253 lines
12 KiB
Plaintext
253 lines
12 KiB
Plaintext
![]() |
THE COMPLEAT KUROKO FAQ (v. 1.5)
|
||
|
|
||
|
|
||
|
Playing CPU Kuroko
|
||
|
|
||
|
There are two ways to get Kuroko:
|
||
|
|
||
|
The first is completely by random. I've gotten him after the third,
|
||
|
fourth, fifth, and other opponents myself. Time, life left, whether
|
||
|
you've continued, human opponents, and any other factors do NOT affect
|
||
|
whether he comes out or not. Once I got him after beating third
|
||
|
opponent Sieger through a timeout, when I had a sliver of life more
|
||
|
than he had. This was a 2-1 match, after I had continued twice already.
|
||
|
So playing quality has NOTHING to do with it!
|
||
|
|
||
|
This second method is sure-fire, and was discovered by Greg Kasavin.
|
||
|
For the 6th, 8th, and 10th opponents, you must beat your opponent in
|
||
|
two rounds. For the second round, you must finish off your opponent
|
||
|
with your Super Move, with under 20 seconds on the clock. Kuroko will
|
||
|
come out after that.
|
||
|
To make this easier, a human player can join in. If either wins 2-0,
|
||
|
winning the second round through the conditions above, Kuroko will
|
||
|
still come out.
|
||
|
Also, a memory card saved at the appopriate opponent WILL work. So home
|
||
|
players can get Kuroko easily by loading the saved position, and beating
|
||
|
a "dummy" player while satisfying the conditions.
|
||
|
|
||
|
|
||
|
How to beat Kuroko
|
||
|
|
||
|
General tactics Kuroko uses--this is on my system, and I don't know if
|
||
|
the CPU uses the same strategy in other systems, but I don't see why
|
||
|
not.
|
||
|
Most of the time, Kuroko advance toward you, or throw fireballs if
|
||
|
you are far away. If you try to jump him, he will often hit you first
|
||
|
with his ground slash, or leap into the air and hit you with an air
|
||
|
slash. If you throw a fireball, he will often reflect it. If you do
|
||
|
special moves, he will often retaliate with his chain extension. When
|
||
|
he's hit, he will often do the "split" trick.
|
||
|
I've noticed these two tactics he initiates:
|
||
|
1) Kuroko rolls in and tries to AB slash or throw you. He will often do
|
||
|
this if you try making quick, non-low attacks against him; i.e. he rolls
|
||
|
through your attack and hits you. A variant on this is when he sends out
|
||
|
his electrical sphere, then rolls under it and tries to throw you.
|
||
|
2) Kuroko jumps at you, almost always with his C kick. As soon as he
|
||
|
lands he either does an AB slash or throws you.
|
||
|
When Kuroko's powered up, watch out. He will run up, then slide toward
|
||
|
you. If you try ANY counterattack, he will cream you with his Super. If
|
||
|
you block, he will keep on trying to slide into you, ticking off points.
|
||
|
He will eventually throw you if he can't hit you with the Super. I'm not
|
||
|
sure how to counter this. However, if he hits you, you will often be
|
||
|
powered up afterwards (assuming you're still alive). Kuroko does NOT move
|
||
|
after hitting you, so while going through your "mad" animation, you have
|
||
|
a free throw against him while he's right next to you.
|
||
|
|
||
|
To beat him, play conservatively most of the time. He seems to be
|
||
|
the weakest in the air, because he insists on doing the C kick, even
|
||
|
though his AB slash is much better. Also, I can get hit with the kick,
|
||
|
yet STILL hit him in the air after that.
|
||
|
Note that Kuroko doesn't have any low attacks except for his short-ranged
|
||
|
crouch kicks. So you don't have to crouch all the time.
|
||
|
|
||
|
Here's an almost sure-fire way to win with Charlotte: for most of the
|
||
|
time, just thrust him to keep him away. Watch out, as he can hit you
|
||
|
first occasionally with his AB slash. You will get backed into a corner.
|
||
|
Kuroko will then start jumping at you--when he does, jump and AB him.
|
||
|
You will get hit by his C kick first, but you can still jump up and
|
||
|
cream him with your AB afterwards.
|
||
|
If he splits into two, I can crouch AB the first one and still recover
|
||
|
in time if it's the wrong half.
|
||
|
You can't do anything about the fireballs he throws--they're too fast or
|
||
|
big.
|
||
|
Don't try jumping him unless you're desperate. Like Mizuki, he seems to
|
||
|
eat the first AB triangle, but learns after that.
|
||
|
After practicing, I can beat him 2-0 with Charlotte frequently, and I
|
||
|
think this strategy will work with any character with quick air attacks.
|
||
|
|
||
|
For those that don't but have a fairly slow jump, try the Kyoshiro strategy
|
||
|
instead.
|
||
|
For Kyoshiro, I fend off Kuroko with standing B-slashes. I eventually get
|
||
|
backed into a corner. When Kuroko jumps up and does his C kick, jump
|
||
|
straight up and get hit with it. It does little damage, and when Kuroko
|
||
|
lands, he still does his AB slash. By the time Kyoshiro lands, he can throw
|
||
|
the recovering Kuroko. This strategy works because Kyoshiro does a lot of
|
||
|
throwing damage against Kuroko, for some reason, so Kyoshiro comes out
|
||
|
ahead.
|
||
|
|
||
|
|
||
|
Playing human Kuroko
|
||
|
|
||
|
This will work for home Neo Geo systems only.
|
||
|
You can only play him in a two player game. You cannot load any saved
|
||
|
positions either.
|
||
|
After either player wins, the game ends. Whoever wins gets his/her face
|
||
|
shown on the "Game Over" screen, just as if he had won a normal game.
|
||
|
|
||
|
To get Kuroko with either joystick, enter this code, courtesy of Geese
|
||
|
Howard:
|
||
|
|
||
|
O | O- O | -O + A (i.e. hold the joystick forward and press A)
|
||
|
| O | O
|
||
|
|
||
|
The joystick movements are the same for EITHER side--don't reverse them!
|
||
|
Note you can play a mirror match with Kuroko. However, Kuroko doesn't
|
||
|
have an alternate color, so the two will look exactly the same!
|
||
|
|
||
|
|
||
|
Kuroko facts:
|
||
|
Kuroko cannot have his weapons broken or lost in a clash.
|
||
|
Kuroko cannot be thrown normally. He is thrown just like Earthquake.
|
||
|
Note this still can do substantial damage!
|
||
|
Kuroko can still be SPDed by the ninjas.
|
||
|
Kuroko can be dizzied.
|
||
|
If you split Kuroko in two, anatomical (not valentine's) hearts spill
|
||
|
out.
|
||
|
|
||
|
Taunts:
|
||
|
|
||
|
AC -- Says "Ora! Ora!" (Ryo Sakazaki, AOF)
|
||
|
BD -- Fans himself with a Japanaese fan (Mai Shiranui, FFS)
|
||
|
|
||
|
|
||
|
Normal Attacks:
|
||
|
|
||
|
Standing Far
|
||
|
|
||
|
A and B -- Flag thrust
|
||
|
AB -- Down slash (Haohmaru, SS)
|
||
|
C and D -- High kick
|
||
|
CD -- Slower high kick
|
||
|
|
||
|
Standing Close
|
||
|
|
||
|
A and B -- Elbow
|
||
|
AB -- Up then down slash (Haohmaru, SS)
|
||
|
C and D -- High kick
|
||
|
CD -- Triple kick (Nakoruru, SS)
|
||
|
|
||
|
Crouching Far
|
||
|
|
||
|
A and B -- Short flag swing
|
||
|
AB -- Up slash (Haohmaru, SS)
|
||
|
C and D -- Crouch kick
|
||
|
CD -- Longer crouch kick
|
||
|
|
||
|
Crouching Close
|
||
|
|
||
|
A and B -- Elbow
|
||
|
AB -- Up slash (Haohmaru, SS)
|
||
|
C and D -- Crouch kick
|
||
|
CD -- Longer crouch kick
|
||
|
|
||
|
Jump
|
||
|
|
||
|
A and B -- Diagonal flag thrust (A flag is extended throughout jump)
|
||
|
AB -- Down slash (Haohmaru, SS)
|
||
|
C and D -- Down kick (C kick is extended throughout jump)
|
||
|
CD -- Down kick
|
||
|
|
||
|
|
||
|
Special Attacks:
|
||
|
|
||
|
Adopted from the SS2 moves FAQ--all of these movements have been
|
||
|
confirmed, and simplified in some cases. These are all of Kuroko's
|
||
|
moves that I have seen.
|
||
|
|
||
|
,____________________________________________________________________,
|
||
|
| | \ -O A Kohken (Ryo Sakazaki, AOF) |
|
||
|
| O O |
|
||
|
|--------------------------------------------------------------------|
|
||
|
| O- | / A Double Kohken |
|
||
|
| O O |
|
||
|
|--------------------------------------------------------------------|
|
||
|
| | \ -O B Mega Smash (John Crawley, AOF) |
|
||
|
| O O |
|
||
|
|--------------------------------------------------------------------|
|
||
|
| -O | \ A HaohShoKohKen (Ryo, AOF) |
|
||
|
| O O |
|
||
|
|--------------------------------------------------------------------|
|
||
|
| | \ -O | / O- A Kaiser Wave (Wolfgang Krauser, |
|
||
|
| O O O O FFS) |
|
||
|
|--------------------------------------------------------------------|
|
||
|
| | / O- | \ -O BC Spikey Black Object |
|
||
|
| O O O O |
|
||
|
|--------------------------------------------------------------------|
|
||
|
| / -O A Double Senbei Shuriken (Jubei |
|
||
|
| O. Yamada, FFS) |
|
||
|
|--------------------------------------------------------------------|
|
||
|
| / -O BC Electrical Sphere |
|
||
|
| O. |
|
||
|
|--------------------------------------------------------------------|
|
||
|
| | / O- A Flag Extension (dizzies and pulls |
|
||
|
| O O closer) |
|
||
|
|--------------------------------------------------------------------|
|
||
|
| Tap C repeatedly Gekiho (Tung Fu Rue, FFS) |
|
||
|
| |
|
||
|
|--------------------------------------------------------------------|
|
||
|
| -O ABC Missile Reflection |
|
||
|
| |
|
||
|
|--------------------------------------------------------------------|
|
||
|
| -O BCD Reflection Slash (unlike above, |
|
||
|
| will also hit opponent) |
|
||
|
|--------------------------------------------------------------------|
|
||
|
| ABC or BCD when attacked Death Fake |
|
||
|
| ABC -- front half explodes |
|
||
|
| BCD -- back half explodes |
|
||
|
|--------------------------------------------------------------------|
|
||
|
| O- / | \ -O (x2), D Super Deformed |
|
||
|
| O O O |
|
||
|
|____________________________________________________________________|
|
||
|
|
||
|
,_ Throws ___________________________________________________________,
|
||
|
| -O B, AB, D, CD RessenKyaku (Tung Fu Rae, FFS) |
|
||
|
|____________________________________________________________________|
|
||
|
|
||
|
,_ Power Specials ___________________________________________________,
|
||
|
| -O \ | / O- -O AB RyuukoRanbu (Ryo Sazaki, AOF) |
|
||
|
| O O O |
|
||
|
|--------------------------------------------------------------------|
|
||
|
| O- / | \ -O (x2), CD RyuukoRanbu (Kuroko pauses to |
|
||
|
| O O O take a breather) |
|
||
|
|____________________________________________________________________|
|
||
|
|
||
|
Notes: The most useful fireballs are the Haohshokohken (HUGE--hard to
|
||
|
jump over) and the Mega Smash (very fast). The Electrical Sphere is
|
||
|
slow, and useful for setting up throws (like Hanzo's A slinky).
|
||
|
The Sembei Toss and Electrical Sphere do not come out consistently at
|
||
|
all, while the Double Kohken and Flag Extension can be easily mixed up,
|
||
|
since their joystick movements are similar.
|
||
|
To do the two moves consistently, try this: move the joystick B, DB, B,
|
||
|
but NOT D. For the Flag Extension, move the joystick DF, D, DB,
|
||
|
B. Basically, avoid doing a normal quarter circle either way.
|
||
|
Despite the similar appearance to Mizuki's Curse Ball, the Electrical
|
||
|
Sphere does normal damage and does NOT turn you into a pig.
|
||
|
You can be hit after doing the Death Fake, if your opponent picks the
|
||
|
right one to hit.
|
||
|
Kuroko seems to have very high throw priority.
|
||
|
Kuroko's Power Special is not easy to spot, because he slides toward
|
||
|
you without any big warning. You can block it, taking a hit of blocking
|
||
|
damage, but if you don't he nails you with his Super Combo. This move
|
||
|
also does major damage, unlike a lot of other Power Specials.
|
||
|
|
||
|
|
||
|
Credits:
|
||
|
|
||
|
Galen Komatsu--various comments and suggestions
|
||
|
Geese Howard -- getting Kuroko as human opponent
|
||
|
Scott Fujimoto, Geese Howard, Galen Komatsu, Joab Kong -- Kuroko's
|
||
|
moves
|
||
|
Greg Kasavin (Shrike) -- getting Kuroko as CPU opponent
|
||
|
|
||
|
`[1;37;43mRainbow V 1.07 for Delphi - Registered
|