Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

The King of Fighters: Final attack

KOF 2002um Remade and updated with new characters and Boss Rush · By United By Games, Bigruss91

Update List - "Stuff we fixed"

A topic by United By Games created Sep 02, 2024 Views: 5,780 Replies: 88
Viewing posts 1 to 120
Developer(+1)

Changed amandas movelist to relect her new move motions

Remade the team select options due to user feedback

Lowered hitspark on moes light kick. Remade Amandas charge move to hit when close and not far away. 

fixed the ai when mai does her rekka. 

Developer (1 edit)

Fundamentals of the game are now fixed. Please send more fundamentals


Developer

rewrote dans ai

rewrote gonitz fan moves 

rewrote gonitz ai

fixed takumas back dash

Developer (2 edits)
  1. Fixed Chizuru's taunt
  2. Fixed Momokos's taunt 
  3. Fixed Elizabeth's air CD
  4. Fixed Mr. Big's run 
  5. Yuri's MAX super now keeps player 2 in stun state 
  6. Hwa Jai rapid punches no longer keep player 2 in hit state
  7. Raiden poison cloud slowdown reduced and added more frames
Developer

New default resolution set. Previous one was to big. 

Developer (2 edits)

fixed malin's pallet issues and did the rest of the seperation

fixed melcores max2 missing at the end

fixed chonshu ai to be toned down more

fixed shen woo CD not working

fixed janets MAX2 losing combo
fixed amanda getting stuck after her super

Developer

Fixed mai's walking 

Added new sprites for Melcore's buddy

Developer (2 edits)

centered all info screens better

hwa jai air CD better timed

Maki MAX 2 damage lowered

Zero Clone super is now invincable 

Terry super has proper pushback on block 

Terry ground wave no longer combos from normal attacks. 

Terry hard crackshoot no longer hits on juggle

Terry light crackshoot now ends juggles 

Bosses added to the end of team modes. You wanted it, you got it! Good luck! 

Lee is now unsafe on spinning supers

added button key to options

Developer

Fixed Whip's height. she was a massive giant!

Fixed blue Mary's AI getting stuck

Chonshu and Chonrei throws where they put someone in a weird position is now fixed 

Fixed typo in Kyo movelsit

Added guiles new moves to the move list

Added pushback to Kula's freeze breath on guard

Fixed Kyo super sounds

Fixed Kyo not doing a super cancel

Fixed evil Ryu not doing rage demon explosion at the end on win 

Fixed vice forward light punch

Fixed Sakura forward dodge

Issue with Orochi Team switching back and forth on intros fixed. 

Fixed Raiden's new throw 

AI updates

Developer

Fixed more Kyo combos

Fixed Leona's intro with orochi team

Updated Melcore's intro

Fixed Chang who was crashing the game

Fixed Kula intros with foxy and k (could use more work but is working again)

Fixed Lin having no block stun for himself

Brian cd is now fixed

Developer

Lin poison MAX2 now works

Geese does not lose combo in supers

Kasumi super no longer can be done in air 

Orochi Shermie supers retimed

Benimaru spinning kick damage fixed

Benimaru anti air move does not knockdown now 

Benimaru wiff into super cancel fixed 

Hinako combos fixed however still need to fix a weird one 

Redone Ash's AI

As forward punch now connects in that weird way 

Redone Cao Long's AI

Tung's air moves now need to be higher in the air before he can do them

Kim has to be higher in the air to do stepy stepy

Cao Long's air move has to be higher in the air to do it 

Developer

Alfred throw issues are fixed

Mary's spin heel kick adjusted

Saisyu intro now works

Seth Hitboxes fixed 

New intro with Yamazaki and Terry

Developer

Alfred throw issies are fixed

Mary's spin heel kick adjusted

Saisyu intro now works

Seth Hitboxes fixed 

Seth Ai remade. 

Gai AI remade. 

Akuma raging demon issue fixed

Honda AI throw issue hot fixed

Fixed Chris flame taunt

Ryu's normals all combo like SF Alpha 3

Fixed the name on Ryu's super

Gato damage rebalance. No more easy 95% combo

Developer (3 edits)

Added a new AI mechanic

Ryu normal cancels and chain hits updated

Ken normal cancels and chain hits updated

Chun Li normal cancels and chain hits updated

Guile normal cancels and chain hits updated

Sakura normal cancels and chain hits updated

Guile now has better control over his forward and back roundhouse kick.

Sakura back dash improved. 

Readded a throw for Hinako

Sagat updated to be more like Sagat alpha 3. Some cancel into specials will be taken out later. 

Syo super connects better

Daimon super throw now connects better

Developer

Fixed Iori Forward + Light Punch cancel

Sagat's fireball super now goes forward right away

Sagat's Tiger Raid now workslight and hard kick. 

Iori's fireball would sometimes be unblockable. fixed. Nobody reported this btw >_>

Sagat's chains are now in and removed all distance cancels. Sorry :) 

Vega is better to control from off the wall special

Vega moves now connect better during fixed cancels

M.Bison max2 less damage 

M.Bison has a new start to his MAX2

Hugo's chain combos added

E honda's chains updated

Developer

chonrei and chonshu uppercut damage nurfed

chonshu couching a and b infinite. fixed

Chonshu given pushback on dash attack

Benimar, Daimon, and Kyo supers damage redone

Nameless supers damage set to 2k2um

Iori, Chizuru, Kusinagi's supers damage redone

Added missing move to Chizuru's page 

Nakoruru now kills 

Developer

wilverportella fixed Iori EX Pallets! 

Mature supers damage rebalnce

Vice supers damage rebalnce

Terry supers damage rebalnce

Andy supers damage rebalnce

Ryo supers damage rebalnce

Robert supers damage rebalnce

Yuri supers damage rebalnce

Fixed Mr. Big making white stages

Developer

ATTACK MODE DAMAGE REDUCED TO 10% 

chonrei added pushback to the dash attack

lowered the height on all characters. no more jump issues

Saishu forward attack now combos

Vice forward roll fixed

Honda's 100 hand slap now has more range

Sagat pallet error is fixed

Billy original pallet is now on p1

Orochi Chris original pallet is now on p1

Billy original pallet is now on p1

Developer

candy combos updates

mary combos update

cao longs combo update

Daimon super moves retimed

Orochi p1 outfit fixed

K pallet issue fixed

Chizrur and Maki portaits swapped 

Developer

goro lv 1 super is now lv 1 again 

nakoruru super is no longer free

zayra is now hitable after her super

syo being reworked has started

shermie moves are being updated. most were not 2k2um like

more ai fixing

sakura's ass is back 

new sakura win pose

new dan intros with a certain family

melcores buddy now has his own pallets

Developer

vega pallets fixed

dan vs robert intro

vice air CD fixed

Robert can now attack during running

More changes to everyones AI

Some pallet renumbering

Developer

orochi yashiro can now command grab from forward

Geese Super now auto locks player 2

orochi clones now fixed in boss rush

king pallet is fixed

hotaru nolonger has 2 hitsparks

All Capcom characters now have chains from most ducking hard attacks

all move lists updated

Lee's close hard kick now launchers

Lee's rapid-fire moves second part are now added. Jump not added yet

Developer

todo max2 now works on the edge of the screen

YUKI max2 now works on the edge of the screen

replaced most of Leona's fire sprites

Fixed Leona's forward attack

fixed nameless hard kick knockdown

Shingo ai would do a move that normally cant do. removed 

Kusanagi has 2 super cancels added

Shingo super adjusted for juggles 

Shingo kick uppercut now works off of hard attacks the right way 

removed super from Hinakos Ai

removed super from Eiji's ai

Kaylee can now change stances during movement 

Chun li spinning bird kick has a longer end frame. any longer would make the move unsafe in every situation

Takuma DDpunch parry is fixed

Lee can super jump after his launchers. 

nameless drill can not be blocked during the drill anymore

Adel now can get up after a OTG

Developer (1 edit)

Lucky buffer times reduced

kasumi's ai remade

Robert's ai remade

Gato's second part of his punch made it easier to do 

fixed Roberts's uppercut to act like 2k2um

fixed kasumis chains 

billys ai remade

Developer

stopped sagat from flashing

stopped kasumi from flashing

chun li spinning bird kick now knocks down like street fighter

rugals ai remade

rugal fireball refecting fixed

Silvers Counter Super has proper range now

removed Jhun rekka

Xiangfei Super has the correct motions

K' fire ring works the correct way now. 

K' weird super issues with him not hitting at close range and stuff are now added. 

Developer

flowers on Moe flip kick like kof ex 1

Saishu now has super cancels. some moves don't juggle yet. 

Takuma overlapping moves are now fixed. 

Requested we make Takuma DD,P into super cancel. This is only done in max mode so we won't add it for now. 

Fixed Hotaru forward kick so it connects in combos

fixed Hotaru combo that wasn't working from her stances

fixed low stance to be able to combo from close attacks

fixed speed and distance of Hotarus hop from stance

Requested to give her NGBC things thinking she's the same in XI. I checked, and she's not the same.

Developer

Super and Dream animations finished for testing

John is mostly finished and is for testing. Feel free to give feedback on his moves and offer new ideas! 

fixed the issue of Shingo countering someone and locking them into the air 

Fixed Akuma doing instant kill

Xiangfei counter moves can be done easier. 

12 characters movelists updated for missing moves and wrong motions

Developer

Some major updates most of you won't notice. All normal hits are updated. 

When you hit someone in the air, they will auto-recover if it is a normal hit. This was an issue for some attacks. 

No more light punching someone three times in the air. Cheaters! All CD attacks are rewritten. Once this is done, we will give them a new system. 

Normal attacks no longer require corner pushes to hit someone in the air. After some testing, we may also have to use some special attacks this way.

Developer (1 edit)

Shen Woo AI remade

Kensou AI is currently off for now. 

Shen Woo was doing unblockable hits. fixed

Rest of the new CD changes were added in

Pallet issues for some characters were fixed

Few more tweaks for John. 

Developer

MAX2 supers getting updates. We are starting to remove art from them because we are missing a lot. 

Nightmare geese air fireballs no longer overhead hit

Developer

BOSS UPDATE! 

Cant give much details here because it was mostly AI. 

Rugal not being able to run is fixed

Orochi Fireball is fixed 

Bosses are still unplayable and will be removed from the main menu sometime next week. 

No we are not balancing them out. Its for testing only. 

Developer

10,000 DOWNLOADS!!! 

Big boss update! Some bosses' problems were fixed and reported. 

We created the DARKSOULS of KOF boss rush

All the bosses that needed better AI now have it. 

All bosses only do what they can do in the real games. No crazy shit as far as we know. Bosses act mostly like their real counterparts unless the boss was very weak "Mukai 2003" and we made them do some extra combos based on their moves. We also re-adjusted some damage, life, and defense. It made things a little easier on you. Please keep in mind it is hard to make a boss ai because some of you can kill it easily whereas some of you may see it as impossible. The goal is to have something you can play offline by yourself as a challenge and hopefully help you sharpen your skills for the real 2k2um or any other fighting game.

However some of you want to beat it live on stream.

For this update, we disabled test keys. We know some of you want to stream the boss challenge next week, so this will help your playthrough be pure. 

GOOD LUCK!!! 

Developer

Fixed minor boss issues

New dan intros added

Developer

There was an issue on Itch.io today that caused something—I don't know what at the moment—but something about the site had to go down because of problems. To be safe, we are updating the game again with minor fixes. This is to make sure the files have no issues. 

Developer

The first person to stream and beat level 8 boss rush (with no cheats) has happened

Did you beat it? Let us know! 

--------------

Some boss ai issues fixed

nightmare geese clone on hit fixed

some boss's damage lowered for some moves

more intros added

Developer (1 edit)

All special intro triggers rewrite. intros now work once on round 1 for single matches, always work in team matches, and are  disabled in Simu

fixed lots of broken intros that would not trigger

more minor boss changes

Developer

The rest of chang has been cleaned up. 

Fixed the stalling of some of the intros

more damage fixing for some max2 supers

Developer

akuma hard normals are fixed

Amanda moves tweaked

Amanda now has a teleport

fixed ex iori run 

redid everyone's CD attack so everyone falls the right way 

Developer

I updated Miu with some better animations and brought her 2 fireball moves back. Other tweaks. 

Tweaking Dan. This is a problem character. Dan historically is a bad character. I looked up guides and he has very little info on him. One guide literally said "I don't play him," Another guide said "Unplayable" Watching combos, he just combos off of his mid attacks. So we made the forward punch have less pushback in a combo. This is a very rare thing in KOF because most of the pushback for every character is the same. The question is would KOF let this happen? The answer is "it is possible" This gives Dan a small amount of combos. But even this seems to be to much for Dan. For now, we will leave this in and then see what everyone says. 

Hitting someone in the air from the ground will now knock them back the correct distance 

Some more stage fixes

Developer

we updated all run and walk

they are now very accurate

we have some issues with jumping now but they will be fixed next update

we are also now researching everyones jump start animations

some are 4 frames. some are 5. there were some at 3, 6, and 7. They were changed to 4 or 5. 

Developer

All velocitys were updated and fixed issues with jumping. 

added in more animations to lins jump

Fixed some issues with vega and his air movement. acts way more like st2

Developer

Silver Max super now works better. 

Amanda sprites fixed. 

Raiden strip on his leg now added to low light punch

More movement fixes after watching our stream to test everything. 

Developer

More AI updates! 

We rewrote the AI triggers and some characters did not react to it. This is now fixed

Hugo, Hinako, Jun, and a few others new Ai are being made. They will be stupid for a while. 

Developer

More remade Ai. Most AI is now updated. 

Fixed issues with some AI not working

Ignitz issues fixed with his roll

Developer

We're back!
Had some issues with a hard drive crash. The team still worked on the game as I got a new pc. 
Lots of bug fixes but they were not kept track of 

Jhun has new AI. 

All running for each character was fixed. Please check if you have the time. 

Developer

Hello! It has been a while since a bug report. 
We are working on the strikers, and this is taking time. We are still fixing reported bugs. The strikers are almost finished and then we will be posting here again. 

Developer

John forward attack now combos. 

Fixed some background elements. 

Ai now dodge less and blocks more on higher levels. 

Syo move list has been updated to show some of his mechanics 

John down-up attack was removed because it looked bad and was given a anti-air ducking punch. 

Kyo's combos are now more lose like the rest of the cast. 

Syo has new counter super

Syo D,DF,F, p now reverted back to the fan fav version 

Characters can now be on the bridge in the start of the KOF 96 stage and then jump into the water during non special intros. 

29 strikers added to Ryu. We will remove them soon, but you can test the strikers for now. 

Fixed some names not working. 

Hugo win pose fixed. 

Amanda has a better charge attack now that hits the right way. 

On some SNK games, they had many curse words in the English win comments. Removed most cussing due to complaints. End music still has cussing as it is the original song, and we will not change it. 

Hugo resize was added. All issues with him should be fixed. Possible Andre and Bao issues still. 

Many new intros with other characters 

Ai now jumps backward. I know this is a shock to some of you, but now it feels even more like a real player. 

Ryo now has working win poses now. 

Updated perfect message with the retro file sound. 

Some of John's moves were retimed. 

Orochi Leona transformation now loses 50% of her life and gains speed 

On hit Akuma chain combos readded

New Sagat air CD (finally!)

Developer

Big Ai update, Can not expand on it as it would basically tell you how to beat the Ai.

Developer

Mai's wall attack will stay at normal speed when player 2 is not on the edge of the screen, away from her. However, she will now go slightly faster if player 2 is at the edge of the screen. This is one of the few changes to 2k2um characters we fixed for this version. Because you have no control over this move when it happens, it makes sense to try to correct the issue for the long screen format. 

Clark's close hard punch now always hits twice 

Ryo's short jump fixed

Mai's pushback on moves fixed. 

Leona fireball is now faster like 2k2um

Leona can now do moves while her earing is on the ground. 

Developer

Working on a Yuri outfit update to celebrate 20,000 downloads. Almost done with it. 

Fixed some issues during the week with combos. 

Developer

Mary update is going slow but is still in progress. 

AI updates. The Ai will try to handle fireballs better. No more spamming it and winning. 

Ai will now try to attack you up close after your move is done. It would normally wait until the full enemy animation was over. 

Developer

John can now cancel from normals while in Attack mode 

More AI fine-tuning. 

Blue Mary hit boxes are not done yet. Hope to finish this week. 

Ryu has no striker code in him for now so he is back to normal. 

Some intros were made and some were finished up. "nope were not saying what they are"

Developer

More intros fixed

Intro video has returned 

Testing bosses for crashes

Developer

This is the final update for a while as we add in more systems. Look forward to it! 

Fixed most of Mary's hit boxes. 

Fixed 2 boss issues

Bosses deactivated once again. Hope you had fun!

Starting to remove more old code from the original versions of the characters. 

New intros! 

Some older intros have been updated or fixed. 

Developer (1 edit)


one more week

Developer

Update is LIVE! First playtest is here STREAMING LIVE! @UEMonthlyfg

Developer

all light punches renumbered

yashiro MAX2 end now connects

K' super now connects with jumping characters

sagat no longer does low attacks in mid air

2 new intros

Developer

3 new intros. A few more are halfway done. 

Updated the boss rush build team mode. Choice pops up right away. 

Ryu super fixed

Rechecked Sagat's kicks. Did some minor timing. 

Renumbered Hugo's attacks.

Developer

NEW INTROS

Team mode in Boss Rush had issues with selecting team and single. Fixed! (we think)

Reiji now has a new voice 

Zayra gained power just by doing normal attacks. Fixed

Global Hitstun reduced from 2 seconds to 1 second. Needs to be tested. 

Cao Long's punch super is now not safe on block

Chun Li's super chip damage has been  reduced 

Chizuru and Reiji's camera work would get weird. Tried to fix. 

Added corner push for Miu's hard punch 

Developer

New intros!

Simali, there's an unused sysvar(2) set in his -1, cut that out.

Takumas kikingeki, there was a velset codeblock in couching p2stateno

Tung fu rue raipd attack now works as intended

Alfred's fireball can now reflect

Fixed all of the  hitdefs in Gato's normals

Tung fu rue raipd attack now works as intended

Amanda vs Guile's fireball now works. 

Brian Max Supers can now be canceled into 

Zayra super fireball can now be blocked while ducking

Developer

Due to community outrage, John Crawley no longer says Mega Smash. And there was much rejoicing! 

Chizuru MAX 2 super freezing someone is fixed 

Andy's MAX 2 now works

Maxima Max 2 now works

Shingo's MAX 2 now hits at the end

Angel's move list no longer goes past the main pages

Rock's MAX 2 now has the correct ending

Vega will now do correct damage when missing the first few hits of his max2

Syo's big punch connects better in more situations, and the hard version has a run

Chun Li's standing forward hard kick in combo loses its low attack property 

Chun Li's forward attacks now put her closer in range when done in a combo 

Iori 2 - red effects now don't fade

Lu Mei, blue mary, max 2 sparks fixed

Violent Ken's overhead kick now does overheads 

E Honda's missing moves in the move list were added 

Shion should now take normal hit stun. 

Kasumi Max2 super random damage fixed 

Developer

New intros!

Kuls'a intro fixed with Maxima

Hugo outro fixed with Poison

Hugo hitboxes moved around some more to fit the new resize sprites

Miu walk away outro is now fixed

Andy MAX 2 damage fixed 

brian MAX 2 damage fixed 

xaingfei MAX 2 damage fixed 

duck MAX 2 damage fixed 

shen wu MAX 2 damage fixed 

orochi shermie MAX 2 damage fixed 

Angel MAX 2 damage fixed 

Ryo  MAX 2 damage fixed 

Griffon  MAX 2 damage fixed 

Gato  MAX 2 damage fixed 

Hotaru MAX 2 damage fixed 

Chin MAX 2 damage fixed 

Bao MAX 2 damage fixed 

Malin MAX 2 damage fixed 

Jhun MAX 2 damage fixed 

Silver MAX 2 damage fixed 

Momoko MAX 2 damage fixed 

Eiji MAX 2 damage fixed 

Yamaziki  MAX 2 damage fixed 

Chun Li MAX 2 damage fixed 

Bao's movelist now fits the screen 

Angel's movelist now fits the screen 

Duo Long supers are now correct 

john's max 2 motions fixed

simali correct max 2 color 

orochi yashiro portrait removed from max 2 

orochi shermie portrait removed from max 2 

kula max2 background fixed

Developer

New intros! 

Ash max2 has way less damage 

Ryo no longer super cancel into super

Chun Li can no longer go into a 1 bar Dream Cancel 

Reiji punch super has more range 

Developer

Zarya max2 start now hits on all characters

Foxy Max2 now starts faster

Foxy super now hits the correct way at the end

John's kick super no longer drops at the end

Athena MAX2 now finishes

Melcores uppercut can now be done off of a close hit 

Developer

New Intro!

Yuki's NO attack has a smaller hitbox, and she is slightly slower to recover

Bison will stop doing torpedo when he hits the edge of the screen 

Ash x3 fireball could create clones of characters is now fixed

Gonites could lock you in place with his super is now fixed 

made some changes to some of the not by codeblocks 

made some fixes with Robert's fireball

BAlrog extra sprites added to smooth out some stuff

Developer

New Intros!

Lee was missing some stage code, and that is now added

Lee's ai is remade

Some of Lee's moves now act more like a kof game and not a ngbc game

Chonshu forward attack will now allow more combos

Missing sprites for Hugo during Shermie's throws are now fixed

Duck King's attacks don't jerk the camera around anymore 

Duck kiing pallets update. 

Developer (2 edits)

Music remixed update. All tracks should be good. Looping is not fixed and will need to fix that soon. 

Hinako can now run and do a low light kick 

Some throw issues fixed

Boss ai has been updated. Zero and Zero clone will now try to do supers. 

Zero strikers are more like 2k2UM strikers

Ignitz super is no longer unblockable and the AI will do it when you are in range 

Developer

Ignits block now allows pushback

Dhalsim now speaks in his intro

Akuma supers now have better chip damage

Removed a super that was unlisted from Mai

Fixed an issue where Mai would still be in flames when getting hit

Chun Li's super can now be blocked while ducking

Fixed hitboxes on Adel's supers 

Converted all music to OGG to reduce file size

Recentered the intro 

Last Strikers now work in Boss Rush

File size of the game reduced by 60% Will try to keep this going! 

Developer

New intro!

Fixed Raiden not being selectable. 

Developer

- New Intros

- Kyo-1 added

- Kyo-2 added

- Genjuro added

- Haohmaru added

- New story intro

- New story ending

- Credits updated

- New final boss

- Nakoruru: All aerial special moves and bird moves are no longer overhead attacks

- Guile's Axe Kick MAX now combos

- Clark's Stomp Kick now super cancelable

- Leona moves retimed and Orochi form now has jumping corrected (she needs more work)

- AI has been reworked. Most characters at level 1 will still try to attack.

- Jazu's super now ends the right way

- Momoko's supers are back on the ground

- K's super connects the right way

- Orochi now has kickable feet

- Jack's palette for Melcore is now fixed

- Kasumi can now combo off her forward light punch

- Ken's missing continue music fixed

- Bosses have proper animations for Whip's attacks

- Added new code that makes strikers in boss rush not hit the boss when you are doing a super (experimental)

- Removed a Mai extra super

- Removed an Angel extra super

- Andy's super bar now fills as normal

- M. Bison now has a better starting attack for his MAX 2

- Lui Mei now has a sliding hard kick that can be buffed

- Reworked all afterimages on supers

- Lowered damage on Omega Rugal's MAX2

- Dhalsim color issues fixed

- Lui Mei's fireballs no longer create a clone of herself on reflect

- Missing Hugo sprites fixed

- Seth's standing CD fixed

- Ryo's movelist fixed

- Momoko's air CD fixed

- Yurika's air CD fixed

- Cao Long's air CD fixed

- Sakura's air CD fixed

- Adelheid's air CD fixed

- Dhalsim has new intro and win animations

- Violent Ken no longer does free supers

- Krauser's super throw now moves the other player around

- Kusanagi super damage lowered to be like 2K2UM

- Kusanagi throw damage fixed

- Choi's super that would lock someone is now fixed

- Goenitz having free supers is fixed

- Chonshu's fireball is now working

- Some hitbox fixes on Sakura. Now has crossup

- Amanda's low hard punch can now cancel into extra attacks

- Lowered sounds on some strikers

- Lowered sound on Sima Li's intro

- Zero and Clone Zero are on the same tier in arcade mode like Orochi Iori/Leona

- Rugal's shield is timed better

- Guile's Sonic Cross hit sprites removed

- Geese now has team mode

- Leona's MAX 2 locking the game has been fixed

- Added new arrow for main select screen so you know there are more than one game mode

Developer

Few updates balancing Saiki
Ryu super fireball fixed

Developer

Added C-Track 
This is a tool developed to help you keep track of who you beat the game with. It is not connected to the game at all and runs by itself. Hope this helps all the hardcore players!!! 

Developer

Fumma assist fixed and should not hit invisable Magaki anymore

Haomaru fireball is now reflectable

Genjiro fireball now reflectable 

infiniets with Mr. Karate, Kyo-1 and Shingo fixed 

Kyo-1 No longer gets stuck in place while running

Genjuro and Ralf supers fixed when they run forward 

Krauser now puts his hands in the right places when grabing you 

Yuri can now hold her super fireball 

Dhalsim no longer says his intro twice

Name removed from win screen

Developer

Kyo-1 jumping cd fixed

Kyo-2 jumping cd fixed

Genjuro camera is more stable during supers

AI will no longer blindly throw fireballs at reflective characters 

Krauser no longer makes a clone on his fireball 

Athana clone on reflector fixed 

Developer

Duck King Beat Rush motion fixed in the move list 

Eiji vs K' intro fixed

Vice Max Super has the correct power cost

Rugal super effects fixed

Mary's super effects fixed

Clark's super effects fixed

More special fireball fixes 

Rugal now reflects all fireball,s "we hope"

Developer

Candy max super power fixed 

Ryo super after images added

Hotaru's new air CD 

Billy super has the correct motions 

More boss ruch team fixes

Removed lots of sprites not being used

Developer

Kyo - 2 super move animations fixed

Attacks should not juggled now on recovered in air characters

Developer (1 edit)

Kyo - 2 super move animations fixed

Attacks should not juggled now on recovered in air characters

Kyo missing hit states fixed 

Kyo-1 sounds fixed

Kyo-2 sounds fixed

Geese movelist fixed

Gai rush super can now kill during the combo and not just at the end

Redid B. Jenet's sounds

Mai dark super sparks fixed

Duo Lon super fireball is updated 

Fixed Athena vs Jhun intro 

Bao's super fireball is fast again 

Joes super afterimage fixed

Developer

Raiden throw dosent teliport him to center anymore

Hayate super bumerang move should act more normal 

Redid Oswalds voice. 

Leon jumping hard punch fixed

Hotaru CD fixed

Hotaru cd can no longer juggel 

Kusinagi now leaves max mode when he should

Sagat supers have the right sounds 

Benimaru recover air recover animation fixed 

kyo - 1 super and dream cancel added 

More reflects added

Developer

Yamazaki afterimage fixed 

Hinako aftermages fixed

Kyo now lands proper from his down command normal 

More reflected fireballs added (report more if you find them) 

Fixed Elizabeth's free supers

Fixed Elizabeth's pushback issues

Fixed Elizabeth's no cancel issues

Added move list message in practice 

Developer

Power give and get rebalanced 50% added. 

Akuma air super hits for normal amount of hits. 

Sagats' supers now connect in combos better.

Made all the big portraits one size and recentered them 

Hi, I'd like you to increase the AI's ability to defend itself, especially against attacks performed at close range. I've noticed this is a weakness in the AI, as defense is rarely activated in these situations. I'd like this adjustment implemented in the game, even if only for difficulty level 8.

Developer

The AI tries to get close and do moves. It may feel like it is not defending at that point. This pretty much means you are always playing shoto characters if you always counter what they are trying to do lol. If we made the game always defend and then punish you, you would never win. For now the Ai has to stay the way it is as we keep making bug fixes. Later on we can try and make it do nothing so it defends more. Please try non shoto characters for more of a challenge :) 

An AI that defends at a similar frequency to KOF '98, for example, is okay. It seems some characters are good in that regard, like Hwa Jai. Well, you seem to be on the right track.

Developer

Kyo - 1 gets his fire back

Kyo - 1 no longer sticks someone below the ground 

Akuma dive kick now only works while pumping forward 

Akuma jumping move to landing kick thing now knocks down 

Akuma jumping thing can now use hard attacks to do moves, when before it was just light attacks 

Akuma same move kick version no longer jumps back after connecting 

Akuma low mid kick is now considered a forward command attack 

Ken low mid kick is now considered a forward command attack 

Ryu low mid kick is now considered a forward command attack 

Developer

Hayate boomerang should be fixed 

Akuma light kick in the air fixed 

K9999 vs Nameless intro works again

Akuma chain combos work again 

Ken chain combos work again 

Ryu  chain combos work again 

Angel super now connects with air opponents 

(1 edit)

Hello, I found a few bugs: 

Either version of Kyo's "Iron Trigger" immediately ends Attack and Defense modes.

Kusanagi's backdash is unusually slow and short compared to other characters.

Terry can infinite with light Crack Shoot in the corner if you juggle the opponent.

Terry has strange interactions with his Rising Tackle, only hitting the opponent with the first hit will send the opponent flying in the air. (This seems to be intentional, as you get a combo in the corner if you cancel it into Power Geyser, you have just enough time to combo into light Crack Shoot. I like this, and gives him great combos in the corner). 

https://medal.tv/games/the-king-of-fighters-2002/clips/lwYez3PnRgvEPUsEg?invite=...

The bug is you can space light attacks into light Rising tackle, and get the launch without spending a super, like so:

https://medal.tv/games/jump-force-mugen/clips/lwXUcu2ZG9ugMYRVx?invite=cr-MSxVcn...

(Terry having better midscreen combos off of power charge would be nice to compensate, but not necessary.)

Guile's "Sonic Cross" visually bugs out when hitting the opponent.

Keep up the great work! Still one of the greatest KOF fangames!

Hoy estuve probando a Miu y comparando sus movimientos con la versión de Gba en general esta bastante bien excepto por su nuevo especial que es una tele transportación que no aporta nada al personaje ademas no pude ver ningún cambio al apretar sus diferentes patadas con dicho movimiento 

Developer

Miu has everything she needs. The only thing she may have needed was some speed. So we gave her a teliport. Many telports in KOF, don't really do much. The air version does have some uses. Reguardless it was just to give something new. She is already powerfull so there was no need for more attacks.