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Tactical Order Select System


In KOF 2001, teams are no longer fixed to 3 playable characters and one striker.

Called the "Tactical Order Select" system, the number of characters playable or strikers is flexible in KOF2001. As seen in the character select screen above, 1P has 4 playable characters and 0 strikers, while 2P has 1 playable character and 3 strikers.



The Tactical Order Select system also effects the power meter and its stocks.



As an example in the image above, the length of the power meter shortens in comparison to the number of playable characters (4 characters= longest, 1 character=shortest). The number of stock also changes, depending on the number of playable characters (4 characters = 1 stock, 1 character = 4 stocks). In addition, the defense power of characters changes as well. (4 characters= low, 1 character=high)



Basic Controls


A- Weak Punch B- Weak Kick
C- Fierce Punch D- Fierce Kick


Quick Evasion: Forward or Back + AB
Thrust Attack: C+D
Striker Call: B+C
Striker Call 2: forward + B+C
Striker Call 3: back + B+C

Note:: The number of Strikers are directly poportional to how many characters you choose to fight. 1 fighter = 3 strikers, 2 fighters = 2 strikers, 3 fighters = 1 striker and 4 fighters = 0 strikers.


Throw: Forward or Back + C or D
Throw Escape: Forward or Back + Button opponent used in throwing
Fall Recovery: A+B when fallng on ground




Striker Stocks
Striker Stocks have been abolished in KOF2001. Instead, strikers now deplete power stock.

As in KOF2000, strikers can be called while executing your attacks. The conditions for a striker attack cancel are as follows:

Perform a SDM 2 Power Stocks
Perform a DM Super Attack Cancel
Call Striker
Guard Cancel Evasion
Guard Cancel Attack
1 Power Stock

There are no more striker stocks in KOF2001. Instead, one power stock will be used up everytime you call your striker

Cancel Striker

In certain conditions, strikers can be called into the screen without the call-in motion. Named the "Cancel Striker" system, the conditions for executing it goes as follows.

1- The opponent is on the ground
2- The opponent is attacked, and is in a hitback motion
3- The player has one or more power stock

While only strikers can only be called once per cancel striker motion, it is possible for the player to continue onto a combo from the striker's attack, and use the Cancel striker again, making an attack such as Player > Striker > Player > Striker > Player... .

Super Cancel System & Abolishment of "Modes"


The "Mode" system from KOF99/2K has been abolished; Both Armor and Counter modes no longer exist in the game. However, one part of the counter mode has been adopted into the game as the "Super Cancel System"; in KOF2001, Special attacks can be canceled into Supers/ attacks!

Wire Damage System


A new Wire Damage and critical wire Attack system is now being introduced in this years installment

A new addition to KOF, certain attacks in the game now have a special effect named "Wire Damage". A character hit with a Wire Damage detection attack will be thrusted to the wall, and bounce back as though they have a wire attached. During the bounce-back motion, the character is completely vulnerable to a variety of attacks. The Critical Wire Attack is the normal Wire Attack, where every hit of this move will result in a Wire Attack. (It will only become a Wire Attack when the move actually hits the opponent with a COUNTER i.e. opponent is performing a move at the same time and you manage to hit them as they are performing it.)

So what difference does it make when we choose different numbers of fighters and strikers? Basically, three things will be affected: The length of the power gauge, the number of power stocks and the defensive level of the fighter(s).

Length of Power Gauge

The more number of fighters you choose, the longer the power gauge will be (the upper picture on the left). Thus, you will need to perform more attacks in order to fill up the power gauge to store up a power stock.



Number of Power Stock(s)

Also, there will be lesser number of power stock(s) available to you when you are using more fighters (the upper picture).

For example, you can only have a maximum of 1 power stock if you are using 4 fighters whereas you can have up to 4 power stocks when you are using 1 fighter.

Defensive Level

As you choose more fighters, each of your fighters' defensive level will go down.

That is, your fighter(s) will suffer more damage than a player who only chooses one fighter in his team.

The opponent is on the ground; or

The opponent is hit and is still in a 'stunned' state.
Besides satisfying either of the above conditions, the player must also have at least 1 power stock available (remember that there are no longer any striker stock).

 

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