Author Topic: KOF 2002UM - Orochi Yashiro  (Read 5958 times)

nilcam

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KOF 2002UM - Orochi Yashiro
« on: December 22, 2010, 12:05:48 AM »
Throws:
Baku - close, ;bk / ;fd + ;c
Beki - close, ;bk / ;fd + ;d

Command Moves:
Saku - ;fd + ;a
Bubu - ;fd + ;b

Special Moves:
Niragi Daichi - ;hcf + ;a / ;c
Museibu Daichi - ;hcb, ;fd + ;a / ;c
Otoru Daichi - ;hcf + ;b / ;d
Kujiku Daichi - ;qcb + ;a / ;c
Unaru Daichi - ;dp + ;a / ;c

Desperation Moves:
Ankoku Jigoku Otoshi Gokuraku - ;hcb x 2 + ;a / ;c
Araburu Daichi - ;qcf x 2 + ;b / ;d

Super Desperation Moves
Ankoku Jigoku Otoshi Gokuraku - ;hcb x 2 + ;a + ;c
Araburu Daichi - ;qcf x 2 + ;b + ;d

HSDM
Armaggedon - ;hcb x 2 + ;b + ;d
« Last Edit: February 21, 2015, 06:23:44 PM by desmond_kof »

sibarraz

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Re: KOF 2002UM - Orochi Yashiro
« Reply #1 on: January 02, 2011, 04:49:43 AM »
If I do s ;c ,  ;fd +  ;a, and then, armaggedon, the opponent has any chance to react?

Practicing in practice mode with 1 hit guard, my opponent can't dodge it because I think the MAX2 is unlockable, but in the little frame between the MAX2 animation after cancelling the combo above mention, my opponent has any chance of jump to dodge the attack?

Anyway

sC, f+a, hcb, f +a/c
sC, f+a, hcf + b
sC, f+a, hcb x 2 + a/c/AC

Standing C could be replaced with standing D, at the same time time f+a could be replaced with f+b

hcf + a/c, Armaggedon (only in corner, I think that maybe could be connected in the middle of the screen but I still don't have proofs, but if is true, the timing is very trivky)
« Last Edit: January 02, 2011, 05:11:21 AM by sibarraz »


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Dark Chaotix

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Re: KOF 2002UM - Orochi Yashiro
« Reply #2 on: January 02, 2011, 06:37:42 AM »
If I do s ;c;fd;a, and then, armaggedon, the opponent has any chance to react?

Yes you can roll and its not a proper combo.

hcf + a/c, Armaggedon (only in corner, I think that maybe could be connected in the middle of the screen but I still don't have proofs, but if is true, the timing is very trivky)

I remember doing this vid ages ago

http://www.youtube.com/watch?v=cCPm8xxw95w

Like your question above, it is roll able once they hit the ground so its not a proper combo. Someone that isnt good are 1 frame rolls you may get them.

Ive never seen HSDM hit out of corner straight from hcf+A

sibarraz

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Re: KOF 2002UM - Orochi Yashiro
« Reply #3 on: January 02, 2011, 08:06:15 AM »
Lol, i Knew that you needed c ;c to connect armagged later, thanks for the vid and answering my questions chaotix


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desmond_kof

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Re: KOF 2002UM - Orochi Yashiro
« Reply #4 on: January 02, 2011, 08:28:49 AM »
Regarding his Armageddon, are there any really good practical uses for it?

For example in Dune's tutorial video you can do a hcf+A/C throw, then F+A, (BC activate), F+A, into the Armageddon, but it's really tricky: http://www.youtube.com/watch?v=wV9GznYuyG8&t=28m46s

Before that example using it to knock out CD counter attempts seem to be useful too, and also after his stand CD on block.
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Dark Chaotix

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Re: KOF 2002UM - Orochi Yashiro
« Reply #5 on: January 02, 2011, 10:06:50 AM »
I havent figured out how to get f+A after hcf+A properly. For some reason it registers it as just a sA....

Yes you can do a counter CD, BC, f+A, HSDM in corner

sibarraz

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Re: KOF 2002UM - Orochi Yashiro
« Reply #6 on: January 02, 2011, 06:37:28 PM »
weird, I had no problems doing f+a after hcf +a

I just keep pressing forward, walking for a second and then just press A



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desmond_kof

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Re: KOF 2002UM - Orochi Yashiro
« Reply #7 on: January 02, 2011, 08:22:54 PM »
The only problem I have sometimes hitting them at the right height when they descend after the hcf+A with the f+A, then you gotta BC activate, hit F+A then cancel that into HSDM which has tough timing too.
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Shinra Shiranui

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Re: KOF 2002UM - Orochi Yashiro
« Reply #8 on: January 13, 2011, 09:09:11 PM »
KOF XIII: EX Kyo,Mai,Saiki

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Re: KOF 2002UM - Orochi Yashiro
« Reply #9 on: May 08, 2011, 03:11:10 PM »
Like your question above, it is roll able once they hit the ground so its not a proper combo. Someone that isnt good are 1 frame rolls you may get them.

It's not really an 1 frame roll. If you keep AB pressed, the roll can be buffered for 8 frames.

I updated the 2k2UM wiki somewhat with combos, and info from Emil's OG2k2 wiki page.

I'll write up some of the setups Dune mentions in his video tutorial as well sometime in the future.