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KOF2002UM on xbla (yes its the Tougeki version!!!)

Discussion in 'General' started by jinxhand, Nov 1, 2010.

  1. jinxhand

    jinxhand Well-Known Member

    I'm pretty sure some of you heard/read that KOF2002UM was released slightly earlier on xbl, but was pulled back til the 3rd of Nov... I was lucky enough to get it, as I'm sure a bunch of others were, even though rank/player matches aren't supported til the 3rd. This is basically what people are playing to prepare for KOFXIII's Q1 console release, since the systems are practically the same (minus some characters though)... Anyone here getting this (or got it already)???
     
  2. CJA

    CJA Well-Known Member

    PSN:
    IzunaDrop25
    XBL:
    CJA25
    Got your message and got it. Only place where Vanessa ,Whip,and Kyo can get they groove on. BTW is Vanessa in 13? I hope she is
     
  3. jinxhand

    jinxhand Well-Known Member

    Nah, she's not, but I'm pretty sure SNK is listening and will add her in XIV... That, or she'll be DLC for XIII.
     
  4. Cozby

    Cozby OMG Custom Title! W00T!

    PSN:
    CozzyHendrixx
    XBL:
    Stn Cozby
    I like Kim and I'm trying to learn Angel. Might throw jhun in too or replace kim? I might use chris too.
     
  5. Emerald_Wolf

    Emerald_Wolf Well-Known Member

    I got this game the minute someone told me it came out early. I just wish I had a better controller... tired of using that shitty D-pad.
     
  6. jinxhand

    jinxhand Well-Known Member

    Yeah Jhun is just as solid as Kim, if not better this time around... He still retains his infinite, and I believe his guard break abilities are better... Here's the changes from the old 2K2UM and the Tougeki version (props to krazykone123 @dreamcancel.com for the clear-up):

    - Hinako inifnite is gone ( no more link of C, FW A )
    - Daimon roll qcb K isn t invincible and unthrowable anymore
    - Heidern D/U charge as a slower startup
    - Ramon bug crossover sprite
    - Kyo 2C air attack as been fixed (no more double hit)
    - Kasumi bugs with K', Maylee, Yuri etc... are gone
    - Whip qcfx2 P damage scaling on billy as been fixed (full damage now)
    - no more bug while mirroring fireball with Athena, Vanessa, Chin, Seth (break CD damage don t change now after mirroring a fireball)
    - Yuri slash a longer recovery
    - Chris MAX2 bug has been fixed
    - foxy still has her bug in left corner , her SDM follow up doesn't come out

    Some matches for those that aren't familiar with the game:

    <object width="560" height="340"> <param name="movie" value="http://www.youtube.com/v/Y_V_efa2XwQ"></param> <param name="wmode" value="transparent"></param> <embed src="http://www.youtube.com/v/Y_V_efa2XwQ" type="application/x-shockwave-flash" wmode="transparent" width="560" height="340"> </embed></object>

    <object width="560" height="340"> <param name="movie" value="http://www.youtube.com/v/tUaDUaSb_P8"></param> <param name="wmode" value="transparent"></param> <embed src="http://www.youtube.com/v/tUaDUaSb_P8" type="application/x-shockwave-flash" wmode="transparent" width="560" height="340"> </embed></object>
     
  7. Dandy_J

    Dandy_J Well-Known Member

    Hey guys add me on xbl if you wanna play when the online works. Here's a basic combo writeup I did for local players: http://tinypaste.com/a4a665. Only has a selection of characters though.
     
  8. jinxhand

    jinxhand Well-Known Member

    Dandy_J, mad props for that KOF98 tutorial... I hope SF-heads get a good understanding of KOF's system and how great it is... Got any plans for a 2k2UM tutorial???
     
  9. MDSPrime

    MDSPrime Grappler & Part time Ninja

    XBL:
    Pilchard LoveR
    Got 2k2UM a few days back I forgot how good this game was
     
  10. jinxhand

    jinxhand Well-Known Member

    For anyone interested, here are the changes


    CHARACTER CHANGES
    K'
    - K' has two new followups from Ein Trigger - Second Spike and Blackout (the former is a Minutes Spike, as you might expect)
    - You can do Narrow Spike after D Minutes Spike now
    - Contrarily the B Minutes Spike now has autoguard frames

    Maxima
    - Maxima's old HSDM is now a regular SDM. His new SDM (called 'End of World' has him firing missiles and a big laser.
    - HCB+K can't be used as a wakeup move anymore. On the other hand the f+K followup is now guaranteed to connect.
    - The priority on his chest beam DM seems to have been increased.

    Whip
    - Whip has a new HSDM called 'Forbidden Engage Code: MC'.
    - You can apparently super cancel into it from her regular Boomerang Shot (you can super cancel into HSDMs now?)
    - Her down A OTGs again
    - Her stand CD lost its invincibility

    Kyo
    - Gained his HCB+K move from KOF'99 (replacing the existing one, I assume). Big damage possibilities when used as part of a super cancel or freecancel combo.
    - far B and far D come out faster
    - Increased the distance needed for far C to come out instead of close C
    - His HSDM is now a 1-frame grab (just like it is in XI)

    Benimaru
    - Regained his Super Inazuma Kick (dp+K)
    - Regained his grab (HCB,f+K I think?)
    - f+B now OTGs
    - You can have up to two lightning balls in his HSDM now

    Daimon
    - No new moves (lol)
    - You can cancel his QCB+K roll with any move except another roll (obviously)
    - dp+P (ground slam) can now be used in freecancel combos
    - You can combo his HSDM from strong attacks (the startup is faster)
    - Animation for HSDM has been changed

    Terry
    - Regained his 'Hammer Punch' from KOF'99
    - Regained his Power Charge
    - Gained a new move 'Quick Burn' (apparently a DM from Real Bout Special?)
    - His HSDM can now be comboed off strong attacks

    Andy
    - Gained a new DM from Real Bout Special (Kunai Dan?)
    - jump D has been made easier to cross up
    - f+B knocks down by itself now
    - The 'throw period' of HCF+P has been increased (my guess is it's active for longer)
    - Generally improved

    Joe
    - Regained his low kick DM from KOF'99
    - Tiger Kick and Slash Kick have similar effects as they do in the series
    - D Slash Kick wires on counter hit
    - Sliding move has been sped up to be connectable from light attacks
    - Generally improved

    Nameless-
    Specials:
    Yukikaze (glove drill)
    Shigure (leg blade)
    Shinonome (sliding attack, 3 parts rekka-style?)
    Sawarabe (ground flame),
    Yoizuki (anti-air flame slash)
    Amagiri (3-part follow-up)

    Shigure can be canceled into other specials, but not supers.
    Yoizuki is noted to be useful out of block or as a interrupting move (in addition to AA)

    DM:
    Shakuhou (flame dome)
    Zetsuei (rapid-fire flames)
    MAX DM:
    Rasen (giant drill, possibly of the heavens-piercing variety)
    MAX2:
    Rinkou (similar to Shakuhou, but stronger)

    Ryo
    - Regained his QCB+P (was missing from 2002)
    - Tenchi Haoh Ken (QCFx2+AC) is now a regular SDM
    - He has 2 HSDMs (!), one called "Retsu Ryuuko Ranbu" and the other called "Geki Ryuko Ranbu". Not sure what the difference is...
    - Lag of dp+A and QCF+A have been reduced.
    - far B and far D have faster startup

    Robert
    - Added tiger effect and sound to the end of his HSDM
    - QCF+C has faster startup
    - QCF+C flies a bit higher? (not sure about this one)
    - Increased the active duration of the startup of his HCB+K (autocombo)
    - QCFx2+K DM now has invincibility
    - Air QCB+K has more lag

    Yuri
    - New move, "Yuri Chou Slash". It's the kick she 'borrowed' from SF3 Ryu that you've all seen in the trailer already. Can be connected from weak and strong attacks, and causes sliding knockdown on hit (ie the opponent flies backwards rather than straight up). Wires on counter hit. D version wires if not comboed into.
    - New HSDM, "Chou! Ryuuko Ranbu". Can be comboed from strong attacks.
    - Crouch B and crouch D have had their priority reduced

    Leona
    - New HSDM "Dead End Inferno". The appearance differs depending on whether you're in Rage mode or not - once the move ends you return to normal.
    - Thanks to the new system she can do freecancel combos now, out of her Moon Slasher and Grand Sabre.

    Ralf
    - HSDM has been changed to allow a followup command to be entered in the middle, which causes a new move, "Galactica Vanguard" to come out. The timing is very tight (1 frame) but it causes a 1-hit KO (!)
    - far C and crouch D are faster
    - QCF+P and d,u+P now hit opponents OTG
    - down B links to SAB (I think?)

    Clark
    - Regained his Gatling Attack from KOF2000. C version can be cancelled into Napalm Stretch
    - New HSDM, "Rolling Sphere". You need to enter 6 separate commands for it to be executed fully (much like Daimon's HCFx2+K DM, I think)
    - far C and crouch C have better priority
    - down B links to SAB (again, not sure if this is true)

    Athena
    - Regained Psycho Shoot
    - New move - "Psychic Teleport Fake". The teleport animation moves forward but Athena stays where she is.
    - QCB+A has more lag
    - Healing followup from her SDM now heals a smaller amount

    Kensou
    - Added effects to his C throw and his air QCB+P
    - rdp+K has more invincibility now
    - his CD attack doesn't have him retreat backwards at the startup (so it doesn't look like his fireball startup anymore)

    Bao
    - Based on the KOF2000 version
    - HSDM is "Psycho Ball Gravity". As you might have seen in the trailer it's a static ball that sucks the opponent towards it.
    - Jump d+K and df+K now hit OTG
    - You can now escape his C throw
     
  11. jinxhand

    jinxhand Well-Known Member

    CHARACTER CHANGES (CONT.)

    King
    - Based on the KOF2001 version
    - New HSDM - she creates shockwaves from multiple kicks, called 'Secret Mirage'. Has good reach, can be comboed or used on its own as a tick damage move.
    - weak Tornado Kick and Mirage Kick have had their invincibility time increased
    - Second projectile of Double Strike knocks down

    Mai
    - New move from Real Bout Special - Midare Kachousen.
    - SDM version of Chou Hissatsu Shinobi Bachi has a 1/16 chance for Mai to do it in her RBFF leotard outfit instead (wtf?). This special version has complete invincibility and apparently ignores any attacks that might overlap it (so you can't hit her out of it or trade with it, it sounds like).

    Kasumi
    - Based on the KOF2000 version
    - New HSDM 'Sousei Kasaneate Ryuuka' (lots of kanji so I'm probably messing this up), which as you've seen in the videos is a HUGE Kasaneate. The DM freeze lasts until the Kasaneate comes out, and like Mai's new SDM it also ignores overlapping attacks.
    - Atemi Nage (her counter I think) has had its lag on whiff reduced
    - Jump D crosses up more easily now

    Xiangfei
    - Based on the KOF2001 version
    - New HSDM - 'Tenshin Zanhouga'. Xiangfei dodges into the background and does a line attack on the opponent (more stuff from Real Bout). Depending on the button used the starting move either hits mid or hits low.
    - Eikishuuhou (the followup from her HCB,f + P grab) can be freecancelled (in MAX mode) or super cancelled out of.
    - Eisaka (her counter move with the weird command) has had its input window made more restrictive

    Hinako
    - Based on the KOF2000 version
    - 2 new moves:
    * 'Shikofumi' - Full-screen ground pound move like Chang's Hakikyaku
    * 'Gorinzuki' - double-handed thrust that knocks the opponent away
    - New HSDM - 'Daisharin no Dorin Otoshi'. She grabs the opponent, jumps into the air and smashes them on the ground.
    - Crouch D animation has changed (it looks like Chang's and has more range now) and is cancellable.
    - Far C can had its priority adjusted so it can be used as an anti-air now

    May Lee
    - Animations have been redrawn, particularly animations they weren't satisfied with (some of which have been redrawn from scratch).
    - Changed her move names in Normal mode back to kanji-based names as per the KOF2001 version (lol what)
    - Voicework has been re-recorded
    - Spinning Edge (K followup from QCF+K in Normal mode, now called Kyoufuushakyaku) now knocks down
    - Gauze Tail Tinkerbell (QCBx2+K DM, now called Jinjuukyaku...lol) causes wire damage
    - She can't roll in Hero mode anymore

    Kim
    - Ending kick of his HSDM now looks like the Real Bout Special version (phoenix and everything)
    - Crouch B is cancellable
    - Hishou Kyaku (air QCF+K) does more damage when you combo into it
    - Close C distance has been shortened
    - Hishou Kyaku and Sankuu Kyaku (QCB+P, uf+K, d+K) have more lag

    Chang
    - After his Tekkyuu Taikouchi (HCF+K) hits he has a 40% chance to cause a big explosion that causes high damage (lol)
    - During his Tekkyuu Daikaiten (hit P repeatedly) you can enter QCB+P to follow up with his Tekkyuu Funsaigeki (b_f+P)
    - His HSDM has been changed quite a bit. Faster startup (so you can use it on opponent wakeup) and during the time freeze you can apparently do whatever you want. Pretty much a completely different move.

    Choi
    - Regained his Shin! Rinkaiten Toppa DM (QCFx2 + K in mid-air) from KOF'99
    - He only does four slashes during his HSDM now, and getting hit will put you into a state where you're spinning in mid-air, getting knocked away at the end.
    - far A and Hishou Kyaku (QCF+K) have more lag
    - Hou'ou kyaku (QCB,HCF+K) does less damage

    -Jhun-

    Based on KOF '00 version.
    Gains NeoWave's Zankou Haikigeki MAX2.
    Hitbox of Houou Tenbukyaku (air qcfx2+K) extended upward; now connects off of Kuusajin (charge d, u+P) super-canceled.
    Now takes counter damage if hit during Soshuujin or Ryuukoujin (d, d+A and d, d+B stances).
    Ryuuroushuu (air d+B) damage reduced.

    -Lin-
    Based on KOF '00 version
    Jatotsuga (rdp+A/B/C/D) and Senju Rakansatsu (d, d, d+AC) from KOF '01 added.
    Hizoku Ougi Dokushakou (d, d, d+AC also...one move will need its command changed) changed to MAX2.
    Hizoku Ougi Ranbu: Dokuga (qcb, hcf+P) now can be super-canceled from Zantetsubu Rasatsu (qcf+A)
    Last part of B Hitenkyaku (hcb+K) is a down attack.
    Hop C and cr. C startup slowed.
    Jatotsuga's priority reduced.

    -Shingo-
    Based on KOF '01 version
    MAX2 is Shingo Kensei: Oreshiki: Kamukura (imitation of Kyo's MAX2).
    Recovery on Aragami (qcf+A) reduced.
    Nietogi (dp+K) range increased and now connects from strong attacks easily.
    Shingo Kick (hcf+K) always knocks down on hit now.
    Nitotsuki and Ore Mushiki startup reduced and now connects from light attacks easily.

    -Yashiro-
    Added Missile Might Bash (hcb+P) and MAX Million Bash Stream (qcb, hcf+AC) from KOF '98.
    Cr. C's and normal j. C's priority increased.
    Autoguard on Upper Duel (dp+P) increased.
    Regret Bash (f+A) sped up but no longer knocks down.
    MAX2 "&#12300;ERROR…&#12301;CODE**2002**" starts up faster and connects from strong attacks now.

    -Shermie-
    Yokedousa (ABC) now has full-body invincibility and can be canceled into a dodge attack.
    Inazuma Leg Lariat MAX2 now involves multiple throws before the final flying knee attack.
    Cr.C startup reduced.
    First part of Shermie Stand (f+B) removed; now easier to use in combos.

    -Chris-
    MAX2 (transform to O. Chris) now deals a hit, and can be comboed after.
    Glider Stamp (air qcf+K) can be juggled after and is now usable as a down attack.
    Twister Drive (qcbx2+K) has absolute priority (can juggle an opponent who normally couldn't be juggled, etc.)

    -O. Yashiro-
    New move: Unaru Daichi. Does a 2-handed ground pound that creates a shockwave. Strong version hits overhead, is special-cancelable, but slow.
    B Odoru Daichi's (hcf+K) and Armageddon's (B, D, A, ABC) startup reduced.

    -O. Shermie-
    New command nove: Jinrai. Hop attack that can be used like Robert's f+A.
    New move: Takeru Mikazuchi. Emits a lightning field around Shermie and gives her enough advantage on hit to follow up.

    -O. Chris-
    New stand animation.
    New DM: Daichi wo Kurau Gouka. Fires a giant, slow-moving fireball (might be like Kain's super in MOTW).
    Invincibility frames added to A Tsuki wo Tsumu Honoo (dp+P). C version can be super-canceled on 2nd hit.
    MAX2 ("Sanagi wo yaburichou wa mau" now deals more hits.

    Yamazaki
    - New move 'Nejikomi'. He rears up and does a body blow. Light version knocks off 33% of the guard meter while heavy version will always guard crush. Wires on counter hit. Startup is slow, so be careful when using it.
    - B Hebitsukai (QCF+B) comes out faster. C Hebitsukai OTGs.
    - Guillotine (QCFx2+P) has been made more reliable as an anti-air - incidents where the first rising punch connects and the rest of the move whiffs should be less common.

    Mary
    - 2 new moves from Real Bout Special - 'Stun Fang' and 'Spin Heel Attack'.
    - Her new HSDM has her start with a Straight Slicer (b_f+K animation) and go into a repeated throw attack. It's called 'M.Infinity Rose'.
    - Her old HSDM M.Typhoon is now a regular DM.
    - Real Counter is now invincible from startup
    - D version of Vertical Arrow (dp+K) has longer invincibility and can be super cancelled

    Billy
    - New move 'Kumosuzumeotoshi', which is a feint version of 'Suzumeotoshi' (QCB+P). When he pulls back his stick he causes an explosion in mid-air where it was. The explosion can be used as a followup attack.
    - His HSDM can now counter attacks from the moment the command is completed.
    - f+A has less priority and has more lag

    Iori
    - Regained his Saku Tsumagushi (QCFx2+K) DM from KOF'99
    - His HSDM has a different animation.
    - far D has faster startup
    - Oniyaki (dp+P) has more invincibility
    - Kuzukaze (HCB,f+P) has had its invincibility removed
    - Saika (QCFx4+AC after QCF,HCB+P DM) has had its damage lowered
    - Depending on the situation he has different intros when fighting against Kyo (they use all 3 intros from KOF'99 through 2001)

    Mature
    - Despair (QCF+P) can be done in mid-air
    - B version of Decide (HCF+K) will drag the opponent up to where Mature is standing. You can then cancel it into any special move other than Decide.
    - far C uses the KOF'96 animation, and can be cancelled on the first and second hits
    - HSDM has faster startup and can be comboed from strong attacks

    Vice
    - HSDM 'Overkill' is now a regular DM (this was apparently by fan request)
    - New HSDM 'Cannibal Corpse' which is a moving counter move (think K's new Crimson Star Road or Freeman's QCFx2+K super from MOTW). As a side note, all counter specials, DMs, SDMs and HSDMs will cause the screen to black out when they connect (including Vice's new move). This is in order to confuse the opponent as to the startup of these moves.
    - far C has faster startup
    - Outrage (QCB+K) can be super cancelled

    Vanessa
    - The animation for her HSDM 'Gaia Gear' has been changed to be closer to that of Rick Strowd's 'Gaia Bless' from Real Bout 2 - after it hits, it pushes the opponent against the wall and they rebound off it).
    - If you cancel into f+A you can cancel out of it on the second hit
    - crouch D is cancellable
    - Machinegun Puncher (HCF+P) has had its hitstun reduced ( (ST's note: Presumably to remove the 100% max mode combo she had in 2002)
    - A version of Dash Puncher (b_f+P) has more lag

    Seth
    - Regained the remaining two air special attacks he had in KOF2000 (QCF+A, QCF+C).
    - The startup speed of the other two air special attacks (QCF+B, QCF+D) has been increased.
    - All of his air specials can be freecancelled, allowing you do some tricky setups when activating max mode.
    - Both f+B and the followup f+A can be cancelled now.
    - Generally closer to the KOF2000 version.

    Ramon
    - the d,d+P followup to Flying Body Attack (dp+K after dp+K) can now be done after his QCB+K, QCF+A attack hits as well.
    - stand CD wires on counter hit
    - HSDM 'Hypnotic Tiger' has faster startup and can even combo from far strong attacks
    - To compensate for these buffs the damage on some of his normals has been reduced
     
  12. jinxhand

    jinxhand Well-Known Member

    Online mode should be working today... I haven't had a chance to test it out, but I will sometime this afternoon/evening... Anyone here managed to try it out already?
     
  13. Dandy_J

    Dandy_J Well-Known Member

    it sucks! well cya later
     
  14. Nono

    Nono Active Member

    The online is working now.

    I hadnt played the UM version until today and I must say Im impressed.
     
  15. Dennis0201

    Dennis0201 Well-Known Member

    just purchase tonight, can't wait to see how online works!
     
  16. Gernburgs

    Gernburgs Well-Known Member

    How's the lag. Is it online worthy???

    I would get the game to play online the vast majority of the time, is this title worth it for that purpose?
     
  17. jinxhand

    jinxhand Well-Known Member

    Ok, I played several matches yesterday, and its kind of a mix... I'll say the netcode is good, its not great like ngbc, but its definitely way better than motw and kof98um... A few people on dreamcancel.com also said the same thing...
     
  18. Cozby

    Cozby OMG Custom Title! W00T!

    PSN:
    CozzyHendrixx
    XBL:
    Stn Cozby
    Re: KOF2002UM on xbla (yes its the Tougeki version

    Ya I would say the online is playable, I ended up playing longer than I thought I would yesterday. Low pings are alright, I still miss crouch b, crouch a combos. but anything over say 150ms is much too delayed.

    I love the game but I mainly play online against people I know and the experience alone. I'm surprised at how many people are playing it in my area.
     
  19. Dennis0201

    Dennis0201 Well-Known Member

    Re: KOF2002UM on xbla (yes its the Tougeki version

    I played one match with horrible connection!

    jinxhand, show me how to play next time!!
     
  20. Nono

    Nono Active Member

    Re: KOF2002UM on xbla (yes its the Tougeki version

    Ive found the online to be alright, even against someone who had 300+ ping it was playable this morning (although I'll admit that was not what I expected).

    Ive never been an advocate of online play anyway, but its definitely playable.

    However now I need to avoid Heiderns Neck Rolling, which I come up against in 2 out of 3 fights.
     

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