Single Character Strats

Q

qube

Guest
So I was thinking, we should have a thread that specifically discusses individual characters strategies. Kind of like a mini-FAQ for each character, but in one easy to find location. Hopefully some of you like this idea, it is inspired by Wes's 98 thread. I know a lot of us want to participate in what those guys are doing but don't have the time or the means to make vids and rip sprites. They are doing a great service to the community, maybe we can add a little bit here :)

I was thinking that we should just list the character and then the year that you are writing on. For example, I will start

KULA DIAMOND--------------2002---------

STRENGTHS
Kula is extremely fast and has great comboing ability at her disposal. Her Anti-airs are very reliable and her small sprite renders her immune to some combos that can only be done on larger characters. Her DM's are also easy to combo into.

WEAKNESSES
Being that she is so blazingly fast, the natural drawback is that she is weak. Her combos are plentiful and consist of many hits at times, but their damage is low. Obviously this means that you must attack sucessfully many times over with Kula to obtain a win. Her DM's, while comboable, are not versatile.

STRATEGY
The best gameplan that I have found with Kula is to hit and run. Her speed and fast jump make her ideal for sneaking in for a quick combo and then getting away. Distancing yourself after a sucessful attack allows you the luxury of setting the pace and playing mind games with your opponent. After getting your combo in you might sit back and bait them in for an easy anti-air, or you might run under them for a free combo!

I have found that Kula's Counter Shell (qcb+A/C) is an excellent baiting move. It gives off the impression that she will be in animation for awhile, but in actuality the move starts up and finishes its animation quite quickly wink

Although Kula should primarily be played in a hit and run style she is very adaptable and amazingly versatile! When forced to play defensivly Kula is like a fish in water. Her anti-airs, Counter Shell, Crow Bite (dp+A/C), Slide Shot (df+B), Critical Ice (df+C), and her natural quickness are all great tools in close or at a distance.

If you are being pressured or backed into a corner remember that Kula is never without defenses. If the opponent jumps in on you use your anti-airs. If they are keeping ground pressure on you either counter (f+CD), counter roll (f+AB), or wait for a break in the pressure and then use either Critical Ice to push your opponent back and give yourself some breathing room, or use Slide Shot to knock your opponent down. Kula's C Crow Bite is also very effective for getting out of a corner, as it travels almost a full screens distance!

If you are being forced to play a defensive strategy at a distace that is fine as well smirk Kula's Counter Shell is great for nullifying any kind of projectile, as well as some ranging moves such as Terry's Burn Knuckle, Kensou's Sequential Dragon Bite, Ryo's Flying Swallow Gale Kick, and many others. If timed correctly Kula will always be able to, at worst, trade hits with many "body projectile" type moves. Most of the time she will get a clean hit and take no damage!

When half screen or so remember to throw out a Slide Shot or Critical Ice every so often, you might catch your opponent sleeping! If you feel very comfortable that your opponent is not about to jump feel free to throw out a Diamond Breath (qcf+C) every once in awhile too. Remember to use the C version, as it does not knock down and enables you to combo afterwards. For Example...

Diamond Breath---> Run into standing C, qcb+B, f+D, dp+C. Easy 6 or 7 hit combo

If you are in BC mode, and close enough, after the Diamond Breath you can use Freeze Execution (hcbx2+AC) for an easy damaging combo!!

I guess that is really it for basic strategy, here are some specific instances or particular things that might be helpful about the character in general!

IN THE AIR
Kula's jump is FANTASTIC , probably the best in the game, IMO. It is extremely quick and has an excellent angle for attacking. Kula also has quite a bit of priority while off the ground, but the yin to this yang is that her most reliable move in the air does extremely low damage. If you are in the air and your opponent jumps to meet you, use Kula's B attack. It has an unbeatable angle in air to air situations and has some insane priority for a regular move eek!

Barring a few special moves, [See K's Minute Spike (qcb+B/D)], her air B will almost always win!

If you are feeling real confident,and you are in BC mode, you may want to go for the NESTS Promotion (qcfx2+BD), but this is not recommended shame Looks fancy though, heh..

ANTI-AIRS
Kula is lucky in the respect that she always has an anti-air at her disposal! Reliable anti-airs are as follows
  • <font size="2" face="Verdana, Arial">Crow Bites
  • <font size="2" face="Verdana, Arial">Slide Shot (at a distance of course)
  • <font size="2" face="Verdana, Arial">down and C
  • <font size="2" face="Verdana, Arial">standing D (least reliable IMO)
<font size="2" face="Verdana, Arial">
Just learn the angle of the moves and the hitboxes of their animations and you should NEVER get hit by a jump in again!

CROSSUPS
The only crossover attack that I have found with Kula is her jumping C . I personally think that it sucks. The animation is too long and there are too many frames for it to be useful. It is easy to see coming and also extremely difficult to time oh_no Maybe someone else has some input on how to crossup with Kula more effectively, but at the present time I just don't see that being likely. Her crossup ability is one of the weakest in the game...

THROWING
Well, Kula has no command throws, so no need to worry about learning any here. Her regular throws have a decent priority over other characters throws, the pixel range however is short. Basically, if you are really close in, your throw should take priority, but you have to be very close! Kula's throws push the opponent far away from her, which can be a good thing or a bad thing, depending on the situation. If you are trying to press an attack, then obviously this is bad. If the hit and run tactics are working, then this is ok, as it sets you up to range your opponent and bait in a mistake. Kula's throws are not necessarily great, but they're not horrible either. She is pretty average in this department.

Desperation Moves
Kula only has 1 (one) DM, the Diamond Edge (qcfx2+A/C). This DM is great for comboing, but not much else. It does not do very good damage, so it is kind of a waste to use it to nullify an oncoming projectile and get a couple of hits in. Not enough damage is dealt to warrent the trade for the stock.

Super Desperation Moves
In this area Kula has 2 (two) SDM's!

The first is the Freeze Execution (hcbx2+AC). I like this SDM because it can be comboed into, and it is great for cancelling projectiles and dishing out some major damage! It is also very useful for chip damage in a close match with time running out. Normally I would not recommend wasting 2 stocks on that type of strategy, but if it is the difference between a win and a loss, go for it wink

Her second SDM is the NESTS Promotion (qcfx+BD in the air). Rather useless SDM in my opinion here. Does minimal damage at best and drains 1 (one) stock from your opponent. More flash than substance I think. I only use it to show off when I am very far ahead in a match, and even then not really too much.

HIDDEN SUPER DESPERATION MOVES
Kula, like everyone else in 2k2, has a rather difficult to use HSDM. It is the Freeze Completion (AC,BD,ABC when at 15% life). I really enjoy watching this move, but I NEVER EVER use it in competition. These HSDM's are for the computer and training mode IMO. I have a couple of combos in the corner that utilize this HSDM that I will list below. Fun to do, but just not practical!!

COMBOS (the best part)
Let me start off by saying that in almost every single one of these you can substitute a standing C for a standing D , and vice versa wink

Simple combos---------------------

jD, C, qcb+B, f+D,qcb+A [6 hits]

jD, C, qcfx2+A/C [6 hits] {1 stock}

jD, C, df+C [6 hits]

C, f+A, qcb+B, f+D, dp+C [7 hits]

jD, A, d+B, df+B [4 hits]

D, f+A, dp+C [4 hits]

jD, C, hcbx2+AC [9 hits] {2 stocks, must be in BC mode}

Corner combos---------------------

jD, C, qcf+A, qcb+B, f+B, dp+C [8 hits]

C, f+A, qcf+A, qcb+B, f+B, dp+C [8 hits]

Corner combos in BC mode----------

C, qcf+A, AC,BD,ABC [11 hits]

jD, C, dp+C, cancel f+A, AC,BD,ABC [12 hits]

There are sooooooo many more combos to learn with Kula, she is an absolute monster in that department. Those were just a few to get new players started. I find new ones every week.

TEAM PLACEMENT
I guess this would really depend on the type of team you play *shrugs*. I think she goes best in the middle. I believe this because she is so versatile and can play any kind of game. Slow, fast, turtleing, attacking, with stocks, without, it really doesn't matter for a character of her type.

My team for example is Angel first b/c of her great ability to build meter and stocks. Kula second b/c of her versatility. And Terry last b/c he is a powerhouse and an excellent character to have on your team if you should be in need of a comeback in the late stages of a match. Just my opinion on why she goes well in the middle...

KULA DIAMOND---------------2002--------


Well, I guess that is it for now. Hopefully this idea will appeal to some of you and we can all learn more about the characters we already know or maybe find insight into new ones. The KOF forum should be about us learning anyway, not who is the hottest this and the best that....

*Waits for Takumaji, Orochi_Flava, SonGohan, K'_127, The Colonel, and so on*

Q-

EDIT: Multiple times for grammer and spelling.

<small>[ August 09, 2003, 03:00 PM: Message edited by: qube ]</small>
 

Hot Chocolate

No Longer Yung, No Longer Raoul,
20 Year Member
Joined
Sep 11, 2002
Posts
10,704
Ahhhhh I had wrote down a thing like this for Kyo, Angel drool_2 , Ramon, and Maxima but I don't know where I left it.

I think I might have to rewrite it all, which I'm sure I've forgotten some stuff already. frown
 
Q

qube

Guest
Yung Burnout:
Ahhhhh I had wrote down a thing like this for Kyo, Angel drool_2 , Ramon, and Maxima but I don't know where I left it.

I think I might have to rewrite it all, which I'm sure I've forgotten some stuff already. :(
I think if this thread gets going I will just cut and paste my old Angel mini-guide from a few months ago wink

I would love to see your Kyo, and more specifically, Ramon ones Yung drool_2 Post 'em up brother!

Q- buttrock buttrock

EDIT: Shit, the old thread with my Angel stuff in it is gone crying Instead there are a ton of threads about who is the hottest chick in KOF, lol!

<small>[ August 10, 2003, 02:26 PM: Message edited by: qube ]</small>
 

Hot Chocolate

No Longer Yung, No Longer Raoul,
20 Year Member
Joined
Sep 11, 2002
Posts
10,704
qube:
Yung Burnout:
Ahhhhh I had wrote down a thing like this for Kyo, Angel drool_2 , Ramon, and Maxima but I don't know where I left it.

I think I might have to rewrite it all, which I'm sure I've forgotten some stuff already. :(
I think if this thread gets going I will just cut and paste my old Angel mini-guide from a few months ago wink

I would love to see your Kyo and more specifically Ramon ones Yung drool_2 Post 'em up brother!

Q- buttrock buttrock
I'll start on the rewrite to night and post Kyo and Ramon's up tomorrow( I hope ), man i just wish I knew where the hell I put 'em
 

Takumaji

Krautmin
Staff member
Joined
Jul 24, 2001
Posts
20,462
Good thread, man.

I'll add something more substantial to it later on... will have to get my manuscripts straight... it's SUCH a mess, I tell ya.

Anyway, our KoF98 project badly needs strategy tips writers. I've just updated the thread (and the site), check it out. Btw., anyone is welcome to share KoF98 combos, strats and tips in Wes's thread, we still need a lot more combos, ppl don't necessarily have to post combo pics or stuff like that, we'll add that later on...

Okay... ...to be continued...
 

Korigama

Ghost of Captain Kidd
Joined
May 18, 2003
Posts
1,669
Quite a few things that I didn't know (such as which
air attack of Kula's to use when enemies jump in).
Thank you for your advice. I'd like to contribute my strategy
for beating Rugal with her, if that's alright.


My strategy when using Kula to fight Rugal:

-use Diamond Breath (qcf+A) often (mainly after
you block his Genocide Cutter, either the
low or high variation)
-if you plan to use Lay Spin or Crow Bites,
use Lay Spin (qcb+B) with the stand follow-up (f+B)
or Crow Bites (f, d, df+A), but only after you block
his high Genocide Cutter (the one with the
overhead kick follow-up) or his Gigantic Pressure
DM (though using either of those attacks instead
of Diamond Breath after blocking that DM
may pose more of a risk)
-use Counter Shell whenever he uses Reppuken
(you can try reflecting Kaiser Wave, but
the timing has to be just right)
-once you have 2 stocks saved up, enter MAX mode
and use Freeze Execution (HCB, HCB+AC),
ideally after you block his high Genocide Cutter
(he may dodge the first hit by Diana
if you use it when he's still on the ground,
but he'll be hit by the second part
of the attack almost every time)
-another attack to use after blocking his
high Genocide Cutter is Critical Ice (df+C)
 
Q

qube

Guest
Korigama, thanks for sharing your Kula boss strats man, much appreciated! I usually just corner him and use Diamond Breath ( A version) over and over again, boring, but effective.

I guess everyone would rather talk about which character is the best looking or who they wish could be in SvC instead of the existing cast :rolleyes:

I will try this one more time, then I give up. This is actually not a new strategy, I already posted this a few months ago, but I will update it for all the newcomers!

ANGEL------------------------2002--------

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. 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 Winds Fairground/Blue Monday Parade (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.

ANTI-AIR
As mentioned above Angel's anti-airs are as follows...

  • <font size="2" face="Verdana, Arial">Blue Monday Parade (b, dp+BD)
  • <font size="2" face="Verdana, Arial">Standing D, at a certain distance it is quite effective
  • <font size="2" face="Verdana, Arial">df+C can be reliable if the jump in is deep
  • <font size="2" face="Verdana, Arial">Lepun Kamui (qcb+A/C) into With a Lamp to the Pathway (f+B/D) can be extremely effective if timed correctly. Quite fancy too!
<font size="2" face="Verdana, Arial">

Most of Angel's anti-airs require some practice to learn distance and timing, more than most other characters, but they are well worth it. Her anti-airs are varied and quite reliable.

THROWING
Angels throws have excellent priority for a charater of her type. Unless up against some of the stronger grapplers (Goro, Shermi, Maxima, O. Yashiro, Clark 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

These combos are not all meant to connect. They serve the purpose of breaking your opponents guard down and allowing you to land a few hits plus take, or keep, control of the flow of the match. 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.

Angel's other, jumping, cross-up is her C , but I personally find it very difficult to use as it takes way to many frames of animation to execute, thus making it easy to see coming a mile away. It is also somewhat difficult to combo off of b/c of timing issues. It is possible to combo, but just takes a bit of time to learn.

COMBOS
There are soooo many variations of every single chain circle combo for Angel that it borders on rediculous. If some of these combos seem similar it is probably because they are. I didn't even bother to list some because, like I said, there are just soooo many of them. Take your time and you will see that Angel probably has more combos than any other KOF character.

SIMPLE COMBOS---------------------

jD, C, f+B, qcb+B [4 hits]

f+B, df+B, f+B, qcf+C [5 hits]

jD, C, b->f+B, f+B, qcf+C [5 hits]

C, b->f+B, d+A, ff+A, hcb+B [5 hits]

jD, C, df+B, f+B, ff+A, hcb+B [6 hits]

rdp+B/D, hcb+B [2 hits]

f+B, df+B, f+B, d+A, qcf+C [6 hits]

C, f+B, df+B, f+B, ff+A, hcb+B [6 hits]

f+B, df+b, f+B, b dp+A/C [11 hits] {1 stock}

hcf+B, f+A, f+B, b dp+A/C [11 hits] {1 stock}

CORNER COMBOS---------------------

qcb+A, f+B, u+A, hcb+B [4 hits]

qcb+A, f+B, u+A, ff+B [4 hits]

MAX MODE---------------------

f+B, df+B, f+B, b dp+AC [17 hits] {2 stocks}

Now go learn some of your own and share them with us!

TEAM PLACEMENT
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!

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.

ANGEL-----------------------2002---------

Well, that is my revision of my old Angel guide for some of the new people. Hopefully some of you will decide to come post in this thread, as I think it could be a great place to consolidate combos, strats, and the like.

So get the hell out of the "I hate so and so" threads and play your fucking games!!!! You know who you are! Then come tell us about what you learned...

Q-

<small>[ August 17, 2003, 03:46 PM: Message edited by: qube ]</small>
 

the_colonel

Fio's Quartermaster
Joined
May 11, 2002
Posts
487
I made this ages ago so it maybe a little out dated, but its ok, you might learn from it.

Its for kof 99, the mastery potential was how much i think i learned for that character back in the day, i'am twice as good now though, i'm gonna definately post a jhun guide up today or tuesday.

MASTERY & POTENTIAL.
92 - 100 BENIMARU N - Speedy poker.
92 - 100 TAKUMA S - An old power.
91 - 100 KYO K - Controled pyro.
91 - 100 IORI Y - Strategic mind.
90 - 100 YURI S - The speedy counter attacker.
89 - 100 K ! - Speed, power & aragance.
89 - 100 JOE H - Hurricane highashi.
89 - 100 RALF J - The heavy hitting drunk.
89 - 100 RYO S - Extreme style karate.
87 - 100 TERRY B - The master punisher.
84 - 100 SIE K - The boy you can not underestimate...




ATHENA A - AS STRIKER

TECHNIQUE FOR BEATING PEOPLE.

1/. I,am so, so fast... Care to try once more ?.
When your opposition takes a strong poke or leaps to attack you, try to back dash or back evade & cancel into a respectable special move to countract your opponents incoming move or moves. It shall be more effective to make your opponent think they are going to at least get there moves blocked for some pressure, & then.... wham ! they hit nothing, only to find themselves pressing other buttons to continue there onslaught upon nothing. Bam.... thats when they get taken down, ha haa.

2/. Invicibile offences !.
Do a qcb + A + B for the back evade & then cancel into the rest of a dm or sdm attack. The qcb motion makes some dm or sdm attacks a little easier to perform, also the evade makes you invincible to many attacks that your opponent is unleashing upon you, hmmm.

Iori.

1/. Early qcf + wp, then f'd'df + wp when they jump in.
2/. Iori needs alot of foot work to be effective. Start off playing a semi defensive/offensive then switch to extreme offence later on.
3/. Back dash or evade backwards into qcb + p if they jump at you. kneeds timing.
4/. Cross up with bk + wk into---------standing wk into fw + wp, then qcb + sp *3.
-
-crouching wk into standing wk then fw + wp, then qcb + sp *3.
-
-crouch wk into stand wk then buffer into qcf, hcb + wp.
-
-hcb'f + p into qcb + p *3 or qcf, hcb + p dm.
-
-or just repeat the move.
-
-or fw + wk.
5/.These are his best air counters in order of effectiveness.
-Close standing sp.
-qcf, hcb + p dm.
-F,d,df + wp.
-Crouching sp.
-qcb + p, after back evade.
-Crouching sk. Needs distance.
-Close standing sk.

Terry.

1/. Poke alot with standing wk & sk.
2/. Throw out a qcf + sp if they are in range, this will hit low.
3/. Try this for defence, just poke with light p or k & when they jump hit them with df + sp. (air defence)
4/. How about this one, do a qcb + A + B for the back evade & then cancel into his power guyser dm for an invincible offence to the player doing it.

Sie.

1/. Try this one, after you land a qcf + wk, jump towards your opposition & throw a wp & then run to the otherside of them & do one of the following ---------- a crouch wk, crouch wp into a qcb + wp.
-
-f,d,df + wp into qcf + wk & then repeat.
-
-or hop back over to the otherside & throw' em.
-
-& just jump strait up & then throw them.
-
-or you can do a crouch wk, wp into qcb + wp.
Mix these patterns & you have a sie game to look forward to.
2/. Sie has no basic air defence, so wait intill they jump & then perform one of the following.
-Hcf + sp.
-
-Qcf + k.
-
-B,d,db + k.
-
-Qcf, hcb + sk.
These moves are his only air defence unfortunately.
3/. Poke them with a qcb + wp so that they get hit with just the tip of his knuckle. Also poke with his stand wk, crouch wp & his crouch sk sweep attack.
4/.When playing as SIE you should sometimes try and counteract others offences with his standing sk and c+d attacks.

Yuri.

1/. Knock them out the air with either ---------- crouch sp.
-
-stand sp.
-
-stand wk.
-
-stand sk.
-
-c+d attack.
-
-hop c+d attack.
-
-f,d,df + wp.
2/.Try these combo's out.
-close crouch wk into stand wk into f,d,df + sp then another f,d,df + sp.
-jumping sk into a crouch wk, then a crouch wp, into qcb + wk.
-close crouch wk then buffer into a qcf motion then do a stand wk into another qcf + wp for the true super uppercut dm/sdm. This combo needs timing and practice to accomplish, try and keep the buffer speed a happy medium speed so the first qcf + the wk turns out to be the stand wk and not the qcf + wk jump projectile.

Ryo.

1/. Air defences are ---------- crouch sp.
-
-stand sk.
-
-hop + sk.
-
-jump up or diaganaly + wk.
-
-d,df,f + wp.
-
-f,d,df + p.
-
-hcb + k or do a back evade first.
-
-f,b,f + p.
-
-hcb + p.
-
-f,hcf + wp dm or sdm.
2/. With ryo, play a ground game with these basic moves! these are his best.
-stand wp.
-stand sp.
-stand wk.
-c+d attack.
-f + wp. (overhead)
-qcf + k.
3/. Play these mind games.
-hop at them with sp then perform---------- qcf + wk. (overhead)
-
-or f + wp. (overhead)
4/. I think ryo's parries (wich are f + b & df + b) are to be used to deflect high & low projectiles such as iori's qcf + p or k!'s qcf + p into f + wk. This makes ryo the new anti kyo 1,even the real kyo because he has some slow special's, iori, k!, terry, joe, robert, takuma, athena, bao and others who use projectiles as a regula strategy.
5/. Ryo's combo's
-jump or hop and do a sp, stand sp, into qcf + p.
-cross up with sk then do a crouch wk, chain into crouch sp into qcf + wp.
-2 or 3 crouch wk's, link into a stand far wp then combo into hcb + wk.
-a+b evade into any button for the evade attack, then link into a stand wp into hcb + wk.
-crouch wk into crouch sp comboed into qcf+ wp.
 

the_colonel

Fio's Quartermaster
Joined
May 11, 2002
Posts
487
This could be updated, but it represents the fighters strenghs & weaknesses. KING OF FIGHTERS 99
CHARACTER STRENGHS.
PLEASE REMEMBER THAT THE POINTS ARE SUBJECT TO CHANGE LATER ON WHILE EXPERIENCE GROWS.

All through this faq, there can't be any assistance (strikers) from others, also counter & armour mode isan't taken into account. Also all srategy points will be rated while playing the game against the cpu or human players, therefore if a strategy, combo, etc is ( Putting Prssure on you) difficult to achieve then point's will be deducted

1/. Walking Speed, how fast they move. (not running)

2/. Jump scare, well bao's a floaty jumper, he will not scare you unlike iori.(basic jump only, no super jumps "especialy low super jumps.") (Also will you attack or not, sometimes you are forced to attack because you know how good there tactics can be. Please take this into consideration. ?)

3/. Power, basic & cammand move damage they can inflict. (is it weak or strong)

4/. Special move power, do they have powerful special moves that can do high damage. (linked special moves that combo will also count) (Because they are special moves only, e.g Terry's power charge into power dunk).

5/. Dm & Sdm, damage and how userfriendly they are. (Are they easy to connect, or how many ways can your character set the opponent up to be hit by there dm,s or sdm's ?)

6/. Combo power, power while doing combo's. (Powerful combos or not ?) (without dm's or sdm's).

7/. Combo potential, how many hits they roughly can do in any given situation. (e.g the characters's cross up might be the key for large combo's , whilst starting combo's from the crouching position might be really poor . This disadvantage will drop the score (points) for the character as it is an important part of combo starting.)"Rated in points given by me". (no infinite combo's)

8/. Ground defence, basic & cammand move's defence without your character jumping or the opposition. (Pressure attacking).

9/. Special ground defence, special moves or counter special's with high ground priority while the opposision is on the ground also. Can your character do alot of tick damage and recover in time with out getting hit. Moves like KYO's R.E.D kick are of course allowed because its a special move, just incase you thought i ment no jumping moves. (no air or jumping moves, dm or sdm's)

10/. Basic air defence, taking them down from the air with basic or cammand attacks is good air defence. More points are given if the character has a multitued of moves for choice.(No jumping moves, specials, dm or sdm.)

11/. Basic air attacking, how good the character is while attacking from the air with basic or cammand attacks only. The opposition must be on the ground. Also the speed of the jump is a bonus if the jump is quite fast.(basic jumps only) (Cammand attacks are easy to do so i class them as kind of a basic in this faq ?).

12/. Special air defence, while the oposition is jumping in, taking down the opponent with a choice of special, dm or sdm moves is good special air defence

13/. Special air attacking, how good the character is whilst attacking from the air with a special move, dm or sdm attacks. (If they can do special attack's from there jumps, are they useful to the character or not ?).

14/. Special features, characters with moves that have unique features or special circumstances.(autogaurds, earthquakes, reflecters, absorbs, teleports, instant gaurdcrushers & unblockable moves)

15/. Air battles with basic attacks, while both characters are jumping at each other or just one character jumping vertical and the other jumping at him (diaganaly) ,we see whom has the best attacks with the most priority.(The faster they leap to there max height is great if they also have a unique & fast attack to hit them with e.g KING's jumping C+D attack).


The 15 features above will be rated in points out of 100, while the total will be 1,500 points. The character with the most amount should hopefully turn out to be very strong when played at expert level.
I will also be doing team ratings, like which team has the best overall basic attack !.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
K !. 82 83 84 85 79 81 68 79 81 95 97 68 68 93 79
Maxima. 35 86 94 97 83 94 77 92 68 64 71 17 00 100 22
Benimaru. 95 19 63 73 86 67 82 84 97 36 95 93 91 36 93
Shingo. 82 78 58 79 68 81 86 80 87 95 84 81 00 71 76

Terry. 92 43 83 81 84 95 93 92 97 19 88 97 00 71 96
Andy. 87 71 77 93 87 94 95 54 95 100 89 80 96 31 95
Joe. 65 90 82 81 94 79 86 86 83 14 95 92 00 72 100
Mai. 89 66 71 83 84 83 87 70 96 72 79 76 82 79 100

Ryo. 70 81 78 84 87 92 86 93 81 83 82 57 00 92 92
Robert. 86 62 47 77 75 85 88 64 57 69 59 76 00 00 69
Yuri. 90 73 57 84 84 68 77 86 86 100 74 94 00 43 83
Takuma. 67 82 87 92 97 88 90 91 87 92 87 05 00 100 95

Athena. 77 14 53 74 68 80 74 82 88 12 47 84 100 97 89
Sie. 89 24 58 93 87 83 88 78 79 32 84 100 46 86 85
Chin. 40 92 48 97 82 78 61 49 100 16 68 95 00 68 38
Bao. 72 12 57 65 87 96 62 66 82 04 32 100 100 100 68

Leona. 96 74 47 78 78 78 85 89 75 95 82 83 94 19 91
Ralf. 63 89 91 83 84 94 79 87 97 21 100 74 100 99 35
Clark. 70 59 87 100 86 96 69 88 93 89 61 39 00 60 87
Whip. 85 51 69 85 45 77 86 89 72 82 87 58 100 00 81

King. 85 86 73 84 83 82 88 82 93 95 89 87 00 100 97
Mary. 86 59 72 88 89 89 81 87 79 81 77 100 00 68 61
Kasumi. 67 60 63 79 91 85 95 73 89 21 83 100 85 35 82
Xiangfei. 79 57 68 85 88 71 78 82 95 32 87 86 00 79 79

Kim. 86 18 78 79 94 76 87 85 34 100 86 90 94 64 89
Chang. 31 79 100 100 82 100 24 80 76 17 100 82 00 93 27
Choi. 88 16 39 85 98 47 94 76 09 04 34 85 96 75 100
Juhn. 65 86 76 100 87 83 84 91 84 87 79 23 71 84 87

Kyo-1. 96 68 82 90 56 100 89 73 22 79 83 77 00 43 86
Kyo-2. 87 81 79 92 69 93 87 84 89 73 94 86 00 78 79

Kyo. 90 86 83 93 81 94 100 92 100 83 96 89 00 84 90
Iori. 67 97 71 82 86 83 31 91 74 89 98 82 00 27 94

Krizalid form 1. 71 87 81 75 00 60 29 64 21 12 18 23 71 65 63
Krizalid form 2. 42 84 79 90 84 87 83 85 100 81 83 97 00 87 79
 

the_colonel

Fio's Quartermaster
Joined
May 11, 2002
Posts
487
Oh dear, the chart above is alittle hard to read, as the 15 stats are not directly over there correct listing, just look for number 1 & obviously just match it with the first number & so on, take the table & up date it if you want, but don't forget to give me some credit for being the originater & all.
Enjoy.
 

k'_127

NeoGumby's Sycophant,
20 Year Member
Joined
Jun 12, 2002
Posts
6,724
best combos for each character I use in 2002 and some notes :

Iori :

standing C .... f A .... qcf hcb C [DM] .... qcf x4 AC [DM]

standing C .... qcb C x3

crouching B .... crouching A .... qcb A x3

close B .... f A .... f A .... qcb C x3

close B .... f A .... f A .... qcf hcb A [DM] .... qcf x4 AC [DM]

hcb f C [grab] .... f A .... qcf hcb A [DM] .... qcf x4 AC [DM]

hcb f C [grab] .... standing C .... qcb C x3

[MAX MODE] .... hcb f C [grab] .... qcf hcb AC [SDM]

++++++++++++++++++++++++++++++++++++++++++

Benimaru :

close C .... qcb A ...[cancel]... qcf x2 A [DM]

crouching B .... qcf B .... down up B (follow up)

[MAX MODE] .... crouching B .... qcf B .... down up B ...[cancel]... qcb A ...[cancel]... qcf x2 AC [SDM]

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NOTES :

- use normal jumps (not the "down - up" super jumps) and kick upon landing for cross-ups. propably, one of the most tricky attacks to block. then, you can follow it up with any of the ombos above.

- you can always fool the opponent while in [MAX MODE] by using the SDM directly. unlike the DM, Beni can't be hit during the first frames of the SDM. or you can start doing the combo if it's possible to counter the opponent's jumping attack by a crouching B. that's if the enemy was trying to presure on you to prevent you from doing the big combo. if he was turtling, use the "hcb f C" grab or try the cross up (very useful).

- these 2 notes make the MAX MODE Beni combo one of the best in the game. in addition to those options, you can throw some normal attacks like crouching D or standing C to really fool the opponent. this combo takes 3 power stocks and does about 60% damage.

- use standing B as an anti-air for far hops (small jumps) or standing A for close hops ..... both need timing

- as for super jumps, it depens on the opponent attack. for example (against Iori):

counter Iori's jumping D by doing a crouch B (followed by a combo)

counter Iori's jumping C by jumping D or jumping B (in case he used a weak kick)

it's mind reading

++++++++++++++++++++++++++++++++++++++++++++

Venessa :

standing C (2 hits) .... f A (1 hit) .... dp A .... (super) jumping D

big combo:

  • <font size="2" face="Verdana, Arial">standing C (2 hits) .... f A (1 hit) .... BC [MAX MODE] .... standing D .... hcf C ...[cancel]... qcf B ....
  • <font size="2" face="Verdana, Arial">close C (2 hits) .... hcf C ...[cancel]... qcf B .... stnding C (2 hits) .... hcf C ...[cancel]... qcf B
  • <font size="2" face="Verdana, Arial">close C (2 hits) .... f A (1 hit) .... dp C ...[cancel]... qcf B .... qcf x2 C [DM]
<font size="2" face="Verdana, Arial">
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.
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.

NOTES :

- the big combo takes 2 power stock only and does about 80% damage (or even more)

- anti-air attacks:

  • <font size="2" face="Verdana, Arial">dp A
  • <font size="2" face="Verdana, Arial">crouching C
  • <font size="2" face="Verdana, Arial">slide (down/forward B): for far jumps
  • <font size="2" face="Verdana, Arial">crouching D : for close jumps
  • <font size="2" face="Verdana, Arial">standing A
  • <font size="2" face="Verdana, Arial">qcb hcf A [DM]
<font size="2" face="Verdana, Arial">
- her jumping A is very useful for cross up and effective against many other jumping attacks.

+++++++++++++++++++++++++++++++++++++++++++

will update later with more characters and maybe more notes for the characters above.

<small>[ August 19, 2003, 12:55 AM: Message edited by: k'_127 ]</small>
 

k'_127

NeoGumby's Sycophant,
20 Year Member
Joined
Jun 12, 2002
Posts
6,724
hey qube, just because no one posts here, doesn't mean that we don't read all this. just look at your custom rank man wink . I'm sure that many members come here to read this thread. I didn't post anything early because I didn't want the thread to loose it's purpose and beomes a "qube thanks thread", so I just waited for the right time to post something useful and thank you at the same time.

if anyone has anything, please, share it with us and it would be appreciated.

btw, I think we need to take all the related posts (the ones with combos and startigies) and put them all in one post later. then we can ask the mods to hang it in a thread in the KOF forum. we can also send the mods more combos/stratigies later for updates. how about it
 

the_colonel

Fio's Quartermaster
Joined
May 11, 2002
Posts
487
We need, a kof, lb 1&2, ss, garou & ff sections, then they must be broken down into character percific threads. Are we allowed to do just that, because i hate posting gameplay in topics to just help one person who requires it.

I would post in those sections all the time as it gives you even more incentive to shine in your knowledge about how to play games characters to the max.

Its embarressing that this board doesent have those required character strategy sections, so lets do em.
 

the_colonel

Fio's Quartermaster
Joined
May 11, 2002
Posts
487
I mean, i'm not being big headed, but i do know & use the combos that people are listing hear anyway, we need strats to beat other characters more than anything.

So yeah! who do we ask if we can have a new section in the gaming section, then that can break down into about 5 different game's then we can have the characters names to which we post in, sound's like fun ehh, well it beats having lots of useless topics anyway, apart from the news & rumours & the buying & selling threads.

<small>[ August 19, 2003, 04:34 AM: Message edited by: the_colonel ]</small>
 
Q

qube

Guest
Hey colonel and K'_127, thanks for the strats and tips. I learned quite a few things there. I also busted out the KOF 99 and played for a couple of hours the other day thanks to some of the stuff I read :D

K'_127: I know you guys are reading this, and that doing large posts takes some time, hell, I have only posted 2 strats myself wink I was not reffering to you or the_colonel, or Takumaji, or Son Gohan, or Orochi_Flava, or anyone else who contributes with useful information. I have just been getting upset lately by all the people who post in the KOF section and contribute ablsolutely nothing :mad:

Seeing Wes's 98 thread really made me wish for more threads like that, and less threads about what color characters wear, and who do you like and hate bullshit!

I was really talking to all those people, and they know who they are wink I really wish more members would contribute worthwhile posts every now and then.

Oh well, can't change the world I suppose *shrugs*

So as not to derail my own thread I will edit this post with another character strat at a later date :)

Q-
 

Diavle18

Banger regnaB,
Joined
Aug 29, 2002
Posts
1,534
Thanks for the great Angel strats Qube, I'm starting to use her and that really helped.

Here some random notes for some characters:

K9999:

- His sC can be comboed into his cD. Use it especially when your sC is blocked, people never expect it.

- Imo for the most part forget about his 2 DMs. Always save up for his SDM. His transition from his BC and back is great. So even if someone is already in the air you have enough time to BC->SDM.

- His SDM can pick people of the ground. You can easily use it after his CD or F+A (without super canceling).


Iori:

- You can use his Scum Gale grab to counter a lot of things, even another Iori's Back+B cross-up. A great way to use it is to simply run up to your opponent and use it.

- Use his back hope+back+B alot. If you see an opponent do a move do this and use a a DM or fireball (this move is very fast and out ranges many moves).


Terry Bogard:

- You can follow-up his QCF+C with his QCF+A (from anywhere on the screen). (2k1/2k2)

- His sC is great for counter moves/DMs (countered Brians shoulder SDM once).


Ryo (2k1/2k2):

- Abuse his parry move. It parries everything (even a haoshogoken).

- Use his QCF QCF+P DM/SDM any time you see your opponent do a move. If countered correctly you can easily take off about 50-60 percent from your opponents energy bar (I once took 90% in KOF99). Countering includes any move, even run up grabs (like Clark's HCF+P).


Kyo (2k1/2k2):

- You can follow his HCB+B with QCF+A (at anytime). If in the corner you can follow up the ACF+A with QCB+A(misses)->QCB+K

- You can follow his SDM/HSDM up with CCF+A-> QCB+A->QCB+K. The first 2 moves will miss but he will pick of the opponent of the ground on the third one.

- You can follow his QCF+K+K with another QCF+K+K. However after you do that you can only juggle with his r+dp+K or his dp+P (the DM won't connect).


Clark:

- His Frankensteiner has hidden range and excellent priority. Do it after runnig up to someone or after they get up. over 90% of the time it will connect.

Ramon:

- His QCB QCF+K DM has a big delay after the last hit, especially dangerous when in the corner. But you can use this to your advantage. After the last hit of the DM (corner) your opponent will get up a little before you so you can easily grap him (QCF+P) or DM/SDM him (HCB HCB+P)i.e you get the wake-up priority.

- Use his HCF+K throw for confusion. Because his running animation is the same for it as a normal run, opponents can't distinguish and end up blocking most of the time (which results in you grabbing them).


EDIT: Here's some stuff I wrote on K' before.

K'

Combos:

- jD, QCB+B

- jD, sC (1 hit), F+A, QCB+B (cancel into the QCB+B followup), (juggle with) DP+A, (super cancel) QCF QCF+P (charge till right moment and release).

- cA, DP+A, (super cancel, juggle) QCF QCF+P (charge a little and release). Quick and useful combo.


- A good tactic for him is to use his Blackout from close range. If the opponent blocks your close C just do a B version Blackout and come behind him, now you are free to throw him. Or you can use the D version and escape across the screen.

- You can cancel his jD into his QCB+K. Use it as a quick attack or a getaway if it is blocked. Don't forget to use his QCB+K in the air to cover ground or escape tight spots (people usually don't expect it, use sparingly).

- When doing short jumps (especially for combos and when in the corner) use C not D. Also you can use his jD as a delay attack. This is because he spins his leg before hitting. So if you time it right you can evade attacks by that little delay and kick them.

- When you do a combo or an attack and the opponent lands infront of you with his back facing you, quickly run up and do a QCF+A F+D and follow it up with a DM. Because the opponent had his back facing you your hits register as a cross-over so if they weren't blocking right they will be hit (so far this has connected 95% of the time against human opponents with me).

- Use his QCB QBF+P DM as an anti-air and/or a firball counter.

- And don't forget to use his one inch punch (F+A). It has a delay and hits hard. After you knock someone down quickly run up and do it infront of them. Usually people do wake up moves after they fall so the little delay fools them and hits them hard after they try to hit you (I used this alot today and it was a successful hit everytime). Use but don't overuse.

- And anytime you connect a sC and have a powerstock do eihter of the DMs. Not flashy but very effective especially because a sC does 2 hits which gives you lots of time.


@Colonel: I totally support your idea on oppnning different sections for characters/games.

<small>[ August 20, 2003, 06:27 AM: Message edited by: Diavle18 ]</small>
 

hyde

Super Spy Agent
Joined
Mar 17, 2002
Posts
618
nice works.

but what about making it to a 02 thread?
the characters differ from series i think it will be less messy that way.
 

Diavle18

Banger regnaB,
Joined
Aug 29, 2002
Posts
1,534
hyde:
nice works.

but what about making it to a 02 thread?
the characters differ from series i think it will be less messy that way.
Ditto.

I suggest ditching this thread, openning another one for 02 and adding all the info in this thread to the first post of that thread and continuing from there.

<small>[ August 20, 2003, 06:29 AM: Message edited by: Diavle18 ]</small>
 

SilverWolf

Tarma's Gun Polisher
Joined
Aug 19, 2003
Posts
107
Any Andy veterans or fans in here? I need some good tactics and strategy seeing as it is so freaking hard to find a good person with him....much less a person who actually likes him!
 
Q

qube

Guest
Diavle18:
hyde:
nice works.

but what about making it to a 02 thread?
the characters differ from series i think it will be less messy that way.
Ditto.

I suggest ditching this thread, openning another one for 02 and adding all the info in this thread to the first post of that thread and continuing from there.
Well guys, I was hoping that this would be a thread for character strategies of every year wink Just a nice place to consolidate each character into one post, and then add on.

If you want I can change the title of the thread to say KOF 2002 strats, but with some great info from the_colonel for 99 in here, I think it would be best to leave it as is. I am planning on doing some 99 stuff when I get the chance, because the_colonel has got me playing 99 quite a bit now buttrock

LMK what you think is best.

Q-
 

the_colonel

Fio's Quartermaster
Joined
May 11, 2002
Posts
487
I've noticed some of my stats on 99 have some mistakes in, you guys can take it & improve upon it if you like, you could even change it around & turn it into a 02 stat list.

From what i do know is that kof 99 is not as slow as it seems! if you play anyother version then go back to 99, your timing will suck & it will make you think 99 sucks, it just has major differences in its timing.
 

Diavle18

Banger regnaB,
Joined
Aug 29, 2002
Posts
1,534
SilverWolf:
Any Andy veterans or fans in here? I need some good tactics and strategy seeing as it is so freaking hard to find a good person with him....much less a person who actually likes him!
If you are talking about 02 then he is a friggin power house, he is a total rushdown character.

-His [Air] QCF+K move is excellent for tricking people, espcially if you know the short-cut ([On the ground] QCF-> Up/Upfront/Upback+K). I fought agasint one guy once and this baby didn't let him twitch (he had Iori). The thing is if you use the short-cut he does it so fast that the opponent doesn't really know its this move and even if he does block he/she usually blocks high (so you do the follow-up that hits low).

-His cB is has excellent priorit. Many times an opponent would block my move and I would just keep tapping cB and it stopped them in their tracks. Its damn fast and comboable.

- This is the combo I use the most with him. Its easy with a little practice and does great damage.

jD/C (optional), sC (1-hit), HCF+P, (run up a little), (juggle with) DF+A, (juggle with) jC/D, (then instantly do) QCF+K (you will land before your opponent and can continue rpessuring him/her)

- Don't rely too much on his firballs, unless in a combo or when you're sure your opponnent is helpless. Many can counter them with a DM (especailly Iori).

- His sC is an excellent poke. Fast to come out and great damage. Throw one out here and there, if timed properly can be used for countering moves as well.

- His HCF+K does a lot of hits and many people just get hit by it for some reason, does good tick damage as well.

- Dp+P has great priority and almost always wins as an anti-air.

- If an opponent is too close poke your way out. Use low As and Bs, which you can combo into his DF+A which you can further combo into another move or a DM.

- His QCF QCB+P DM is a real life saver. Damn fast to come out (many running opponents can't counter it fast enough) and great damage, has a great recovery time to book.


Strategy:

Learn your super jumps and super hops well, they will be extremely useful for pressuring. These together with his HCF+K (done with shortut) move will really confuse your opponent. You vary between them. If a hoping jump attack doesn't work do another hoping jump attack instead of a ground chain (many people don't expect his).

Learn how to use his HCF HCB+P DM. It can be easy use to counter running opponents or oppennents in the middle of their moves. No need to be flashy, combo it off of a sC any chance you get.

Use his sC alot. Run up to a certain distance and use it, run up a little again and do it again (just like with the hop trick above). If you see some like Ramon, Leona etc with there run up moves, you can easily counter those with this move.

Remember: Don't let your opponent breathe!


Hope that helps :D


@Qube: In that case just leave it as it is.

<small>[ August 21, 2003, 01:58 AM: Message edited by: Diavle18 ]</small>
 
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