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The King of Fighters 2000
  DCFightingJ  
  opened by paleface at 03:32:38 08/24/03  
  last modified by paleface at 12:25:50 03/05/24  
  paleface [sys=DC; cat=Fighting; reg=JPN]
           
Excellent port of my favorite KoF. Some nice additions too: backgrounds from previous SNK fighting games available in Vs. mode, and a little tile-arranging puzzle mode where you unscramble images you've unlocked in the art galleries. Music from various SNK titles plays in the background as you swap and rotate tiles at your own pace--I can't quite explain why but it's very fun, if they released a game with nothing but lots of these puzzles I'd buy it in a snap.
 
  paleface 16:20:18 03/24/09
           
Not having played one of the Neo*Geo KOFs for a while, it was something of a shock to be reminded here that they didn't run at anything like 60 frames per second; it's probably lucky if it hits 30, and there's lots of slowdown on certain moves and hits, although much of that is probably intentional.
 
What KOF really had going for it was a large cast of appealing and even somewhat wholesome street punk characters who seemed peppy and alive. KOF '99 started moving away from that trend a bit with the introduction of a new starring character, the morose and somewhat bizarre K', and his matching entourage. 2000 continues moving away from lovable street punks by adding, in a roster that comes out to somewhere around 35 characters, a Mortal Kombat escapee who spits poison, and a purple pixie who spits ice.
 
All is forgiven, however, due to the addition of Vanessa, a fox in short-sleeved business attire (C. Viper in SFIV seems to have ripped off her costume design, only with less class) with a delightful array of boxing moves. As is the case with most of the KOF cast, her moves are plentiful and highly intuitive, so you can dive in and start pulling off fun maneuvers without breaking your fingers. Seth, a stern guy also sort of in office wear, is another addition, and seems solid, although I haven't been tempted to use him much...eh which is probably because I prefer to play female characters. :P
 
2000 continues the "Striker" system started in '99, where you pick an additional character to call in during the match for some extra, automated hits on your opponent. They probably got the idea from Capcom (Marvel vs. Capcom, entry 333), but it's a fun addition anyway. In 2000, they did a little extra work, and now each character has an alternate extra striker-only character ("Another Striker") you can select instead, which is fun because it's a way for them to bring back--partially--old characters like Chizuru.
 
So in play, in addition to the plentiful special moves each character has, and their three supers (two regular ones and a third that requires three super meter stocks), you can also hit button combinations to do extra stuff: the first two buttons do rolls (a KOF staple), the middle two buttons call the striker, the end two buttons do what may be an unblockable attack, not sure, the first three buttons use a super charge to activate "Counter" mode, where you can cancel more moves than usual into supers, I guess (I'm not sophisticated enough to use this), and the last three buttons activate "Armor" mode, where you can take a hit but continue whatever attack you're making, which is handy.
 
I wish I'd been cool and collected enough to be able to activate Armor mode against the boss, Zero, properly, because in the best (and possibly worst) KOF tradition he's a real jerk to fight. He isn't as bad as some of their other bosses, though, so I suppose one can't really complain. As is also usual for KOF, the rest of the cast is pretty fun to fight when controlled by the AI, because they aren't very predictable, and aren't robotically perfect; they won't hit you with an anti-air move EVERY time you jump in naked, for instance, unlike, say, Street Fighter. Each one also tends to fight differently from the others due to their different moves, again unlike Street Fighter, where half the cast is a clone of Ryu.
 
Another thing I appreciate about King of Fighters particularly is that the large number of unique and intuitive special moves per character, the three-characters-per-side battles (each side has three playable characters, who have to defeat the other three; when one falls, the next steps in; the port does allow a single-character mode, though), the evasive roll in/out moves that every character has, the high/low jumps that every character has, and the overall fast movement speed of the characters combine to create matches that are very free-flowing and reactive; every character has so many options for moving and attacking that battles feel less like the highly refined Street Fighter's chess matches and more like scrappy street battles won by quick wits, initiative, and reflexes. It makes the series very approachable without being button mashy.
 
Despite the very fun puzzle mode, KOF 2000 feels stripped down by modern port standards: there are no in-game movelists, so you have to keep the manual handy to look up a character's moves (and the manual only shows three special moves per character, even if they have way more than that, so you just have to figure the rest out on your own), and there is no "Survival" or similar mode that would allow you to play in a more extended fashion than the usual series of eight or so fights up to the annoying boss character.
 
It does, at least, have a Training mode, and while the Training mode is lacking things it really should have--movelists and a display showing your control input so you can tell why you're whiffing moves--it has a wonderful extra feature that I've only seen in the later KOF ports, "Watch," which puts the game into a self-playing mode of an endless series of (optionally) random CPU vs CPU matchups; this makes a great "screen saver," so you can just set it on Watch mode and have the AI duke it out for your amusement while you're twiddling your thumbs or whatever. It's also fun for being able to see how well the characters match up when controlled by the AI.
 
The (2D) backgrounds and music in 2000 are among the best SNK produced; the backgrounds in particular are memorable, with fantastic settings like sandy, wind-blown ancient ruins in a desert, or a hallway in a crowded public aquarium, with floor-to-ceiling fish tanks on either side.
 
2000 was, unfortunately, something of a high-water mark for the series for a while; after this one, SNK went through severe financial trouble, at once point nearly dissolving, and development of at least the next two (2001 and 2002) shifted to another, less inspired company called Eolith. Fortunately, SNK would recover, and things would start coming back on track for the 2003 version of the game.
 
  paleface 20:33:45 05/02/16
           
Still my favorite KOF : D
 
  paleface 13:06:02 10/22/18
           
Re-reading my original write-up here from back in the day, I was wondering why I only mentioned Practice mode's "WATCH" setting, and not its "MOVE" setting, which let's you fight against the CPU; I've been using the "MOVE" setting, coupled with the "RANDOM CHR" setting, to run non-stop 1-round vs CPU bouts between random opponents in the so-called "Dreamcast version" of KOF 2000 found in "The King of Fighters: NESTS Collection" on PS2 (entry 1346).
 
The answer is that in the real Dreamcast version of KOF 2000, set to the same settings I was using for endless 1-round battles in the NESTS Collection version, characters are *not* knocked out when reduced to zero health, so the "round" never ends. Characters are only knocked out if you switch the CPU from "MOVE" to "WATCH," which sets Practice mode to CPU vs CPU battles:
 
 
  paleface 11:20:03 09/02/20
           

^ Title screen and intro.
 
  paleface 13:08:52 09/02/20
           
^^ Whoops no I didn't manage to get the intro in there, did I? : P Mwahaha!
 
  paleface 23:03:19 12/12/21
           
The 20 hidden stages in VS/Practice mode of the "Dreamcast" version of KOF 2000 in the NESTS compilation on PS2 are *not* in the version of the game on Dreamcast itself; there was a tease back in the day that the actual DC version would have additional vs/practice stages https://www.gamespot.com/articles/the-king-of-fighters-2000-heads-to-the-dreamcast/1100-2861162/ but it appears that they didn't actually get them in until the PS2 NESTS port of it.
 
  paleface 21:46:48 06/18/23
           

 
~ Frames of light punch input lag on my set-up:
 
The King of Fighters 2000
Dreamcast: 7
NEOGEO: 5
Flycast: 3-4
MAME: 5-6
 
  paleface 18:45:12 06/21/23
           

 
In Flycast.
 
I was playing with the AST, ie Music = Arrange.
 
And I unlocked Puzzle mode. ^ _^
 
Color select is a bit different with how the buttons are mapped or heck I dunno, I guess it's using default buttons rather than remapped buttons gharhg anyway on my buttons its HEAVY is 2P color, LIGHT is 1P color, Px2 is C+D color.
 
You've got Kula right there on the selection screen instead of needing to enter a code, which is handy.
 
Beating Team Play once unlocked Gallery - Puzzle.
 
The Arrange soundtrack is okay sometimes but loses the punch of the OST--so I'll probably stick with the OST. Gameplay is definitely responsive (in Flycast w/ vsync off and so forth I get about 3-4 frames of input delay, vs 5 on NEOGEO, 5-6 in MAME, and 7 on the actual Dreamcast); did notice a few moments of slowdown early on and there are no doubt some dropped frames here and there, but didn't see any reason NOT to play 2000 in Flycast, so far.
 
NEOGEO screen resolution is 320x224; the DC version inserted black bars at top and bottom to get it to 4:3 320x240--or actually 640x480. Unlike with the previous DC games I ran in Flycast, the graphics here come out better using default DC 640x480 resolution for "internal resolution" instead of cranking it up to 8K.
 
  paleface 23:00:44 07/01/23
           
Forcing Flycast (see entry 1615) to 59.94 fps with RivaTuner Statistics Server (see entry 1630) definitely helps KOF 2000's shadow flicker, for instance--the character shadows are much less glitchy when recorded at 59.94:
 

 
 
  paleface 20:12:56 07/12/23
           
The Shinkiro art gallery in the game enabled me to come up with a new thumbnail style for the videos ^ _^
 
 
  paleface 23:48:13 08/02/23
           
Had to remap my buttons in the emulator (they're at default in-game) to get them back to that weird P color picking scheme. (Did a new version of the emulator reset my buttons? Actually for one of these last two game, this and JoJo, I didn't have a per-game control setup defined, whoops.)
 
  paleface 18:46:34 08/03/23
           

 
Pretty much forgot what to do against the boss--haven't been playing enough! : P But I could also swear his pattern was operating slightly differently here than what I was used to in the MVS version. Oh well, possibly just unlucky (as well as out of it ; ).
 
Buttons were a bit scrambled; I'd remapped them using the in-game Options before starting but the character color selection uses the NON-remapped controls--as was a problem in loads of SNK and Capcom, etc games in the PS2-ish era--so I wasn't getting even the weird color select pattern I noticed last time (LP 1P color, HP 2P color, PP C+D color).
 
I think I'd had the buttons set in Flycast for the last episode of KOF 2000, and I noticed prior to recording this time that either for this game or the one I'd just recorded, JoJo's Bizarre Adventure, I had somehow failed to have a custom control config saved--which would explain how I'd got the mappings messed up for one of them, but not both. I grabbed a new version of Flycast for the JoJo's recording--there wasn't a new one today--but normally that wouldn't reset mappings. Anyway I screwed something up somewhere and had to redo my button set-ups in both of them, which was annoying 'cause I thought I'd got the buttons squared away for all these fighting games in Flycast, and now I have the suspicion I'm gonna find I biffed them all somehow and have to set them all up again. : P
 
Anyway 2000 and JoJo both definitely have custom "Game Configs" in Flycast now, so they SHOULD stay set... Hm and so do the others I still have installed--CvS2, Pro, MvC2, and 3rd Strike--so maybe it'll be all right. : P
 
  paleface 22:57:09 08/05/23
           
Download added: 11_pz_kula_mtrx.jpg (121581 bytes)
  "Matrix-ish Kula puzzle."
 

 
KOF 2000 has 20 hidden stages from other SNK games; unlike the PS2 NESTS Collection, 5 of them are locked to start with--to beat them, you have beat TEAM and SINGLE arcade mode--any difficulty--and clear the added PUZZLE mode. The 5 locked ones have their own music tracks.
 
PUZZLE's a sliding/rotating tile unscramble-the-picture thing. There are 31 non-PRACTICE puzzles; beating them took me 6 hours. All in all I played for 7 hours straight and it only felt like maybe 3-ish so uh I guess I still get into this.
 
Hidden stages are PRACTICE and VS modes only, and based on 2P/CPU's striker:
 

FATAL FURY: Geese Building
- Terry - Geese
 
FATAL FURY: South Town Village
- Hinako - Lilly
- Andy - Billy
 
FATAL FURY SPECIAL: Bay Area, USA
- Joe - Duck
 
GAROU: Yok Chong Market
- Choi - Jae Hoon
- Chang - Dong Hwan
 
THE KING OF FIGHTERS '94: China
- Athena - [Athena] Athena
- Kensou - Psycho Soldier Kensou
- Bao - Kaoru
 
THE KING OF FIGHTERS '95: Japan
- Ryo - G-Mantle
- Ramon - Neo & Geo
- Benimaru - Another Benimaru
- Shingo - Cosplayer Kyoko
 
THE KING OF FIGHTERS '95: Mexico
- Kyo - Saisyu
- Kula - Rugal
 
THE KING OF FIGHTERS '96: Finals at Kagura Stadium
- Mai - Chizuru
- Iori - Mature & Vice
- Leona - Goenitz
 
THE KING OF FIGHTERS '97: Orochi Chris' stage
- Whip - Chris
- Clark - Shermie
- Ralf - Yashiro
 
THE KING OF FIGHTERS '97: USA
- Iori - Another Iori
- Mary - Yamazaki
- Lin - Eiji
- Seth - Daimon
 
THE KING OF FIGHTERS '98: Japan Temple
- Kasumi - Unknown
- Robert - Another Robert
- Takuma - Gai
 
THE KING OF FIGHTERS '99: Park
- Kyo - Syo
- Choi - Cool Choi
- Chang - Smart Chang
- Maxima - Rocky
- K' - Another K'
 
THE KING OF FIGHTERS '99: Site Vector 70599
- Jhun - Baedal
- Kula - Foxy
 
REAL BOUT FATAL FURY 2: China (Jam)
- Kasumi - Xiangfei
 
REAL BOUT FATAL FURY SPECIAL: China
- Chin - Baitang
 

Require unlocking:
 

BURNING FIGHT: Main Street
- Ramon - Duke
 
KIZUNA ENCOUNTER: construction site
- Kim - Sue Il
- King - King Lion
 
THE LAST BLADE: Kaede's stage
- Ryo - Kaede
 
METAL SLUG: Mission 1
- Vanessa - Fio
 
SAMURAI SHODOWN II: Northern Country, winter
- Yuri - Nakoruru
 
I partially found out about this from the following Google
search result:
 
https://www.neo-geo.com/forums/index.php?threads/king-of-fighters-2000-dreamcast-hidden-bgs-roxorz.16303/
 
  paleface 22:57:43 08/05/23
           
The King of Fighters 2000
 
Dreamcast (JP)
 
Hidden Stage Unlocking & Selection FAQ by Ben Chamberlain
 
To fight in one of the following stages from other SNK games,
select one of the listed characters and pick their indicated
Another/Maniac striker--this must be done by 2P in VS mode,
and for the CPU in PRACTICE mode:
 

FATAL FURY: Geese Building
- Terry - Geese
 
FATAL FURY: South Town Village
- Hinako - Lilly
- Andy - Billy
 
FATAL FURY SPECIAL: Bay Area, USA
- Joe - Duck
 
GAROU: Yok Chong Market
- Choi - Jae Hoon
- Chang - Dong Hwan
 
THE KING OF FIGHTERS '94: China
- Athena - [Athena] Athena
- Kensou - Psycho Soldier Kensou
- Bao - Kaoru
 
THE KING OF FIGHTERS '95: Japan
- Ryo - G-Mantle
- Ramon - Neo & Geo
- Benimaru - Another Benimaru
- Shingo - Cosplayer Kyoko
 
THE KING OF FIGHTERS '95: Mexico
- Kyo - Saisyu
- Kula - Rugal
 
THE KING OF FIGHTERS '96: Finals at Kagura Stadium
- Mai - Chizuru
- Iori - Mature & Vice
- Leona - Goenitz
 
THE KING OF FIGHTERS '97: Orochi Chris' stage
- Whip - Chris
- Clark - Shermie
- Ralf - Yashiro
 
THE KING OF FIGHTERS '97: USA
- Iori - Another Iori
- Mary - Yamazaki
- Lin - Eiji
- Seth - Daimon
 
THE KING OF FIGHTERS '98: Japan Temple
- Kasumi - Unknown
- Robert - Another Robert
- Takuma - Gai
 
THE KING OF FIGHTERS '99: Park
- Kyo - Syo
- Choi - Cool Choi
- Chang - Smart Chang
- Maxima - Rocky
- K' - Another K'
 
THE KING OF FIGHTERS '99: Site Vector 70599
- Jhun - Baedal
- Kula - Foxy
 
REAL BOUT FATAL FURY 2: China (Jam)
- Kasumi - Xiangfei
 
REAL BOUT FATAL FURY SPECIAL: China
- Chin - Baitang
 
The following additional stages first require unlocking
through GALLERY - PUZZLE mode. To open PUZZLE - CHALLENGE
MODE and PUZZLE - SPECIAL MODE, beat the game in SINGLE PLAY
and in TEAM PLAY, at any difficulty. Beating the puzzles
unlocks their art in the GALLERY - ART GALLERY mode, plus
the additional five stages below. Unlike the extra stages
above, these five have their own music in the game.
 
As with the other hidden stages, to fight in one of the
following stages from other SNK games, select one of the
listed characters and pick their indicated Another/Maniac
striker--this must be done by 2P in VS mode, and for the CPU
in PRACTICE mode:
 

BURNING FIGHT: Main Street
- Ramon - Duke
 
KIZUNA ENCOUNTER: construction site
- Kim - Sue Il
- King - King Lion
 
THE LAST BLADE: Kaede's stage
- Ryo - Kaede
 
METAL SLUG: Mission 1
- Vanessa - Fio
 
SAMURAI SHODOWN II: Northern Country, winter
- Yuri - Nakoruru
 
I partially found out about this from the following Google
search result:
 
https://www.neo-geo.com/forums/index.php?threads/king-of-
fighters-2000-dreamcast-hidden-bgs-roxorz.16303/
 
  paleface 21:42:53 08/06/23
           
(Oh my controls had reset because I somehow managed to toggle my HRAPV from PS3 to PC setting. : P)
 
  paleface 17:22:56 08/17/23
           
Download added: 26_iori.jpg (52498 bytes)
  "Iori composite from Gallery mode"
 

 
Having trouble getting Dreamcast difficulty 3 Zero to fall for my old MVS difficulty 8 roll-n-throw. Probably just outta practice. Will try 8 next time. : P
 
  paleface 18:49:19 08/24/23
           

 
So yep the boss seems to do his gliding-at-you more on difficulty 8 than he was on difficulty 3, so it's way easier for me to get him with my cheap ol' roll'n'throw routine on this higher difficulty. ; )
 
Starting off in the regular fights was a bit rough though. ; D And my brain was broken and I couldn't even remember how to kick K's fireballs for a long time. : PPP And I'm muddled about how to use Robert. CPU sure slung some fireballs at me with 'im at the end though, and I was taking them right to my faces.
 
  paleface 20:35:21 10/10/23
           
Download added: 28_tak_beni.jpg (84282 bytes)
  "Takuma and Benimaru"
 

 
I called Chin "Lin" : P.
 
Compared some of this with the SSFIIX video I just did, frame by frame, and yeah SF has more frames of animation generally, so I guess that's the difference in feel coming back to KOF. They made what frames they have play so good though.
 
Mai got cookin' at the end! Have completely forgotten Takuma's stuff; remembered a bit late that the CPU fireballs with him a lot (and they do launch fast!).
 
  paleface 20:47:44 10/23/23
           

 
Hinako Shijou, Benimaru Nikaido, Sie Kensou, and King
 
Actually did some stuff with Kensou. = o I can't handle his (2?) moves where he spins up into the air, but he's got two where he cruises along the ground--the flying punch uh maybe qcb+P and then umm the skippy one, was it the other qc P?--and those were working pretty well, and so were his loopy normals somehow.
 
Rusty on Hinako, that was really hit and miss. But King seemed to hit almost every time!
 
  paleface 21:05:35 10/23/23
           
Download added: 31_kul_dia_toss.jpg (81150 bytes)
  "Diana tosses Kula"
 

 
Kula Diamond, Kyo Kusanagi, Iori Yagami, and Ryuji Yamazaki
 
So the Kyo/Iori team ending overrides the Kula team ending. And I guess if you have Kula on your team, you don't fight mid-boss Kula, 'cause I checked all my play-throughs as her, and mid-boss Kula never ever showed up! I had 320 pts in the first fight here, that should'a been plenty.
 
Also, that ending with Kyo and Yamazaki was just super hilarious to me. ^_^^^ For a while there I didn't think Yamazaki could grab the boss!
 
At first I thought I didn't like Kyo's 2P (red) costume but it kinda grew on me, at least it's more interesting than just sorta muddy black. : P How did they end up with such weak colors for Kyo, and for Iori's 2P? I guess they really were outta time maybe.
 
  paleface 20:34:53 10/28/23
           

 
Joe Higashi, Vanessa, Andy Bogard, and Terry Bogard
 
I never realized you can't throw people while they're guarding in KOF2000! = oo
 
Have a long way to go with Vanessa and Andy. = P
 
I managed to get Vanessa and Andy's order mixed up in my head when I continued. : P
 
Watch Hard in this version doesn't have the options the PS2 NESTS version has that let you do random 1-round VS CPU battles (which were a bit too easy, like here: https://www.youtube.com/watch?v=6IwRsWS7kuQ ), or "winner-stays-on" CPU-VS battles.
 
  paleface 19:07:09 11/02/23
           
Download added: 33_hin_hin_slap.jpg (288502 bytes)
  "Schoolgirl sumo slap fight in the aquarium = o"
 

 
Hinako, Kyo, Benimaru, Shingo
 
Real rough start--Hinako vs Takuma is a tough match-up (and Hinako vs Choi!). Still can't beat Robert even as a striker, apparently! : P Hinako got cookin' after a while though. I like Shingo's striker grab attack, that's something different--surprised it caught Zero, and he got out of it real fast!
 
Can't beat Robert (even as a ghost striker) OR Lin, apparently. = ooo
 
  paleface 21:18:17 11/02/23
           
Download added: 34_ben_hin_rob.jpg (160319 bytes)
  "Benimaru and Hinako finally get Robert = Ppp"
 

 
King, Shingo, Benimaru, Hinako
 
Still can't beat Lin. Kinda beat Robert though? Couldn't hit the right buttons for colors, doggonit why'd they make it take two buttons together to get 2P color in the DC version? : PP
 
Sheesh the segaretro.org site was having problems--bad gateway for a bit, then super slow when I tried going back later. Couldn't even find the manuals through the site menu, had to go back to Google for it again: https://segaretro.org/Category:Dreamcast_JP_manual_scans , and finally https://segaretro.org/File:King_Of_Fighters_2000_DC_JP_Manual.pdf
 
So "Counter" in the Japanese manual Google phone app translates as "You can set whether or not there will be a counter when your character's attack hits" but this just means that your attack will be a "COUNTER" attack, doing more damage or a knockdown or something. : P I don't know how that CPU Chin attacked my Kim while on STAND that one time, maybe some CPU loop left over from the MOVE HARD mode.
 
(Oh the US AES manual I already had downloaded has it as COUNTER = "Set whether or not to counter when the character is hit" which is even more confusing. ^ D^)
 
So silly you can have KOs in the MOVE VS 2P mode Practice mode, but not vs the CPU there. They fixed that in the JP "NESTS" PS2 version.
 
And I yet again forgot to set the device to use for Port B in Flycast, which is why MOVE VS wasn't working and I was flailing around for a while. : P
 
The King move I was missing was qcb+P, where she runs forward, then kicks at multiple heights.
 
I finally figured out why my left shoulder was getting irked sometimes when playing sitting on the floor! It's 'cause I was propping it up on my thigh sometimes, which pushed it up a little too high for comfort, apparently. Silly things. So yay ergonomic problem solved, whew!
 
Oh, it doesn't say "Tanks" in the end credits, it says "Congraturation!" THAT's the SNKglish. ^ _^
 
Stage names from the credits:
Factory
Scrap Dump
Garbage Dump
Desert
Korea
Aquarium
Temple
 
  paleface 19:38:43 11/07/23
           
Download added: 37_kas_mar_van1.jpg (60757 bytes)
  "Kasumi, Mary, Vanessa - Shinkiro art from Gallery mode"
 

 
Kasumi, Mary, Vanessa, Terry
 
My Kasumi & Vanessa need a lotta work. Heck Kasumi I'm never gonna play complicated in any way 'cause I can't do counter moves but I used to be able to do her basics quite effectively; here I think I got too into trying to use her fireball wave all the time, instead of just maybe as a meaty on opponent wake-up. : P
 
Huge trouble vs Fatal Fury team! = ooo Although one was just a stupid dumb hubristic choke when I was way ahead as Vanessa vs Andy. And he did hit me every time with the ninja elbow. ; P
 
Did okay with Kasumi vs Kula at least. : )
 
Noticed that if Zero wasn't sliding at me, I could get him to slide after triggering a Terry striker bomb at him. Huh! I wonder if that's consistent with striker bomb use vs the boss, that would be quite handy. Kinda saved my buns there, also got a few fortunate squeak-ins with Vanessa, whew!
 
  paleface 18:52:13 11/15/23
           

 
Mary, Andy, Benimaru, Kensou
 
Not gonna use Kensou as a striker again: his single hit is weak (and probably gives a juggle combo but I'm too bad at those to use it right), his heal range is too tricky for me to manage : P, and makes the black screen super flash effect which my eyes are too sucky to stand. Yeah!
 
Can't do Mary's counters, and most of her specials have follow-up attacks you gotta input really fast. So uh what the slide the CPU loves is a back-forward plus K I think then you gotta do a qcf plus K really fast to do the grab. (The CPU doesn't usually do the follow-up grab, I wonder why??) And her qcf plus P flip kick forward, repeat it to grab; and her super-fast uppercut kick, repeat that super duper fast to grab! Sheeee--yikes. = ooo
 
Andy's elbow is the family db to f motion, gargh. : PP Oh and I always forget his qcf plus k or whatever dive kick, and you follow with P or K for a low or high second strike on landing.
 
Still can't beat Robert. Timed me out by like two pixels! I'm such a chump, all I had to do was block that fireball! GARHGH
 
  paleface 18:22:56 12/08/23
           
Apparently https://snk.fandom.com/wiki/Syo_Kirishima , Syo Kirishima was just a prototype of the character that eventually became Kyo Kusanagi. He first appeared, as a striker, in KOF '99.
 
  paleface 20:46:03 12/21/23
           
Download added: 41_rob_skirt.jpg (169958 bytes)
  "Vanessa surprises Robert; Zero's skirt"
 

 
Benimaru Nikaido, Vanessa, Kula Diamond, and Billy Kane, also checked out some Seth, Ramon, and Maxima in Single Play.
 
This time it was the weakly named "Benimaru Team" that destroyed me, particularly Seth. Only got by once he moved to striker. Sheesh!
 
Made me think though maybe I should put Seth back in my team generator. Tried him, he's kinda fun, so yeah. I can't do his counters and his dive kicks can confuse me (there ARE four--two on punch, LP going BACKWARDS = oo) but still.
 
Also tried two others I'd removed, Ramon and Maxima--but I'm still severely one-dimensional with them, and I don't like Ramon's short normals and Maxima's slow speed, so still leaving them out for now.
 
Did unexpectedly well with Vanessa, even put in maybe my biggest ever destruction of Robert, who usually tears up my whole team thanks to some sort of mental block I've developed regarding him. ; ) Granted I don't usually get to face his Art of Fighting team in the 1st match like this, where the AI is going easier on you, but hey. Kinda got Benimaru warmed up by the end, too.
 
Flycast DOESN'T seem to have keyboard shortcuts aside from the ones you can assign--so no dedicated Pause function? You can Tab to pause and bring up the menu, but that leaves at least the small menu in the middle of the screen. Hrm. (And the DC START button doesn't pause on the character select screen, so that wouldn't have helped.)
 
Ah yeah and my notes from just two months ago were that you don't face Kula if she's on your team (and yeah Kyo & Iori override her for the ending if they're (both) on the team too).
    
downloads:
· 00_menu.jpg
· 01_option.jpg
· 02_battle.jpg
· 03_key.jpg
· 04_char_sel.jpg
· 05_fly_kick.jpg
· 06_practice01.jpg
· 07_challenge01.jpg
· 08_gall_hinako.jpg
· 09_gall_aof.jpg
· 10_gall_psycho.jpg
· 11_pz_kula_mtrx.jpg
· 12_pz_bw_moto.jpg
· 13_pz_ramon.jpg
· 14_pz_maxima.jpg
· 15_pz_k_graphic.jpg
· 16_pz_shinkiro_c.jpg
· 17_pz_shn_k_hunk.jpg
· 18_pz_shn_k_beas.jpg
· 19_pz_shn_k_blur.jpg
· 20_pz_shn_kl_blr.jpg
· 21_pz_shn_io_prf.jpg
· 22_pz_shin_mai_b.jpg
· 23_burning_fght.jpg
· 24_last_blade.jpg
· 25_puzzle.jpg
· 26_iori.jpg
· 27_k_dash.jpg
· 28_tak_beni.jpg
· 29_mai_king.jpg
· 30_tak_mai.jpg
· 31_kul_dia_toss.jpg
· 32_joe_mashup.jpg
· 33_hin_hin_slap.jpg
· 34_ben_hin_rob.jpg
· 35_congratur.png
· 36_ben_king.jpg
· 37_kas_mar_van1.jpg
· 38_kas_mar_van2.jpg
· 39_mary_thumb.jpg
· 40_bad_mickey.jpg
· 41_rob_skirt.jpg
· 42_k_tak_dub.jpg
· 43_kyo_kul_can.png
· disc.jpg
· kof2000_title.jpg
 
references:
· The King of Fighters 02/03 (PS2)
· The King of Fighters 2000 (PS4)
· The King of Fighters 2000 (PS3)
· The King of Fighters 2000 (NEO)
· The King of Fighters 2000 (PS2)
· The King of Fighters 2001 (DC)
· The King of Fighters 2002 (DC)
· The King of Fighters '94 Re-Bout (PS2)
· The King of Fighters '97 (PS1)
· The King of Fighters '97 Global Match (PS4)
· The King of Fighters '98 (PS1)
· The King of Fighters '99 Evolution (DC)
· The King of Fighters Dream Match 1999 (DC)
· The King of Fighters NeoWave (PS2)
· The King of Fighters NESTS Comp. (NeoGeo Online Collection v.7) (PS3)
· The King of Fighters NESTS Comp. (NeoGeo Online Collection v.7) (PS2)
· The King of Fighters Orochi Comp. (NeoGeo Online Collection v.3) (PS2)
· King of Fighters R-1 (NGP)
· King of Fighters R-2 (NGPC)
· The King of Fighters XI (PS2)

 
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