I know there is another thread, however, it has a lot of general hate in it (be it for character design or just being KOF in general). So anyway, I decided to start another thead that talks about the actual game KOF:MI2.
Feel free to point out anything I’m missing so we can have a complete info thread.
B. Jenet (beat game 5 times with diff chars)
Fio (beat game 3 times with diff chars)
Hanzo (beat game 4 times with diff chars)
Hyena (beat game 13 times with diff chars)
Jivatma (beat game 14 times with diff chars)
Kim (beat game 1 time with diff chars)
Kyo “Classic” (beat game 9 times with diff chars)
Lily Kane (beat game 8 times with diff chars)
Nightmare Geese (beat game 6 times with diff chars)
Mr. Karate (beat game 12 times with diff chars)
Ninon Beart (beat game 7 times with diff chars)
Ralf “Armor” (beat game 11 times with diff chars)
Richard Myer (beat game 2 times with diff chars)
Terry “Wild Wolf” (beat game 10 times with diff chars)
Basically it’s a 4-button game: LP, HP, LK, HK. Pressing buttons in different combinations will result in additional techniques. Here a list of stuff:
f+HP = Throw
f+HK = Throw
LP+LK = Sidestep (into the background)
d+LP+LK = Sidestep (into the foreground)
[LP+LK] or d+[LP+LK] = Sidestep into Sidewalk*
*As long as you are holding LP+LK you will continue to sidewalk in the initial direction.
b+LP+LK = Roll Back
f+LP+LK = Roll Forward
b+LP+LK or f+LP+LK (During Guard) = Counter Roll*
*Costs 1 meter
*Can also be done after being Sabaki’ed (still costs 1 meter)
HP+HK = Power Attack*
*Can also be done in air.
*Can also be done after being Sabaki’ed (still costs 1 meter)
HP+HK (During Guard) = Guard Break* (actually it’s an Alpha Counter)
*Costs 1 meter.
b+LK+HP = High/Mid Sabaki (Parry basically)
db+LK+HP = Low Sabaki
LP+LK (when hitting ground) = Break Fall (basically backwards tech roll)
LP or HK (when on ground) = Quick Getup
HP (when on ground) = Quick Getup (into the background)
LK (when on ground) = Quick Getup (into the foreground)
In addition to all that stuff, there are also numerous command normals for each character. You’ll have to learn those on your own.
There are 3 meters: Health, Guard, and Super.
Super meter can be filled up 3 times during round one (unless options have been changed). However, if a player loses the first round, they will be able to build up 5 supers in the next round. So, if both characters lose a round, in the third round they will both be able to build up 5 meters.
Super Cancels are done by doing a SC-able move into a super. A SC costs an additional meter on top of the normal super cost. For example: Terrys QCB,DB,F+P takes 1 meter, but canceling Burn Knuckle into it will cost 2 total (QCB+LP -> SC QCB,DB,F+P).
If you guard, your guard meter goes down. Pretty straightforward. However, from what I’ve seen so far, it doesn’t ever go back up (for that round) until you’ve been guard-broken. When you run out of guard meter, the meter begins filling back up but it’s red (instead of green). During this time, you can be constantly guard-broken. Ow.
There are like a million things to unlock in the game, chars, costumes, and stages (and maybe some other stuff… I dunno).
Beating story mode for the first time unlocks a new character and a profile for that char (in Profile Mode, you can check out the diff costumes, see the bio and story in japanese, and rotate around the character and zoom in/out).
Costumes: Every character starts with NORMAL and ANOTHER costumes, with 4 different textures each (therefore they start with 8 total costumes). Playing through any of the modes will unlock a new costume for the char you are playing. There are 38 characters total, and each character has 8 additional costumes to unlock. That means there are a total of 304 costumes to unlock. Yeow.
There are some points to remember when unlocking costumes:
Time Attack: you can only “complete” it once for a particular char and then you must move on (therefore you can only unlock 1 costume in time attack per char). For example: if you complete time attack with Terry, you will unlock one of his new costumes (either NORMAL or ALTERNATE) depending on which one you are using. If you already have all Normals, you will unlock and alternate, and vice versa. If you already have all of Terry’s costumes, you will unlock some other characters costume. I’m not sure if it’s random who gets unlocked, or if there is an order… but it really doesn’t matter.
Easy Mission: There are 100 challenges. You can play through with one character the whole time and still unlock costumes for other characters. Just like the Terry example above, if you do the first 8 missions and unlock Terry NORMAL 5-8, and ALTERNATE 5-8, when you complete the next mission, you will unlock a costume for some other character.
Hard Mission: Same as Easy Mission logic.
Extra Mission: Same as Easy/Hard Mission logic.
UPDATED: Survival Mode: OK, after finally beating Survival Mode, I can explain how it works. Every 20 levels you get a new costume. The logic is the same (if you have all the costumes for the char you are using, you unlock one you don’t have). At 60, 120, and 200 you get new stages (I got NeoGeo Land, Infernal Gate, and Mizuki). I’m not sure if the stage-unlock logic works the same as the chars, meaning, I don’t know if it will ALWAYS give you NeoGeo Land / Infernal Gate / Mizuki, or if it will just give you the 3 “next” stages in queue to unlock. Anyway, doesn’t matter… you get 3 stages.
UPDATED: Another interesting thing about Survival Mode is that you get points every match you win. You can purchase a heal, or an attack up, or a power up etc. Every 50 levels you unlock a new powerup to purchase. Such as “Life Recover” (which, I think is regeneration), and “Max Power” (infinite supers for one round… use it for bosses).
UPDATED: Quick rundown: Every 10 levels there is a “boss” (has some type of powerup). Every 20 levels you unlock a new costume. Every 50 you unlock a new buyable upgrade. At 60, 120, and 200 you unlock stages. You also get sound-tests as well.
Story Mode: Beating story mode for the first time with a character unlocks a new costume. The logic works exactly the same as the other modes. If you already have all that char’s costumes, it will unlock a costume for someone else.
Anyway, be sure to beat story mode and time attack with each char once. That will unlock 38x2 costumes (76).
When you beat 50 missions in Easy Mission, you get a new stage. When you beat all 100 missions, you get another stage and Hard Mission unlocks.
So, if you beat Story Mode with everyone, you have 38 costumes. If you then beat Time Attack with everyone, you have antoher 38 costumes. Beat Extra Mission, you have 20 costumes (4 missions with 5 variations). Then beat all 100 Easy Missions, and all 100 Hard Missions, you have another 200 costumes unlocked. That’s 296 costumes. Not bad. I guess you can finish it out in Survival Mode. New costume at each set of 20. That would be 10 more possible (Which would put you over the 304 threshold. Nice!)
According to FlameX from GameFAQS, there are 52 different BGM’s (more than 35 of which are old-school SNK tracks).