Dream Cancel Forum
Other Fighting Games => Classic King of Fighters => King of Fighters 2k2/UM => Topic started by: Nikolai VolKOF on December 04, 2010, 10:43:59 PM
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Throws:
Crucifixion Press - close ;bk or ;fd + ;c
Sliding Foot Takedown - close ;bk or ;fd + ;d
Command Normal:
Cranium Cruncher - ;df + ;c
Special Moves:
Minelayer - ;fd ;dn ;df + ;a/ + ;c for empty version
Super Ukemi - ;dn ;db ;bk + ;b or ;d
Cloud Tosser - ;bk ;db ;dn ;df ;fd + ;a
Stump Throw - ;bk ;db ;dn ;df ;fd + ;c
Earth Mover - ;fd ;df ;dn ;db ;bk ;fd + ;a or ;c
Supper Ohsotogari - ;fd ;dn ;df + ;b or ;d
Reverse Drop - ;fd ;df ;dn ;db ;bk ;fd + ;b or ;d (running grab)
Root Countermaneuver, ;dn ;df ;fd + ;b or ;d
Desperation Moves:
Heaven-to-Hell Drop (up close), ;fd ;df ;dn ;db ;bk x 2 + ;a or ;c
Stormy Mountain Uprooter (up close), ;bk ;db ;dn ;df ;fd x 2 + ;b or ;d
---> Super Stump Throw (during Stormy Mountain) ;bk ;db ;dn ;df ;fd + ;b or ;d
---> Super Earth Mover (during Stump Throw) ;fd ;dn ;df + ;b or ;d
Super Desperation Moves:
Heaven-to-Hell Drop (up close), ;fd ;df ;dn ;db ;bk x 2 + ;a + ;c
Stormy Mountain Uprooter (up close), ;bk ;db ;dn ;df ;fd x 2 + ;b +;d
---> Super Stump Throw (during Stormy Mountain) ;bk ;db ;dn ;df ;fd + ;b or ;d
---> Super Earth Mover (during Stump Throw) ;fd ;dn ;df + ;b or ;d
HSDM:
;fd ;df ;dn ;db ;bk x 2 + ;b + ;d first hit of ground pound needed to hit, will land at full screen
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- cr.B, hcb f+P
- cr.A, df+C, hcbx2+P
- st.D, (BC run) st.C, df+C, hcbx2+AC
just a few for now
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I'm starting to had a lot of less problems against daimon, but still, some advices to fight him?
2 weeks ago I always ended being punished with his command throws, now I'm learning to keep him away of my zone though
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Daimon's dp+A can hit opponents out of Down/ roll recovery.
setup:
cr. D, qcb+B, dp+A
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i know it maybe sound stupid but i just want to be sure
http://www.youtube.com/watch?v=Smz9nofzdSU&feature=player_profilepage#t=402s
maybe iori player was standing or ( that what i want to know) it's a glitch in Tougeki ver
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Didn't they take that out in Tougeki? It was one of the glitches they removed.
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what made me wonder that the match is new.. maybe from yesterday or last week
and i thought that the tougeki ver is 100% like the arcade one..(fixing ps2 bugs+ new bugs ;) )
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http://www.youtube.com/watch?v=cHI1Tyg9CSQ&feature=player_profilepage#t=966s
>>
LOOOL (it's in the same match ) :)
http://www.youtube.com/watch?v=cHI1Tyg9CSQ&feature=player_profilepage#t=1004s
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Tougeki was a bug-fix / balance-fix.
Not too many differences happened aside from the clear bug-fixes, anyways.
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It obviously wasn't fixed in Tougeki, because Xbox 360's 2002UM uses Tougeki, and it still works.
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how can i do the combo after 23:30
http://www.youtube.com/watch?feature=player_detailpage&v=CFGwCy0HBrw&list=PL8D97A5B3777C64DB#t=1412s (http://www.youtube.com/watch?feature=player_detailpage&v=CFGwCy0HBrw&list=PL8D97A5B3777C64DB#t=1412s)
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This thread is mostly about Goro dp+A glitch, but there're a lot of questions and little answers. Come on guys, does anybody have the info on the subject? How to replicate it in a match?
I've found that Goro can start Dp+A loop after clD\clCxxBC, run, crDxxRoll... But ONLY if the opponent was hit standing.
The main question: how is it possible to do an unblockable earthquake after jCD or command throw, like in the videos above? Can you manually time it after a knockdown or it's a continuous move canceling thing?
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This thread is mostly about Goro dp+A glitch, but there're a lot of questions and little answers. Come on guys, does anybody have the info on the subject? How to replicate it in a match?
I've found that Goro can start Dp+A loop after clD\clCxxBC, run, crDxxRoll... But ONLY if the opponent was hit standing.
The main question: how is it possible to do an unblockable earthquake after jCD or command throw, like in the videos above? Can you manually time it after a knockdown or it's a continuous move canceling thing?
I'm guessing in the video the opponent didn't block low in time, or maybe it hit OTG before he had a chance. I will test that combo out in training mode because that is something I always wondered myself. I will let you know what I find.
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Well timed dp+A's are unblockable on certain wakeups. I believe it used to be an engine bug present in older games but could be totally wrong. In UM it definitely is a feature though since the prerecorded combos makes use of them.
In BC mode do cr.D xx qcb/qcf+K, dp+A xx qcb/qcf+K, dp+A and so forth. Instead of dp+A you can also use MAX2.
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cl.C > df+C > BC > run then st.D > qcb+K cancel to hcbx2+P or hcbx2+AC (must be fast)
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This thread is mostly about Goro dp+A glitch, but there're a lot of questions and little answers. Come on guys, does anybody have the info on the subject? How to replicate it in a match?
I've found that Goro can start Dp+A loop after clD\clCxxBC, run, crDxxRoll... But ONLY if the opponent was hit standing.
The main question: how is it possible to do an unblockable earthquake after jCD or command throw, like in the videos above? Can you manually time it after a knockdown or it's a continuous move canceling thing?
I just saw this message now...
Anyway it's jump CD, raw activate max, dp+C, (cancel to qcb+B dp+A) x N. It seems like doing the dp+C and having it max cancel into the qcb+B allows the combo to work.
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Here it is:
https://www.youtube.com/watch?v=Hfoo3ul4fpQ (https://www.youtube.com/watch?v=Hfoo3ul4fpQ) 19:03 - 20:10
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Goro Daimon's Hitboxes: https://drive.google.com/folderview?id=0B2WAxkcvfTKdWTNZVS1MOGczM28&usp=sharing (https://drive.google.com/folderview?id=0B2WAxkcvfTKdWTNZVS1MOGczM28&usp=sharing)
Please read this for more details: http://dreamcancel.com/forum/index.php?topic=425.msg73547#msg73547547#msg73547 (http://dreamcancel.com/forum/index.php?topic=425.msg73547#msg73547547#msg73547)