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Messages - EXWildWolf

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211
Meet & Greet / Sup, y'all!
« on: April 01, 2015, 08:39:20 PM »
I've been at this site for the past couple of years, but never bothered to sign up! KOF is mah game, but I like GG too. I don't discriminate with the KOFs, I'll play any of them, except 2001 and the MI's. I'm a lab monster, so basically I'll be posting notes and tech people might not have seen before. You can find me on Twitter, Steam, and Youtube, all under the same username: EXWildWolf. Currently a Norcal resident near the East Bay. Just hit me up offline or online and we can get some matches in!

212
King of Fighters 2k2/UM / Re: KOF 2002UM - Iori Yagami
« on: April 01, 2015, 08:29:11 PM »
Alright, here are some bad things about Iori in this game. His Fwd+A isn't special

cancellable which reduces his damage and from confirming into rekkas. His Cr.B is really

short, giving him a hard time poking low. His Hyper Hop b+B whiffs on crouchers with

small heights, such as HInako, Choi, Athena, And Iori himself. It also whiffs on Billy

for some odd reason,even though he is considered at medium crouching height. His Rekkas

don't connect when whiff punishing and attacking limbs, though he can fix most of this

problem with a conversion into super, which is tough.

Besides that however, Iori is still a mixup and pressure crazy monster like he is in

all games, and can easily harass the opponent's guard gauge with his HCB+K, taking off

more than 16% everytime it's blocked.

He can do a delayed Hyperhop C safejump off his rekkas and HCB+K, and bait out fast

reversals, such as Kyo's DP.

His Cl.B to Cl.C link is very easy to do in this game and makes up for lost damage from

FWD.+A being uncancellable.

His Jump B+b is still a godly crossup, and has a lot of hit and block stun, making it

great for hitconfirming and pressure.

His QFC,HCB+P super is great for going under fireballs and has a follow up super for the

cost of 1 more bar for extra damage.

Iori's close range game is one the best in the game. His Cl.B to Cl.C is your go to

frame trap, and also any meaty into his HCB,F+P command grab. His Cl.B and Cr.A gives

him some good advantage for run in low attack pressure. His QCB+A rekka is also good for

pressure, and can throw people off you delay each rekka.

His Far D is a good hop stuffer, and is also good for basic poking, and has pretty

decent speed. Far C is also a good poke and is your main go to normal for confirming

from a far into rekkas.

His Dp is also a good reversal and anti-air, and it's A version is hard to punish on

reaction, especially from afar. His Cr.C is also good, but has bad recovery on whiff.

Cl.C and Cl.D are also good anti-airs, especially for really close hop-ins.



Cl.B--CL.C xx HCB+K - 30% (without CL.B, 27%)

Far C XX QCB+AX3 - 20%

Please give me credit for this, except the video.

213
King of Fighters 2k2/UM / Re: KOF 2002UM - Kyo Kusanagi
« on: April 01, 2015, 08:27:55 PM »
Fact: Kyo is good at Mid Range in this game, but he really excels at close range, which is where you should strive to be. He can go through fireballs with his QCFX2+P Super, negate fireballs with QCF+A, and use QCF+ A as a good poking tool for midscreen. His HCF+A can pass through projectiles as well. He has good normals and great neutral tools to help him get in and some damage.

His Far C is just bad; bad priority, whiffs under some crouching opponents, uncancellable. You should stay away from it.

HIs Far A, B, and D are all the opposite of Far C, however, and are important. Far A is your anti-hop, and serves an immediate anti-air for the hops. Far B keeps them in check from hopping, and good as a ground poke. Far D is the same as Far B, but is more active and can beat people at the end of their hop. His Cr.B trips people if they think Kyo might go for D at mid range and making it whiff.

Although his A rekkas are somewhat safe, the K followup misses a lot, and should be seldom used for followups. Comboing into it is out of the question. You should only use his A rekkas for space control and delayed frametraps from followups.

You should use C rekkas for comboing from his hard normals, and his A DP for comboing into his light normals, though the latter can be risky, since the DP can whiff at a certain distance. If you have really godlike execution, you can confirm QCFX2+P from his St.A

HIs Orochinagi is useless hitconfirming into on the ground because of its slow startup, but is good for punishing a laggy normal from afar and ending juggle combos.

HIs Max 2 SDM is an instant command grab, and can combo from Close C, or be used as another mixup pressure option. It can also punish abusable stuff up close.

HIs Cr.C and Dp are the go tos for anti-airs and anti-hops, and sometimes Close C as well.

214
King of Fighters 2k2/UM / Re: KOF2002 UM - Terry
« on: April 01, 2015, 08:23:54 PM »
Terry is pretty good in this game! He can cancel his Far C for some good damage, frame traps, and blockstrings, good anti-air and reversal options (one leading to a hard knockdown) and can get up to 50% life with just one stock.

His Max 2 SDM hits fullscreen, is fast, and combos nicely off of his far normals.

His Cr.B can be canceled into his DF.C, making it easy to hitconfirm into damage.

His J.CD has good priority and covers most air to air situations, though it does lack in the air to ground game. His other air normals cover this quite well, however.

His QCF+C can't be comboed into anymore off Close C or D and has a smaller hitbox than the actual graphic would suggest, however you can cancel into Burn Knuckle after it, taking off a noticeable chunk of their guard gauge.

Overall, Terry is a character with great normals, solid damage, and good corner pressure. He should be put as a mid or anchor to put cause more damage to the opponent's life bar.

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