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Messages - Remxi

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1
King of Fighters 2k2/UM / Re: KOF 2002UM - Whip
« on: October 14, 2011, 03:47:04 AM »
cr.A OTG and you can now cancel dp+X into qcb+P before it goes off the top of the screen.

2
King of Fighters 2k2/UM / Re: KOF 2002UM - Heidern
« on: November 29, 2010, 01:55:07 AM »
Mash harder.

3
King of Fighters 2k2/UM / Re: KOF 2002UM - Kasumi
« on: November 27, 2010, 02:38:09 PM »
All 3 are negative frames on block. The 2nd input is horrible so never finish on that. The first input you can get away with due to the pushback distance most chars will have a hard time punishing. I guess only go to the third input if you can kill them with chip or guard crush them.

qcf+P is much better to use on block. On the ground qcf+A gives slight frame advantage, but the aerial version (TK or off a backdash) gives great advantage. Should you land a counterhit near the corner, you can follow up afterwards. close s.A/s.C also give frame advantage on block.

4
King of Fighters 2k2/UM / Re: KOF 2002UM - Angel
« on: November 26, 2010, 07:29:31 AM »
hcb+K gives fairly good advantage on block and travels very fast so that's a good way to get in. j.A and j.d+D have good hitboxes and long active frames which makes them good for approaching both air-to-air and air-to-ground. Chain f+B can go over most fireballs with the right timing (easy against ground FB but against Athena for example it's much tighter). I think mastering her BCD dodge and being able to fluidly cancel back into hcf+K strings is the key. She has a way around everything, you just need to be on point reacting and choosing the right chain move in relation to what the opponent is doing.

There are a few options for AA but none of them are particularly great. s.A, close and far s.D, u+A and b,f+B can be used along with j.A, j.B and j.d+D. There also the SDM counter but you need 3 stocks for that.

5
King of Fighters 2k2/UM / Re: KOF 2002UM - Heidern
« on: November 19, 2010, 07:57:39 AM »
You're not supposed to attack it, you hop/jump and punish it with a combo, like you would against any other command grab.

6
King of Fighters 2k2/UM / Re: 2002 Cancelling?
« on: November 13, 2010, 12:50:24 AM »
What? You need to be more specific.

7
King of Fighters 2k2/UM / Re: KOF 2002UM - Ryo
« on: November 12, 2010, 01:55:01 PM »
Might be char specific, I tested it on Kyo and it worked.

8
King of Fighters 2k2/UM / Re: KOF 2002UM - Seth
« on: November 11, 2010, 11:08:37 AM »
Hmm can you reproduce this? Are you sure it wasn't Ramon using qcb+P which has low invinc?

9
King of Fighters 2k2/UM / Re: KOF 2002 UM - Shingo
« on: November 11, 2010, 06:04:11 AM »
I think you need to check your combos...

10
King of Fighters 2k2/UM / Re: KOF 2002 UM - Xiangfei
« on: November 10, 2010, 09:26:44 AM »
qcf+A leaves you at neutral, while qcf+C leaves you at good frame advantage. close s.D, c.D and the cancelled version of f+A also all give good frame advantage (about +5-6 or so). s.C and the uncanceled f+A also give advantage, but only 1 or 2 frames. Both f+B and df+D are poor on block.

AC, b.df+C, b+C DM is terrible on block. Even though it guard crushes the opponent recovers with plenty of time to combo you before you can block.

idk if it's known but the followup to hcb,f+P is special cancelable as well so you can do hcb,f+P, qcb+C, dp+D [1 hit] SC to either (S)DM. You also have enough time to run up and start a s.C combo.

11
Yes that combo still works fine even though the combo counter resets when the HSDM connects. I don't know what you're doing to make it miss.

12
King of Fighters 2k2/UM / Re: KOF 2002UM - Ryo
« on: November 08, 2010, 02:14:04 AM »
Yes you can connect pretty much anything after qcb+P e.g. qcf+P, hcb+K, qcfx2+AC SDM, run up dp+A, run up dp+C SC to qcf,hcb+A DM or even run up and start a new combo with c.C.

His qcf+C~A HSDM is notoriously hard to do consistently, but it does have the added bonus of being unblockable compared to the other HSDM input.

13
King of Fighters 2k2/UM / Re: KOF 2002UM - Clark
« on: November 08, 2010, 02:00:43 AM »
You can do hcb, f+C, hcb+P to combo into his DM easier. You can also use this buffer trick in a run e.g. hcb, f,f+C, hcb+P. Rolling Sphere will only combo from b/f+B at point blank range making that combo effectively useless.

14
King of Fighters 2k2/UM / Re: KOF 2002UM - Athena
« on: November 08, 2010, 01:52:57 AM »
Instant overhead.

15
I've had good ones, even very good ones, with peeps around or below 100 ms. I had a dude at 60ms was pretty damn nice. Must have lived down the street from me or something. Although my homeboy about a 15 minute drive away from me always has a little lag if we play online it's weird. But so yeah, going to have to say, agree, and endorse, find peoples 100 ish MS to avoid input lags, and stop being pussy.

People are reporting being unable to do combos due to very noticable input lag with pings as low as 60ms. No measure of 'stop being a pussy' is going to make this game playable.

This. The game is not playable at a level above "mash specials and normals" at anything higher than 30ms.

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