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The King of Fighters 2000
  opened by paleface at 02:11:59 02/11/19  
  last modified by paleface at 21:27:28 06/28/22  
  paleface [sys=NG; cat=Fighting; loc=JPN]
After becoming frustrated with the NeoGeo Online PS2 version's interlacing (see entry 1346), I re-bought a DC and the DC version of 2000 (entry 139), but that didn't have the sort of endless 1-round battle mode you can set up in Practice mode in the PS2 NeoGeo Online one; and the other PS2 version, or at least the PS4 version of it (entry 1338) doesn't have that battle mode either, plus it has weird blurring on the interior of the character sprites----so anyway, I decided I may as well stop faffing about and just get the NeoGeo version.
See, this and The King of Fighters '99 (also in entry 1346) are the only two KOF games where you can turn off super moves--and super moves in KOF games--except for both the remixed and the "NeoGeo" version of KOF '94 in The King of Fighters '94 Re-Bout (see entry 765)--have full-screen flashing effects that are pretty rough on the eyes, so this became important to me--and '99's between-round UI is maybe little flashier than 2000's, plus I think I like the roster, striker system, and presentation of 2000 more.
So it seemed to me 2000 was *the* fighting game left to me, so anyway I got a consolized NEO*GEO MVS, a Brook Neo*Geo to PS3/PS4 controller adapter, and here we are--flavor country!
So I play with supers off, and my latest thing is trying out the "DISP.CUT" option in the AES version, to turn off the display of the health bars--no more being distracted by glancing up at your those bars every second or so, just fight 'til one of you drops! ; D
  paleface 12:10:50 08/23/20
  paleface 21:25:33 04/30/22

Really struggled at first with Shingo and Kensou, I think I was probably too focused on their special moves, which I'm not good at; once I stopped bothering and just went with their normals, things went lots better!
Although I did find one special for each of them that I could sort of use okay: Shingo's "Shingo Kick" (wait is it qcb or qcf + K?) and Kensou's flying punch (uhh I think it was qcb + P), both of which send them rocketing quickly across the screen; Shingo Kick definitely seems to work better on certain AI than on others (kind of owned Ralf but got worked by Clark in the finals, for instance!); I only got a little of Kensou's flying punch in at the end but so far it was kind of hitting everyone.
My back up, roll, and throw strat vs Zero almost got torpedoed by my knuckleheaded insistence on sticking with Kensou's P throw, which to my surprise doesn't throw Zero very far at all, leaving Kensou insufficient time to back up, which would tempt Zero into doing his "long glide" approach, which is very easy to roll past and attack from behind. Not sure if Kensou's K throw would work better but it could hardly be worse!
Both Kensou and Mary have a C+D color, and they're not bad! Although it makes Kensou's rice ball brick red. ; )
  paleface 19:18:21 05/22/22

After an episode where I struggled with Seth, an episode with Lin and Maxima broke me--I'm going to stop using Roulette to pick teams, because there are what ten characters or so I just don't want to deal with anymore, except as strikers. So after the session I stayed up and made myself a team building script for 2000:
Actually I had had an old one I hadn't used in years, but it was really basic and didn't even pick strikers; I guess back when I was using it I'd used Roulette just for the strikers? Anyway this new script does a couple handy things:
- Only picks team members I want! Lin, Seth, Bao, Whip, Maxima, Choi, Chin, Leona, Athena, and Ramon are out, except as strikers
- For sure random : P
- Notes which characters (and their strikers!) have the third, C+D color option
- Picks specific strikers! Including all Maniac strikers (there were a few I'm pretty sure I was always forgetting)
- I can weed out strikers I don't like! (Already took out the ones I know just do power meter stuff, which has no function for me because I have super meters off; there are five or so left I'm not sure about--from their descriptions it sounds like they can do damage AND power meter stuff, so eh hm, will hafta see)
- Picks Kula! And her three strikers! And includes her code (in shorthand; it's Highlight Whip, press Start, highlight Vanessa, press Start, highlight Seth, press Start, highlight Maxima, press Start, highlight [?], press Start, press Up, press Down: Kula appears under [?])! Finally noticed I'd written her code down wrong on the little Post-It! note I've had sitting on my desk all this time--I'd left out highlighting Seth and hitting Start. ; P So I'd never gotten it to work and I'd assumed (argh) it was like home version only or something (argh). So now I finally remember I can play Kula, her Rugal Maniac striker, etc... (And I think I'd told myself it didn't matter because she was this far out fantasy ice princess, but she seems kinda okay...)
  paleface 23:35:57 05/28/22

I keep forgetting Mai doesn't have a white outfit in this game; she's got red (punch select), purple (kick select) and black (C+D select).
Mai and her flamey spin might be too good too. = oo
Not to mention Mary's uppercut light kick!
Mary's slide-leg-grab is a back-forward charge move! And then you can follow that up with another input uhh and you can do that with a couple other of her moves, too, like one of the counters I think, oh and the flip kick which she can convert into a flying upper body grab with another input. ... Yeah I'm never gonna be doing any of that stuff! = oo Her mobility and normals are quite good on their own though; toss that super-fast, surprisingly long-range light kick uppercut in with them and you're in business.
Kula seems decent; it's too bad I'm so bad at her uppercut that I couldn't even get it to work at all until I did some dedicated "practice" runs afterward (and I really should just have reset the NEOGEO into home mode and used actual Practice mode; re-entering the Kula code into the MVS version repeatedly was absurd ; )
Her heavy ice breath is super-slow; light is pretty good.
Apparently Kula is supposed to be 14. Nothing about this or the other things the designers said about her is at all creepy nope thanks Japan! o_o
Oh well I HATE that her punch throw is really low damage; it's like Seth all over again! Well okay it's not that bad but still, it's bad. On the other hand, her kick throw--where Diana shows up and like slits the opponent's throat or something I dunno--does ridiculous damage!
Oh shoot wait what's her other friend's name? Her robo striker is Candy, and then the stripey hat girl is...oh yeah, Foxy.
  paleface 22:39:08 06/05/22

Took me a while to figure it out but this was basically the high mobility team--Takuma went from being my most-feared opponent to being a total chump, I could just jump right over him and sweep him from behind! = o
And I got lucky that Robert--after the first couple runs--was always the striker, because his anti-air kick flip combo would have been toasting me!!
I should'a stopped after getting to the finals--and within a hit of the boss round, darn that sneaky Chin!--in the second run...but I guess I was having fun or something. ; ) : P
Didn't remember to stay out of Clark's way in run 3. ;_; And Maxima's in run 4! (49:47) That was when I really realized I had to work on mobility--stick and move! (Did better vs him in run 5 @ 1:00:28 .) (Kula on the phone with Diana after beating him! : D 1:01:20) (She beat the entire Art of Fighting team @ 1:23:47 !!)
But then I forgot vs Mary 1:07:02 and let her get me with her low sliding grab over and over. : ppp
Kula's heavy ice breath is way too slow for just about anything. Her light is really fast, though--gotta use that more. I have trouble aiming and executing her very horizontal uppercut--needs a lot of work. The timing on a lot of her moves feels weird and is taking some getting used to. Did a lot better when I switched to hit and run tactics--and when I started to remember, a little bit, that her Punch throw does almost no damage, so I gotta use her Kick throw--which does wicked damage! It almost got Zero on its own!
Still flaily with Kensou but I did find his qcf+LP, which seems to have a high hit rate and is even somewhat safe-ish. His qcb+LP is pretty good, too; the HP version is kinda okay if used from near full screen distance. But I keep accidentally using qcf+HP or eh whichever it is, where he helicopters his legs way up into the air; I guess that would be an anti-air if I could actually use it right. Still too many special moves mushed up in my head with Kensou! And he's got a dive kick?!?
And Andy is the poster boy for too many specials--but his are all good! Andy is pretty ridiculous really. Like, the AI just reminded me he has a dive kick, and it looks sickeningly effective in what little use I've given it. Can't seem to remember his elbow move input for some reason, that's a disgusting move. Oh and he's got an uppercut I've barely touched; and various little kick flips, I think, that I don't even know how to do on purpose. Dang these complicated ninja boys.
Saisyu's pretty handy as a striker, with either fireball or an uppercut depending on how close he lands to the opponent. Should be an easy juggle, finally got a few single combo hits in later on. = P
· Capcom vs. SNK: Millennium Fight 2000 Pro (DC)
· The King of Fighters 2000 (PS4)
· The King of Fighters 2000 (PS3)
· The King of Fighters 2000 (PS2)
· The King of Fighters 2000 (DC)
· The King of Fighters '98 Ultimate Match (PS2)
· The King of Fighters NESTS Comp. (NeoGeo Online Collection v.7) (PS2)

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