump above him and press C for an over head attack, and perform a combo (just like Iori but with a norrow jump)

here is a useful combo for that trick:

crossing up jump C ...... standing C ...... f B (1 hit) ..... df B ..... df A/C ...... DM

==============================================

you know, when I first was looking for a forum, I tried to find a KOF related forum with such discuusion and combos and I ended up at this fucked up site :D , but you know? I'm feeling lucky getting here.

wish members here would appreciate such posts more.

thanks again, you made me feeling like setting up the NEO again and enter practice mode with kof 2002.

<small>[ June 09, 2003, 11:11 PM: Message edited by: k'_127 ]</small>
 
Q

qube

Guest
k'_127:
I have 3 more notes:

- when you are tring to knock down enemies from a distance, you can try this tricky move:

<- ->* B/D ........ df B/D ....... DM

the first is a chain starter, and the second is trick the enemy (she'll jump and kick low before landing) and the last part is to crush him.

* (back, forward)

- use her standing C and the <- -> B/D move for long range attacks

- for crossing up, use her jumping C during a norrow jump, just like Iori.

for example, when the opponent is down on the ground, time a norrow jump above him and press C for an over head attack, and perform a combo (just like Iori but with a norrow jump)

here is a useful combo for that trick:

crossing up jump C ...... standing C ...... f B (1 hit) ..... df B ..... df A/C ...... DM

==============================================

you know, when I first was looking for a forum, I tried to find a KOF related forum with such discuusion and combos and I ended up at this fucked up site :D , but you know? I'm feeling lucky getting here.

wish members here would appreciate such posts more.

thanks again, you made me feeling like setting up the NEO again and enter practice mode with kof 2002.
Now if only we could get about 100 more people to do the same :) Glad this thread invigorated you, and thanks for the input and combos!

Here is one more interesting one for you to!

IN THE CORNER
qcb->A, f->B, u->A, hcb->D

Nice extra hit from the Red Sky Of Japoneza!

Q-
 

Korigama

Ghost of Captain Kidd
Joined
May 18, 2003
Posts
1,669
Hmm, I'll have to keep what I've read here
in mind the next time I play (and based on
how I fight with Angel, I'll need all the
help that I can get, since I seem to
get worse with her everytime I play :( ).
Well, thank you for your time.
 

k'_127

NeoGumby's Sycophant,
20 Year Member
Joined
Jun 12, 2002
Posts
6,724
we have some "expert" KOF players here, but I don't understand why don't see threads like this.

the_colnol, The_True_Warrior and many others
 

Kirk Foiden

James Tiberius,
Joined
Aug 14, 2002
Posts
3,267
One interesting thing I noticed is that if you land the rdp+k grab in the corner, that you're pretty much guarranteed a juggle with at least a Jumping attack with it (Jumping D). Not so guarranteed not in the corner. So I'm guessing the float takes on corner properties, a bit.

I do like the combo strategies. Wierd enough, I seem to find more effectiveness cancelling into her supers more in KOF2001 than in KOF2002. (I went back and played 2001 with her a lot last night). Maybe because she doesn't have a lot of the other moves she gained in 2002. For instance, she doesn't have the qcf+A or the qcf+C in the chains where 2002 has them. And getting used to the way that her unblockable, in the chain, is performed with a qcb+P in 2001.

Such a nice unblockable too. I always call it the quicker mini-galactica phantom. Still, it seemed that learning to make good use of her chain super in KOF2001 totally changed the matches to ones in my favor(maybe the supers lose some damage in 2002, or some other reason I've yet to discover).

Anyway, the above strategies really help my game out. Just taking note a couple of differences in 2001 than 2002.
 

laurie

Zero's Tailor
Joined
May 28, 2002
Posts
551
Wow. Qube rocks, I love k9999 and kula and have always had trouble with Angel, Now I will kill all!!!

Thanks Qube :) wink drool_2 :p glee drool
 

laurie

Zero's Tailor
Joined
May 28, 2002
Posts
551
Ive just been trying all this out, Its fantastic, nests team now my no 1.
I cant do her HSDM though!
Can somone walk me through it?
 

Kirk Foiden

James Tiberius,
Joined
Aug 14, 2002
Posts
3,267
As for her hidden SDM, I can help with that. In fact, it's actually really easy to pull off if you just forget how the faqs usually tell you how to pull it off.

Anyway, to make it simple, to chose whether you are just doing her SDM or her HSDM is simply which buttons you hold during the execution of the super. And of course, being in the right conditions for an HSDM to be available.

Here's how you do it. You know to do her SDM reversal is to be in Max mode and then b,f,d,df+B+D.

To do her Hidden SDM, just do b,f,d,df+B+C+D(hold). Just keep holding the B,C, and D buttons down the whole time throughout the super. If, you just so happen, reverse an opponent doing a jump-in, the fact that you are still holding B+C+D will automatically kick in the Hidden SDM under the right conditions. Then marvel as Angel goes around doing her "people's elbow" complete with her "Nyan" cat noise she makes in her speech.

Love that voice actress from His and Her Circumstances(Tsubasa) and FLCL. :) Even if she "Nyan" and "Manyan"s nearly every part she plays. :)
 
Q

qube

Guest
Wow, I pop in at work for a minute and this thread has all grown up! It is awesome to see so many of you guys interested in my favorite character :) Hopefully this thread will continue to grow and we can all become better Angel players!!!

BTW-Kirk F. that is how I do her HSDM too. Great advice wink

Q-
 

laurie

Zero's Tailor
Joined
May 28, 2002
Posts
551
Cool it works! looks very nice and she does sound so cool. a bit hard to pull of out of practice though don't you think?
Im likeing her a lot, you do have to stay in control of the bout dont you, She is very good at offensive play, I cant belive I never got in to her before.
She has a lot more circle stuff going on in 2002.
V happy.
 
Q

qube

Guest
laurie
She has a lot more circle stuff going on in 2002.
V happy.
Yeah, I agree. I liked Angel initially in 2001 b/c of her looks and voice, but her moves were somewhat limited. I always enjoyed playing her, but not until 2002 came out did I ALWAYS put her on my team!! She gained so many great and varied moves and her character just became so much more well rounded :) I enjoy her more than any other fighting game character, PERIOD!
 
Q

qube

Guest
Kirk, good observation on the Mad Murder Roulette (rdp->B/D) being able to juggle! It does not however take on corner properties, you can actually use it in the middle of the screen if you like :)

I usually follow it up with Red Sky of Japoneza (hcb->B/D), but you can also use a jumping attack if you like. D kick button has the easiest angle to hit with wink

Come on people, add your Angel strategies to this thread so we can all learn something else that we didn't know drool_2

I guess the thread starter became disinterested in Angel soon after posting this thread :(

Q-
 

hyde

Super Spy Agent
Joined
Mar 17, 2002
Posts
618
arararrrrrrrrrrrrrr i hate angel!

here's some more combos to trick people with in 02. these are not meant to connect.

D> 6b> 3b> 6b> 236d> 6b> 236d> 6b/2a> 4bcd> 66a> ~~~~~~~~~~~

just dash up to your opponent then 3D or 3B and ~~~~~~~~~~~

angel's basic combo starts with D> 6b> 3b or >3b.
so people always i mean ALWAYS even i block low at first. try this:
D> 6b> 236D to 6B> ~~~~~~~~~~~~


lastly keep these in mind,
PRESSURING!
always use 63214B from time to time.
the grap (236a/c in chain moves) sucks because it brouces away your opponent and you wouldn't want that.
and always use 4 or 6BCD in chain moves.


all the numbers = joystick directions at 1p side.
 

the_colonel

Fio's Quartermaster
Joined
May 11, 2002
Posts
487
k'_127:
we have some "expert" KOF players here, but I don't understand why don't see threads like this.

the_colnol, The_True_Warrior and many others
Thanks for mentioning little old me "k'_127", i'm gonna start character threads for kof 01, i know its not the newest kof but this game is to hot in the gameplay department & then i'm doing samurai shodown 2.

qube, you remind me of me a couple of years back, great posts & i hope to see many others following your example, i'm starting in deph strats right now. I know your trying to be heard, i'm following your example dude.
 

Orochi_Flava

Over Top Auto Mechanic
Joined
Sep 12, 2002
Posts
871
Great stuff qube! Now I'm back in the mood to get practicing with Angel again. buttrock

My Orochi Yashiro still awaits her though :cool:
 
Q

qube

Guest
the_colonel
qube, you remind me of me a couple of years back, great posts & i hope to see many others following your example, i'm starting in deph strats right now. I know your trying to be heard, i'm following your example dude.
Thanks colonel *salutes*. I have been thinking of starting a thread for expert strats as well, why don't we combine forces and everyone can chip in. Tell you what, I will start it in a couple of hours or so b/c I have to do some stuff right now.

Orochi_Flava: Hopefully one day we can have our "dream match" wink
 

the_colonel

Fio's Quartermaster
Joined
May 11, 2002
Posts
487
Ehh, i've gotten rid of my 01 cart, so those strats will have to wait, damn.

<small>[ June 23, 2003, 06:32 PM: Message edited by: the_colonel ]</small>
 
Joined
Jun 18, 2003
Posts
14
You hit the nail on the head, qube. Especially about not using Angel as an anchor. I've made that mistake many a time... but when she starts out a team she can do pretty well on her own.
 
Q

qube

Guest
So, I discovered something else that I overlooked somehow before!

If you use At the Wasteland (d+D in the air) after a jumping hit, you can extend your combo by 1 more hit! I.E.

jump D, immediatly d+D, C, b,f->D, d->A, qcf->C

Nice extra hit and extremely easy to do as well :D

At the Wasteland is also very effective to use as a fake out I have discovered. A lot of times now I will jump with D/C early, which fools my opponent into thinking they have a free shot at me in the air, and when they jump I simply hit d+D and BAM! Free hit!

Since I am already posting I might as well add this small tidbit about adding another hit to a combo I previously posted. I found you can fit A Train To See Cherry Blossoms (d+A, chain circle filler) into a previously existing combo for more damage! Here it is for anyone who is interested

f->B, d/f B, f->B, d->A/C, qcf->C

Sweet extra hit there wink

Q-
 
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