SouthtownKid said:
the secret to beating any of the characters is learning their attack patterns and kind of cheaping them. I poured a lot of blood, sweat and tears (mostly tears) into this game when it first came out, but haven't played it much since.
That's right.
Take Temjin for example, he has two main weapons, his forward strike (where he flies towards you and punches you multiple times) and his anti-air firewall thing, the rest of his attacks are worthless if you pay attention to those two.
Now, when the round starts, Temjin will almost always try to fly-in for a forward strike. All you have to do is to jump up vertically and punish him with some hard kicks or a small combo on landing. If you're quick, you can also corner-trap him after one of his flying punches for an easy victory.
Never jump at him or he will do his anti-air. Just stand there, wait for his flying punches, dodge them, punish him, repeat. If you manage to hit him with a hard punch/kick three times, he will be dizzied and you can perform a super on him.
All the other charas have such patterns as well. Yuri will do lots of air-projectiles and quick counter attacks, Eiji plays very aggressively, etc. Just stay calm and watch what the CPU does a) at the start of a round, b) when jumping at a CPU opponent and c) in close combat (melee), then simply go with the flow and cheap out all the patterns with appropriate moves. You can also trick many CPU opps. into doing something stupid by throwing out moves which don't hit (whiffed moves) while standing more than two chara lengths away. For ex. if you jump up, some charas may pull off an anti-air and you could rush in to punish it. Doesn't always work, tho.
What's more, the engine seems to give some ppl a hard time, here's a short run-down for you guys:
- Tapping buttons = weak punch/kick
- holding down = strong punch/kick
- C+A = high attack/uppercut
- C+B = low kick
- A+B+C = Recovery Roll (after being thrown/kicked into air, otherwise it's charging the power bar)
- A followed by C = long jab
- B followed by C = long kick
- C while jumping when you're close to a wall = triangle-jump/rebound.
CPU chara infos:
. Takuma: Powerful attacks, you'll be screwed if you get caught in his projectile/kick/haou shikou ken routine
. Ryo: Quick, don't jump at him, counter/throw him
. Robert: Same as Ryo, he's even slightly quicker
. Jack: High/low attack mix, some damaging specials. Keep him at distance
. Lee: Very quick, mind your block, don't do too many specials (they're too laggy for him if he's not dizzied)
. King: Does more high than mid/low attacks, don't dash at her
. Micky: A stupid but powerful boxer. Shouldn't be a prob unless you get caught in his punches
. John: Nice chara, a bit more unpredictable than the others. Mind his low kicks
. Mr. Big: Can be a pain in the ass with his damn sticks. Lure him into an attack and then jump vertically and try to punish him.
AoF2 is all about getting into the groove, it feels ultra hard and ridiculously cheap at first but, you know, pain is only temporary, it will go away...
General strategy tips:
- Jump-kicks don't work as easy as in the first AoF anymore but some CPU opponents are still vulnerably to it, just try it.
- Work on improving your normal-moves game, don't base your main strats on specials/supers. AoF2 is notorious for a slightly jerky move input so it's better at first to use specials only if it's safe (e. g. while your opp. is dizzied).
- Watch your fingers - don't press and hold the buttons all the time or you will only do strong moves which take more time to come out. Try the World Heroes-style system: tap - tap - hold, tap - tap - hold, etc. The tap-punches and kicks come out quite quickly and thus are relatively safe to use.
- Don't mash buttons. There are lots of double-button moves (A+B, A followed by C, etc.) that may cause your chara to "cancel yourself out" if you do it. Try to anticipate your opp.'s moves.
Hope this helps.