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.

KOF 2002um Remade and updated with new characters and Boss Rush · By
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
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
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
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
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
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
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
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
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
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
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
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.
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.
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
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.
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!!!
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
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!)
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.
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.
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
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
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
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
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
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.
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
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!
- 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
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
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
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
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 :)
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
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!