Doing the same maneuver while holding backwards on the joystick performs a backwards dodge for quick attack evasion. Players can dodge to the other side of the enemy (for cross-up opportunities). Pressing both Light buttons simultaneously (A+B) can make a forwards dodge used for avoiding attacks (including projectiles).Tapping Up on the joystick (rather than holding Up) performs a shorter hop for quicker recovery. Pressing Down on the joystick quickly before jumping (or jumping during a forwards run) performs a more effective jump (as shown with the fighter leaving an "afterimage" trail).Double-tapping (and then holding) the joystick forwards can make the fighter perform a forwards run, allowing players to close the gap between both fighters at a more controllable pace. Double-tapping the joystick backwards can make the fighter perform a hopping backwards dash, allowing players to widen the gap between both fighters.Strong Punch performs a forwards throw, while Strong Kick performs a backwards throw. Holding forwards on the joystick wile pressing a Strong button at a close distance can make the fighter perform an unblockable throw.When the player has low vitality, they can also cancel it into an even more powerful MAX2 Super Special Move for one additional gauge. Players in MAX Mode can cancel it into either a normal Super Special Move for no additional cost, or a more powerful MAX Super Special Move for one additional gauge. They can also activate MAX Mode during ground-based attacks (costing an additional gauge). During this state, they have less attack power (which is negated by their newfound combo techniques). The MAX Mode (as indicated by the fighter flashing bright) is a temporary (15-second) state where players have access to unique attack cancels (such as the ability to cancel normal attacks into certain special moves). An additional gauge is used for cancelling attacks into "MAX" Mode activations and for cancelling attacks into Super Special Moves (or MAX Super Special Moves if in MAX Mode). Unlike previous games, all gauge progress is kept when a player loses the round.Įach stored gauge can be used to activate one of four things: a Super Special Move, a Guard Cancel Dodge, an Attack Cancel Dodge, a Guard Cancel Attack, or "MAX" Mode. Both players can store up to three gauges from the start, with an additional gauge for each fighter defeated (or round lost). When a player fills the gauge up, it is stored and, if the player has less than their maximum number of gauges stored, a new gauge replaces it. The gauge is charged mainly by performing special moves, but is also charged at a slower pace by both giving and receiving damage. MAX Mode returns, allowing access to numerous attack cancels and special MAX Super Special Moves and new MAX2 Super Special Moves.Įach player has their own Power Gauge, displayed at the bottom of the screen.
K combos kof 2002 series#
The ninth installment of the King of Fighters series (and the sequel to The King of Fighters 2001), King of Fighters 2002 eschews the "Tactical Order System" of previous games (as well as the entire "Striker" system) and brings fighters from both the "Orochi Saga" and "NESTS Saga" arcs together for the series' second non-canonical "Dream Match". It was subsequently released for the Neo Geo AES on December 18, 2002. The King of Fighters 2002: Challenge to Ultimate Battle is a 2D tag-team fighting game developed by Eolith and released by Playmore for arcades (running Neo Geo MVS hardware) on October 10, 2002.