*********************************** *K ' FAQ FOR KOF2K (Basic/Intermediate)* *********************************** by: FacJoe (facjoe@angelfire.com) Started: June 6 2001 Finished: June 7 2001 Version 1.0 ========== DISCLAIMER ========== Haha! You tried to nick something out of this FAQ? I'm flattered. ============= A FEW REMINDERS: ============= If you got your own comments about certain moves and strats mentioned here, email them to me and tell it to me nicely. I'm accepting positive criticisms. However, no matter how good you are, if you badmouth me right away telling me I suck because this move doesn't suck and so and so, then I'd be the first to point my (middle) finger on you. Respect, people. No matter how wrong or right a person is. Also, if you got any corrections about moves' names/combos etc. feel free to email them to me. Thanks. Okay, first and foremost, I didn't bother to put in the bios and all the (basic) moves here. I assume that most of the readers have read or played KOF and have an idea of some moves used. The main reason why I wrote this FAQ is to get rid of all the fancy stuff that K' offers and kinda have a little 'in your face' game attitude where I just advice players on the things they need to know about playing K' in KOF2K. Please note that all of the things written here are my opinion and based on my gaming experience in KOF. ================== BASIC MOVES, TERMS, ETC. ================== Hop: Small Jump. Done by tapping upforward/upback dwnfwd: down+forward f/fwd: forward bkbk: back, back (hop backwards) b: back dp: dragon punch motion (f,d,f) rdp: reverse dragon punch motion (b,d,b) qcf: quarter-circle forward hcb: half-circle backward qcb: quarter-circle backward hcf: half-circle forward IIRC: if I remember correctly IOW: in other words A: Light Punch B: Light Kick C: Hard Punch D: Hard Kick =========== MOVES TO USE =========== ======= STANDING ======= FAR: A: Fast Jab. Poking tool. 'nuff said C: Right Cross to the face of opponent. Hard Punch. Chains into other moves. Slow. D: Right Hook Kick. Good range. Overhead at times (when used far enough). NEAR: A: Right Elbow. Fast. Good poking tool. B: Low Kick that hits standing opponents low. Not as good as a poking tool, but good for surprise attacks. C: 2 Hit Gut punch. K's best move up close when it comes to combos. ====== CROUCH ====== B: Great poking tool. Fast, chainable and offers decent range(in terms of poking). What's good about this is in 2K is that you can chain into a crouching A, and do Iron Trigger. C: Rising Elbow. Pretty much like the way Kyo's crouch C or King's crouch C works. Anti-Air. Good turtling tool. Kinda slow, though. D: Sweep. Good range, knocks opponents down. If blocked, cancel into Iron Trigger->Second Shoot to be safe. ========== VERTICAL JUMP ========== Uh, does anyone use verts? =================== HORIZONTAL/OFFENSIVE JUMP =================== D: A downward heavy right kick. K's best move in air-to-air battles because of it's priority. Use this when doing jump in combos. Damage is pretty good too. Range is good. B: Good poke. It's a knee to the opponent. Again, it's a good tool to use when doing jump-ins. Priority is good too. Range is not that good though. C: A downward punch. Good damage, easy to use, but the priority is not something to be crazy about. The range is also something to be wary about. CD: Left downward kick. Good priority, good damage. Good range. =========== SPECIAL MOVES =========== fwd+A [ONE-INCH]: Similar to Bruce Lee's One Inch punch. Knocks down. Good Damage. Good for combos. Not as useless as Kyo's fwd+B when used alone. Good to do against people who roll too much toward you. fwd+B [KNEE STRIKE]: As the name says, It's a right knee to the opponent's face. IIRC, the only move you can do after cancelling an attack into this command move is the Minute Spike(qcb+K). qcf+P [IRON TRIGGER]: Fireball starter. Good for catching people rolling toward you. Good for 'baiting' the opponent to jump or to scare the opponent. Chains into Second Shoot/Second Shell. Damage is decent. I use this also to fill my gauge. fwd+B after Iron Trigger [SECOND SHOOT]: Projectile. Not too good for keep-aways, but does the job. It's speed is determined by the button used in Iron Trigger. Be careful of DMs like Iori's Maiden Masher or Vanessa's Crazy Puncher. They pass by this fireball. My advice with K' would be, do not be fireball-happy. Use it sparingly in combos, for ticking away life or if you know that your opponent wouldn't attack you. I use this to fill my gauge subtly. fwd+D after Iron Trigger [SECOND SHELL]: Good anti-air, also good for combos (specially in the corner). When you hit your opp. with this, immediately follow up with Heat Drive DM/Crow Bite/Jump CD. Recovery time is not too good though. Mix up with Second Shoot and Black Out. Good Damage. Use this to fill up your gauge. back+K after Iron Trigger [BLACKOUT]: K' teleportation move. Does mad mind games when used sparingly along with Iron Trigger's other follow ups. You can either use One Inch or Knee Strike against turtles when you teleport, or start a crouch B combo when they are standing up. Beware of low fireballs, low pokes and rushing DMs though. dp+P [CROW BITE]: Standard Anti-air. Uppercut with flames. Has auto-guard. A version is used as an anti-air, C version is used in combos. fwd+D after C version Crow Bite [FOLLOW UP ATTACK]: Good knockdown attack. Use only in combos that involve C version Crow Bite. qcb+K [MINUTE SPIKE]: ============== DESPERATION MOVES ============== QCF, HCB+P [CHAIN DRIVE]: A "beat-'em-up" DM. NEVER USE ALONE. This DM is very sucky when used alone compared to Iori's Maiden Masher, but the good news is, it's now comboable. Recovery time sucks though. QCFx2+P [HEAT DRIVE]: K's old 1-hit-wonder DM. Still the overpowered flame blast. Still chargeable (and unblockable, if fully charged), still comboable, but now, you must do it fast, or you will miss the opponent. QCF, HCB+AC [SDM CHAIN DRIVE]: Same "beat-'em-up" combo he had, with more hits. Takes away HUGE damage when used in combos-yes, it's also comboable. =========== COMBOS TO USE =========== CASES: 1. No DM, Need Good Damage, Wants to fill up Power Gauge, Not in corner: -Stand C (1-hit), fwd+A, qcf+P, fwd+B -Stand C (1-hit), qcf+P, fwd+D, dp+C, fwd+D -Stand C (1-hit), fwd+A, dp+C, fwd+D -Stand C (2-hit), dp+C, fwd+D -Stand C (1-hit), fwd+B, qcb+B -Stand C (1-hit), qcf+P, fwd+D, qcb+D -Stand C (1-hit), qcf+P, fwd+D, jump CD note: almost all of these combos do similar damages. However, if I were you, I'd go for the 2nd combo. 2. Started a low combo: -Crouch B, crouch A, qcf+P, fwd+B -Crouch B, crouch A, dp+C, fwd+D -Crouch B, crouch A, fwd+A, qcf+P, fwd+B -Crouch B, crouch A, fwd+A, qcb+B 3. DM Ready. Good Damage. Anywhere. -Stand C (1-hit), fwd+A, Heat Drive DM -Stand C (1-hit), qcf+P, fwd+D, Heat Drive DM -Stand C (1-hit), fwd+A, Chain Drive (S)DM -Crouch B, crouch A, fwd+A, Heat Drive DM note: 3rd combo: Chain Drive motion must be done fast. Takes away mucho damage. note: 2nd combo: Mucho Damage. 4. Corner Combo. No DM Ready. Want Mucho Damage. -Stand C (2-hit), fwd+A, qcf+P, fwd+D, dp+C, fwd+D 5. Corner Combo. DM Ready. Mucho Damage. -Stand C (2-hit), fwd+A, qcf+P, fwd+D, Heat Drive DM note: Timing needed. But it's really easy. 6. Pressure Combo. Anywhere. Fills up Gauge. Mind games available. -Stand C (1-hit), fwd+A, qcf+P--> Any variation (Second Shoot/Second Shell/BlackOut) 7. So, you're really good, eh? -Stand/crouch B, stand C, fwd+A--> Any (S)DM/Special moves =============== COMPATIBLE STRIKERS =============== Seth (yes, I think cheaply), Another Iori, Joe, Benimaru... Actually, it's up to you to determine who you'll use as striker. I just happen to use these two often. Other oftenly used strikers include: Yamazaki, Kasumi, King Lion etc. My advice would be, try to pick a striker that would be compatible to all the 3 players you are using. ============= WHAT TO DO WHEN: ============= 1. Opponent is Block Happy/Striker-Dependent/Fireball-Happy -pressure these blokes 'till they die. Again, I must stress that most of the times, these players go hand-in-hand. Be careful of Seth and Another Iori strikers when you get near them. Attack cautiously. 2. Opponent is Offensive Type -if your opponent is a jumper, it should be a little easier. K's got good anti-airs. However, if he's the waiting type (waits for you to attack, then capitalizes on mistakes). Use your projectile to pressure them into jumping. You can also attack them and fight them air-to-air with you hop D. Beware of god-like priorities like King's hop CD, Clark's hop D etc...Sweeps would come in handy at times because these players want to get near you most the times. Also, these types of players are ofthn baits to striker Seth. Upon Seth's floater, immediately do the drill/combo specified. 3. Opponent is a Rabbit -again, another use for you projectile. Once they get pissed off, they'll start jumping towards you and attack you. You can then use the other variations that the Trigger has to offer. IMO, these are easy targets for K' However, good hoppers can be a problem. When they start to pressure you, try to look for an opening where you can snuff em out with an anti-air. 4. Opponent is a Turtle/Chicken -another easy target for K'. Use your projectile to pressure them into jumping or rolling toward you, and do the drill. 5. Opponent is a Grappler -Ah, this one is tough. Aside from being branded as the cheapest types of characters in 2K, they have an easy time snuffing out the K-Seth striker combination (one of the most fearsome [and cheap] combinations, BTW) because their grabs do wonders from them. Most of the time, it would do you a lot good if you used jump-ins against them, and dish out huge-ass combos once you have the opportunity. I have no advice for you if you are really fighting a good KOF player. It will just boil down to who is better and who has more 'tricks' up his sleeve. Also, a word for regarding strikers. I used to hate them too. But accept that they are part of the game. Use them wisely. And hey, you've got to admit that striker-made combos are good. =============== SOME (CHEAP) COMBOS =============== With Striker Seth: -(whenever Striker Seth hits opponent)Stand CD/C, Seth hits opponent, jump CD/dp+C-->fwd+D/qcb+D/ qcfx2P With Striker Joe: -(corner)Stand C (1-hit), fwd+A, qcf+P, fwd+D, dp+C-->fwd+D/qcfx2+P, call Joe -(corner)Crouch B, crouch A, qcf+P, fwd+D--> then do any of the variations above With Striker Another Iori: -(near corner) Stand C(1-hit), fwd+A, qcf+P, fwd+B, (Iori), qcfx2 P -(near corner) Crouch B, Crouch A, qcf+P, fwd+B, (Iori), qcfx2 P ================== COUNTER MODE COMBOS: ================== (near corner/corner) -qcf+P, qcf+D, qcf+C (doesn't hit), fwd+B cancel into Heat Drive DM. ========== FINAL NOTES ========== In attacking, what do I use, hop or jump? -Hop. Faster, better, safer. Armor Mode or Counter Mode? -It depends on your preferences or who you are playing against. You want to combo? Use counter mode. You want to be a walking fortress or snuff high-priority jumping attacks? Use Armor mode. Is using K' it worth it? -Yes. He is one over-powered dude. His standard SDM combo (Stand C [1-hit], fwd+A, qcf, hcb+P) takes away huge damage and he is very easy to use. Striker system also compliments him very well. Also, he can now chain his light attacks into Iron Trigger, so he is more versatile in 2K. He is also a bit faster. Other Notes: -Practice makes perfect. -Do not be sore once you lose. Even against cheapos. -Limit your arcade expenses. -Don't be addicted to the game. -Don't forget your studies. ======= CREDITS ======= -Gamefaqs for hosting this faq. -K'Evans-got some move names from his site. (The ones I didn't remember) -Gunsmith for what-not/ON.com (it's alive! it's alive!) -KOF FAQ writers-my references when I was a budding KOF player -uh, various KOF FAQs at Gamefaqs for move's names (TMTM) -Arcades everywhere -People who beat me up in a KOF session -People who I beat up in a KOF session -SNK for the game -K' (and other characters mentioned here as well) is SNK's character for their game, King of Fighters 2000.