Tapping in KOF 2001

LWK

Earl of Sexyheim
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I've seen vids, I am primarily into Takuma in this game above all other chars. My other tap whores are May Lee, Xiangfei & Lin.

I am decent with tapping, but im no expert.
I can get the basic cross up d stuff.


Takuma: Best against a crouching Chang.

Cross up D, cB, cB, cB, cB, cA, fwd+a SDM

Cross up D, sA, sA, cB, cB, cA, fwd+a SDM

Or like in 98.

Cross up D, sA, cB, cA, fwd+a SDM. (Easiest of all, cause you dont even need the overhead, no repeated variants either)

Xiangfei: Best against a crouching Chang.

Cross up C, cA, cA, cA, cA, sA,(fwd+a is possible right after*, need good timing) AC DM followed twice, hcf hcb BD SDM.

Pretty simple, since most taps arent hard if you practice them enough. My issue is getting the "perfect" cross up to do this. I mean, if you play 96 you can get 5 cA's with Geese *this is good with a cross up b*, and Krauser can get 5 or so with sA's without being a good tapper.

So for 2001 I wanna really get good with:

Takuma:

Cross up D, sA, cB, sA, cB, cB, cA, fwd+a SDM (this looks so sexy if you get it off in compet)

I can only get 7 to SDM. I could probably get 8 with practice..
Any advice would be good, might be cause I get a deeper cx D that allows me to get it out easier.
 

Mushiki

flaming petrosexual,
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May Lee is a great character, very interesting, but takes a lot of time to master.
 

LWK

Earl of Sexyheim
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Does anyone have info that could help me?

I would type more but im sitting down with my carlo rossi and dont want to come off like a dickhead.
 

Takumaji

Krautmin
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Lord Wolfgang Krauser said:


[...]

So for 2001 I wanna really get good with:

Takuma:

Cross up D, sA, cB, sA, cB, cB, cA, fwd+a SDM (this looks so sexy if you get it off in compet)

I can only get 7 to SDM. I could probably get 8 with practice..
Any advice would be good, might be cause I get a deeper cx D that allows me to get it out easier.

I'm not sure if you could get an 8 hit string to work because another cA or cB would push you away and the f+A would not connect, at least that's what I found out after an hour of trying.

Anway, nice combo, just a lil' tricky for real combat IMO because the critical point is the cB before the cA -> f+A, if you miss it you'll be swept out or thrown... I wouldn't dare to pull that one off against Goro - miss one of the hits and you'll eat a hcf+C Kirikabu Gaeshi...

Anyway, Takuma is the killer in 2k1... I love the game, and I love Tak in it.

You know this one? I call it Double Hammer:

(MAXed power bar) jD -> sC -> f+A -> qcf,hcb+AC (17 hits)

Takes away 2/3 or the life bar and looks demoralizing, notice the double head punches...

I use his taps for simpler setups like this:

sA -> cB -> sB -> f+A -> qcf+A

While we're at it, Takuma has his df+B command attack in 2k1 (unlike 98), that's why the game has a more flexible know-down rule. If you do a

cB -> f+A

very quick without any lag between the two moves, it won't knock down and you could continue with a qcf+A/C or something.

However, if you wait for a fraction of a sec., the rush counter still increases but it knocks down and you can follow up with a df+B:

cB -> (wait a tic) -> f+A -> df+B (3 hits).

In 98, Heavy D! has the best string combos, it's awesome what you can do with him... stuff like:

crossup B -> cB x6 -> sA -> qcb,hcf+A/C ... w00t!

Xiangfei was better in 99 IMO. She's not bad in 2k1 as well but also not a chara I'd use if I'd want to win.
 

LWK

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Re: Re: Tapping in KOF 2001

Takumaji said:
I'm not sure if you could get an 8 hit string to work because another cA or cB would push you away and the f+A would not connect, at least that's what I found out after an hour of trying.

Anway, nice combo, just a lil' tricky for real combat IMO because the critical point is the cB before the cA -> f+A, if you miss it you'll be swept out or thrown... I wouldn't dare to pull that one off against Goro - miss one of the hits and you'll eat a hcf+C Kirikabu Gaeshi...

Anyway, Takuma is the killer in 2k1... I love the game, and I love Tak in it.

You know this one? I call it Double Hammer:

(MAXed power bar) jD -> sC -> f+A -> qcf,hcb+AC (17 hits)

Takes away 2/3 or the life bar and looks demoralizing, notice the double head punches...

I use his taps for simpler setups like this:

sA -> cB -> sB -> f+A -> qcf+A

While we're at it, Takuma has his df+B command attack in 2k1 (unlike 98), that's why the game has a more flexible know-down rule. If you do a

cB -> f+A

very quick without any lag between the two moves, it won't knock down and you could continue with a qcf+A/C or something.

However, if you wait for a fraction of a sec., the rush counter still increases but it knocks down and you can follow up with a df+B:

cB -> (wait a tic) -> f+A -> df+B (3 hits).

In 98, Heavy D! has the best string combos, it's awesome what you can do with him... stuff like:

crossup B -> cB x6 -> sA -> qcb,hcf+A/C ... w00t!

Xiangfei was better in 99 IMO. She's not bad in 2k1 as well but also not a chara I'd use if I'd want to win.

Yes, you can get 8.
Its hard as fucking balls because of that push away. I got up to 7 before a fwd+a if I remember correct, that was yesterday.

Heres how I would go about 8.

Tak vs Chang. My WIP method for 8, and yes it works. You cant delay for the slightest tenth of a second.

Cross up D, sA, sA, sA, cB, cB, cA, fwd+a SDM

Its possible, but its not realiable. In fact the 6-7 former is alot more reliable for me.
Watch this and check out Siryx:

http://www.planetdreamcast.com/orochinagi/cyberfan/spower/arcade2k1/legend.htm

Hes my favorite KOF player and there isnt a tap on earth he cant do. If you havent seen some of these, prepare to loose alot of personal respect. I gotta admit, it was alot of work but I can do ALOT from some of these vids, and thats where I hold my pride. Especially if I can get it out in and actual match, and you know its a bitch to cross up a really good Daimon user.

I like Xiangfei better in this to be honest. KOF 99 is a really crappy year for combos because most dms come out slow as shit. I hate K' in it, but I love the art/bg's.

Ironic huh? I hate those things about 2k1, but like the gameplay. Thats where I stand.

Anway, nice combo, just a lil' tricky for real combat IMO because the critical point is the cB before the cA -> f+A

Actually, as far as it works, thats the easiest part. The finishing hits.
The start up is the hardest cause you gotta do it perfectly.
The cA has alot more range then people make out. cB has the worst lower range of his jabs.
The hardest I would say is sA, cB, sA, cB
because getting that cB as a fifth hit after the cross up is the make or break. I can get it, and I am getting better with it, but its one of those things....

(MAXed power bar) jD -> sC -> f+A -> qcf,hcb+AC (17 hits)

This is nice and I use it, but try this:

jD, sA, sC *YES, IT WORKS!*, fwd+a DM/SDM.

Like in 98 how faq's would talk about Kyo's sA into sC.
Same idea with tak, but its easier with the cross up.
You only need 2 stocks max'd for this stuff though, which is great, because tak's hcb c into f hcf c dm is his best and I think only cancel. Only useful if the hcb c is a counter.

I use the jD, sC, fwd+a SDM alot, I usually use the f hcf c after though. Never use the SDM, but sometimes I decide to, and when I do, its rare for me.

crossup B -> cB x6 -> sA -> qcb,hcf+A/C ... w00t!

Check the KOF china dm vid.

http://www.planetdreamcast.com/orochinagi/cyberfan/spower/arcade98/foreverdm.htm

I can get ten hits to sdm with heavy d's j C cross up on Terry.

Me: Cross up C, cB, cB, cB, sA, sA, sA, sA, sA, sA, cA

Kof china gets 13 to sdm!

Cross up C, cB, cB, cB, sA, sA, sA, sA, sA, sA, cA cA *hardest last hit, I can only get 12 without the sdm* SDM.

I know all about Heavy D!, I dont have much respect for his taps, because they dont lag and are easy as hell to abuse. Heavy D! is a beginner char imo. One day me and Giby practiced with him, that same day we had some insane tap cross up combos, so we cant respect his bs.
 

LWK

Earl of Sexyheim
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Anyone got any advice? I seriously need to improve this stuff.
 

Takumaji

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Posts
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I've practised a bit more, but I can't get 8 hits to work after the crossup D, at least not consistently, but you're right, the combo is really awesome if landed correctly.

Very cool links/vids, btw. .. heh, that's what I love about Neo fighters, you play them for years, but no matter how often you play or how many faqs you read, there are always new things to find out... so cool.

Yeah... Tak's biggest plus is his ability to break into a huge DM combo from a few taps thanks to his command attacks and this has saved my ass countless times while playing vs but since many ppl are quick with their CD counters and know that Tak has a relatively low turning speed, it can be dangerous if you fumble in the middle of a tricky string combo.

For ex. against a good Kensou or Athena, there is no time for a string setup with a crossup D or crouching combo starter - this is where I prefer 2k1 over 98 because of the DM cancels that are perfect against quick rushing attacks, like Robert's dp+P cancelled into a Haou Shikou Ken, or one of Tak's standard cB -> sB -> f+A/B -> qcf+C (cancel) -> Ryuuko Ranbu, etc.
 

LWK

Earl of Sexyheim
20 Year Member
Joined
Jan 5, 2001
Posts
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Takumaji said:
I've practised a bit more, but I can't get 8 hits to work after the crossup D, at least not consistently, but you're right, the combo is really awesome if landed correctly.

Very cool links/vids, btw. .. heh, that's what I love about Neo fighters, you play them for years, but no matter how often you play or how many faqs you read, there are always new things to find out... so cool.

Yeah... Tak's biggest plus is his ability to break into a huge DM combo from a few taps thanks to his command attacks and this has saved my ass countless times while playing vs but since many ppl are quick with their CD counters and know that Tak has a relatively low turning speed, it can be dangerous if you fumble in the middle of a tricky string combo.

For ex. against a good Kensou or Athena, there is no time for a string setup with a crossup D or crouching combo starter - this is where I prefer 2k1 over 98 because of the DM cancels that are perfect against quick rushing attacks, like Robert's dp+P cancelled into a Haou Shikou Ken, or one of Tak's standard cB -> sB -> f+A/B -> qcf+C (cancel) -> Ryuuko Ranbu, etc.

This is one thing I've hated about takuma since 98.
The fact that without those cross up D's, you can get fucked. I like to trick around with his db f+d alot. B version is useless to me.
A low D canceled into db f+d is a nice way to confuse someone. Almost all his best stuff relies on those jD's. I find other ways to use him though. Really helps when you have a anti cx character like choi.

I'm still stuck at a max of 7 hits for that cross up. I will get 8, but I have a new method I am working on for it thats easier.

Cross up D, sA, sA, sA, cB, cB, cA, fwd+a SDM

I know I can get this to work. The second cB is the only one thats a bitch, the others are a guarantee.

CD Chars:
There is only one CD counter char I hate most of all, and thats Robert's jCD.
I swear, that crap will crush anything, and if its a counter you get double screwed.
 
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