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The King of Fighters 2002 Unlimited Match (Read 142162 times)

Started by videoman, October 07, 2008, 04:17:51 pm
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The King of Fighters 2002 Unlimited Match
#1  October 07, 2008, 04:17:51 pm
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So far, it’s on PS2. No other machine/arcade?
NG: Not for the moment, but it will depends on the answer of the public. My priority here is to make a polished game.
Y: The home version is our priority. We won’t work on any other version until the PS2 version is released.

- How far is it?
NG: Around 65% done. It is playable, and it will be at the TGS.

High resolution like 94RE ?
NG: We thought about it, but no.
Y: We listened to the reactions to 94RE, and most of them was rather negative. That’s why we are doing KOF XII now: 94RE tought them that we had to create our high definition sprites from the start instead of basing them on existing old sprites.

The original 02 is still the most popular game of the series in Japan, and it is still played regularly. How did you try to create a game better than the original?
NG: Each player has his own opinion. We listen to all of them, what we should keep, what we should change or fix, and chose exactly what to do to not destroy the original game. That was our first thought when thinking of new stuff to add.

KOF98UM added several new moves. Will you add some as well? Will you add some moves from 98UM in 02UM?
NG: There will be much more new moves in 02UM than in 98UM.

Will you choose all the characters from 99 to 02, or go back from 94 ?
NG: 02UM will use the Nests chapter as a base, so we chose the characters from 99 to 02.

What about the characters from non KOF games, like in SvC Chaos?
NG: It’s difficult to answer. It’s still a secret… You may be surprised by some of our choices.
Y: … is there hope?
NG: Well… I can’t be more precise before the TGS(w).

If we can use bosses in versus, do you think you will make modify them?
NG: If we do that, of course we will. But if we do, we have to make sure the boss will still have his boss status, and still feel like a boss. We will change them so they can be used, and change not only their move properties, but even their parameters.
Either way, it’s a home version, so you can imagine already (w)

The character from the Eolith era (K9999, Angel, etc) were erased from the Nowave port on Xbox. What about this time?
NG: Well, I see many people wondering about this on the net. I can’t answer now, but at least, what I can say is: the game will have a Neogeo mode like 98UM did, and they will at least be there for sure.

New stages? Returning stages or BGM?
NG: We won’t add new stage as much as creating new stages and BGM from scratch. There won’t be BGM or stages from the past game (s?). Some of the BGM will be arrange versions from famous old BGM.
Y: The strongest point in 02 is its balance. This UM will be built around this, and change the rest. 02 was created in a very difficult time for us, and there are several points that need to be redone.
By the way, Nowave used 02 as a base, but was a totally different game. Basically, 02UM is the 02 we would have created if we were making it now.

What about the most minor characters, like Kyo1 and 2?
NG: I can’t talk about them at this point, but of course, they won’t be left out.

And the characters that were added in the consumer versions, like Shingo, Geese or Saishu?
NG: Some of them may… You will see at the TGS… (w)

If you keep 02 as a base, do you plan to add strikers?
NG: Since it’s the Nests chapter, we could have, but we decided to keep 02 the way it was. No strikers.

How will characters like Foxy or King find their ways into their teams?
NG: There will be different teams and original teams. You’ll see at the TGS.

Ura characters ?
NG: You’ll see, it’s a secret. We haven’t announced anything about the game, and I guess there will be much different questions after the TGS. Please come and play! Also, there will be a 98UM and 02 tournament as well.
Y: And a 02UM tournament?
NG: The 02 tournament will be on 02UM. We’re working hard on it. By the way, like last year, I will be there on the public day to play 1 on 1 against the players and chat with them.
Y: I hope you have your helmet ready…
NG: Please don’t throw eggs at me. It’s against the rules! (w)
But I think the players who like the orientation of the project will be pleased with the game.
Y: As we said earlier, several people want a new game with neogeo sprites. We heard their complains, and we are not going to change everything for the sake of it.

Thanks for Iggy from MMCafe for the translation!
Re: The King of Fighters 2002 Unlimited Match
#2  October 07, 2008, 06:18:17 pm
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Nice move: to separate the discussion of this game from KOF XII topic. Anyway, I'm eager to see it. Primarily because I'm interested in what they might've added to Kyo (even new moves, maybe). And secondly, KOF 2002 was the game I played most often among all KOF games... So it's kinda my favourite (after KOF XI, 98 being in the third place).
They are going to show this game on Tokyo Game Show 2008. The first day of the exhibition is October, the 9th. So let's all watch closely. :)
Re: The King of Fighters 2002 Unlimited Match
#3  October 07, 2008, 07:33:54 pm
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I want SDM's to just take 2 bars and HSDM's 3 bars kinda like 98UM, not only be available when you need to protect the one you love.
But of course I don't know if the HSDM bit would break anything. :P
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Re: The King of Fighters 2002 Unlimited Match
#4  October 07, 2008, 07:42:31 pm
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SDM's would naturally be 2 bars (1 for MAX mode activation, 1 for usage)

Making HSDM's 3 bars and removing low health restriction would unbalance it (Check out Goro Daimon's HSDM, the cheapest move in the whole game which would completely fuck up balance if it could be used by only the requirement of 3 bars)
Re: The King of Fighters 2002 Unlimited Match
#5  October 07, 2008, 07:50:42 pm
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I'm sure they'll just fix any move that's as bad as you say, anyway.
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Re: The King of Fighters 2002 Unlimited Match
#6  October 07, 2008, 09:37:32 pm
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SDM's would naturally be 2 bars (1 for MAX mode activation, 1 for usage)

Making HSDM's 3 bars and removing low health restriction would unbalance it (Check out Goro Daimon's HSDM, the cheapest move in the whole game which would completely fuck up balance if it could be used by only the requirement of 3 bars)

Which can be dodged via jumping or ducking. There is no block requirement to that move. Although, yes it hurts like fuck.


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Re: The King of Fighters 2002 Unlimited Match
#7  October 07, 2008, 10:56:24 pm
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And let's recall some MAX2's are absolutely useless or have a very specific situation to be useful (Benimaru, Chin, Jhun, Saisyu) or extremely hard to pull due needing specific requeriments and/or having a fucked up command (Hello Mature)
Re: The King of Fighters 2002 Unlimited Match
#8  October 07, 2008, 11:03:04 pm
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I really like the MAX2 moves in the original 2k2.  Despite some being really obvious on start up (k9999), I hope they keep them in this update. I'm really looking forward to this release since I wasn't really a fan of XI.  Hopefully they will do away with some characters that had nothing to do with the NESTS story line (rugal, the orochi crew, ect.).  I am crossing my fingers with hope that this title will be what the original 2k2 should have been, even though the original is a great game all in all.
Re: The King of Fighters 2002 Unlimited Match
#9  October 07, 2008, 11:39:00 pm
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And let's recall some MAX2's are absolutely useless or have a very specific situation to be useful (Benimaru, Chin, Jhun, Saisyu) or extremely hard to pull due needing specific requeriments and/or having a fucked up command (Hello Mature)
Yeah, game has too many random or borderline stupid HSDM's, like Orochi Shermie or Chang.

In fact 2002's super design is really bad when compared to 98 or XI... you have this that can be SDM'ed, this that can't, then the other that is only SDM, ah screw it.
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Re: The King of Fighters 2002 Unlimited Match
#10  October 08, 2008, 01:57:44 am
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At least some DM/SDMs look kinda unique.

For example, in '99 Kyo's qcfx2+P SDM was pretty much the same, just bigger damage, same goes for other supers like K's qcfx2+P, Iori's qcfx2+k, etc. (That or just a different colored fireball, like in Bao's case)
Don't get me wrong, I loved that about '96 to '99, each super having DM and SDM version, it's just that some variations were plain lazy, while others were great (Iori's Ya Otome, Kyo's Mu-shiki, pretty much any super grab, etc.)

Chang's MAX2 it's hit or miss, it's suprising once in a while, ditto about Orochi Shermie's (There's a 60/40 chance that the lighting will hit you), Chris's is somewhat useless as well (If I want Orochi Chris I pick him up in the select screen) Leona (Bleh, not only the transformation has a stupid command, but you waste 50% or so of your lifebar and that MAX2 isn't very impressive, it's just the SDM version of her bomb super in 98) and Seth (This guy was top tier in 2000, what happened?! Also useless MAX2)...don't get me started on the DC/PS2 characters (SvC guys had their Exceed as MAX2 but the SDM choice was poor...and King/Shingo had a SUCKY DM from 2001 as a friggin' MAX2)

On the other hand, some extremely useful MAX2's: Takuma, Robert, Kim, Maxima, Athena and Kensou's...maybe more.

The rest are average (Yuri, May-lee, Terry, Andy, etc.) to low tier... Either due the damage (K'), how hard it's to connect them (Daimon) or the whole setup (Angel)
Last Edit: October 08, 2008, 02:57:59 am by Shin Ankoku Eiji
Re: The King of Fighters 2002 Unlimited Match
#11  October 08, 2008, 02:44:27 am
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HSDM's, i just don't bother with. K9999's HSDM for eg has an awkward command, and deals less damage than his SDM. I always go for the SDM instead. Just as useful, and easier to do.

Well provided i map W to ABCD.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: The King of Fighters 2002 Unlimited Match
#12  October 08, 2008, 09:13:44 am
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Arrange BGM in KOF 02 UM!? That's GREAT!!!!! :sugoi: :suttrox: :guitarist: :buttrox: :nutrox: :yugoi:
Madness? THIS IS MUGEN!!!!
Re: The King of Fighters 2002 Unlimited Match
#13  October 08, 2008, 04:38:22 pm
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And let's recall some MAX2's are absolutely useless or have a very specific situation to be useful (Benimaru, Chin, Jhun, Saisyu) or extremely hard to pull due needing specific requeriments and/or having a fucked up command (Hello Vice and Mary)
fixed, Mature's command was pretty easy



Quote
Seth (This guy was top tier in 2000, what happened?! Also useless MAX2)...
give me 3 full superbars and see, also his HSDM reverses P2's directions if the grab connects
also most of the chars who were fagged up in a way or another, you have the free cancel/max system that fills some gaps



In fact 2002's super design is really bad when compared to 98 or XI... you have this that can be SDM'ed, this that can't, then the other that is only SDM, ah screw it.
otherwise it's too generic, spice up yo life mang! :mongue:




the first HSDM I'm thinking they should completely change is Clark's, since it' utterly useless, I'd like to see an autocombo with Gatlings and Vulcan Punch etc.



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Last Edit: October 08, 2008, 04:42:35 pm by Relinquished
Re: The King of Fighters 2002 Unlimited Match
#14  October 08, 2008, 07:12:07 pm
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the first HSDM I'm thinking they should completely change is Clark's, since it' utterly useless, I'd like to see an autocombo with Gatlings and Vulcan Punch etc.
Wasn't the Vulcan Punch involved in his new DM in one of the more recents games ? (XI I think but I'm not sure) then again IINM it was just Vulcan Punch by itself, except as a super...

edit - yeah, that. Vulcan Punch simply became a super.
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Last Edit: October 08, 2008, 07:21:43 pm by [B]yakko
Re: The King of Fighters 2002 Unlimited Match
#15  October 08, 2008, 07:19:21 pm
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Re: The King of Fighters 2002 Unlimited Match
#16  October 08, 2008, 11:36:25 pm
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(Hello Vice and Mary)
fixed, Mature's command was pretty easy
Actually yeah, that's what I meant, Vice (Air 360+down, what the hell) and Mary (Same but on thr ground, also, unimpressive and generic)

Quote
also his HSDM reverses P2's directions if the grab connects
I know, but the status doesn't last the rest of the round, it's like 8 seconds max.

Quote
the first HSDM I'm thinking they should completely change is Clark's, since it' utterly useless, I'd like to see an autocombo with Gatlings and Vulcan Punch etc.
Yep, just a Running Three that involves the walls, bah. Heck 98UM's new DM seems more impressive
Re: The King of Fighters 2002 Unlimited Match
#17  October 09, 2008, 12:57:11 am
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I've discovered with vices that you can start it on the ground and when you jump from pressing up there is a little leeway for down. But, in order to hit with it, whiffed major uppercut. Won't get there with anything else.

Also, deals less damage than her qcfx2 AC SDM, I'll use that any day of the week. 40%vs60%


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: The King of Fighters 2002 Unlimited Match
#18  October 09, 2008, 01:25:52 am
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the mere thought of connecting an aerial super grab no matter how easy it seems makes you have nightmares
imagine with that command
"I’m never gonna grab anything by its balls, especially life. especially if life shows up in the incarnation where it would have testicles. if life showed up and had balls, the last thing I would do is grab those balls" - kyle kinane

MGF

Re: The King of Fighters 2002 Unlimited Match
#19  October 09, 2008, 03:32:10 am
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Scans found at Shoryuken



Re: The King of Fighters 2002 Unlimited Match
#20  October 09, 2008, 04:08:01 am
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I like the new stages, not sure about the lifebars though ... is that a hyper portrait?  ???