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KOF 2002UM Daimon glitch by K'rows
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Topic: KOF 2002UM Daimon glitch by K'rows (Read 902 times)
Don Vecta
The Hammer of CX
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KOF 2002UM Daimon glitch by K'rows
«
on:
10 of September of 2010, 01:35:25 am »
Okay, found this.
KOF 2002UM Goro Bug-Re
Here K'rows breaks down the procedure of Daimon's glitch that pretty much leaves the opponent unable to block.
It is not clear how it is exactly, but seems it comes from trying to do he hcb x2 A DM after a qcb K without stock. If anyone can test this out as well, I'd appreciate it.
Also it shows a reverse effect on this glitch that allows the opponent to block, however, also cannot be grabbed or thrown whatsoever, not even normal grabs, special grabs or anything. This part of the tutorial it is also a bit confusing so I don't know exactly the procedures.
If anyone here knows Korean (ALEXS, HELP US OUT!) I'll really appreciate the input. Thank you in advance.
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Maj
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Re: KOF 2002UM Daimon glitch by K'rows
«
Reply #1 on:
11 of September of 2010, 12:29:56 am »
moonburn
was kind enough to provide a
translation on ComboVid
so hopefully that helps you guys get to the bottom of this. Good luck!
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Don Vecta
The Hammer of CX
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It's a dictatorship, I tell you! -.-
Re: KOF 2002UM Daimon glitch by K'rows
«
Reply #2 on:
11 of September of 2010, 04:31:09 am »
Thanks heaps. Credit to
moonburn
at combovid.com for the translation.
Quote
I’m not familiar with KoF, so forgive me if some of the game terminology is off.
0:00> If you do the bug correctly, all of Daimon’s basic attacks will be unblockable. However, if you use a special or super move, the bug is cleared (no longer in effect).
0:08> Regular and command throws connect naturally despite All Guard.
0:16>Unblockable
0:18> Command: QCB+LK or SK then HCBx2 LP or SP
0:22> Same as 0:00
0:32> Entering the MAX command when MAX has not been activated.
0:38> If a close weak punch comes out after a short roll, you did the motion wrong.
0:38> If you see a neutral pose after a short roll, you succeeded.
0:41> If the bug succeeded, Daimon’s regular and command throws can’t connect.
I've confirmed it and yes, it works.
Pretty much the settings you can do first is to put the dummy in
all guard
(just to know when the bug gets activated, but I guess can be done without it), and yours without any stock so the bug can be activated.
Then close to the opponent perform qcb B (or D, I use B) and immediately buffer a hcb x2 A DM.
If a weak punch comes out BUT hits the dummy, then the first bug it's activated: every normal attack will land regardless it is trying to block.
Now, with the first glitch activated you must do it again: close qcb B > hcb x2 A DM (withotu stock).
Then try to perform any sort of grab, if it doesn't connect and it whiffs, then the second glitch has been activated.
Notice that no normal grab, command grab, special grab or DM/SDM will connect. The HSDM will only hit the earthquake shake and Daimon will dash towards the opponent but as soon he's close to the dizzy dummy he'll stop and he's free to continue the combo.
An interesting fact is that you perform a second HSDM it will hit the dizzy opponent but Daimon will not dash towards it again. And after 10 seconds it will shake off the dizzy by a ghostly attack that causes no damage and has no juggle property (you can't follow up when the ghost attack hits).
Notice that both glitches can't be done separately. In order to make the no grab gltich you must have the no block glitch first.
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ANDY360
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Re: KOF 2002UM Daimon glitch by K'rows
«
Reply #3 on:
23 of July of 2012, 03:55:43 pm »
good bug
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ANDY360
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Re: KOF 2002UM Daimon glitch by K'rows
«
Reply #4 on:
23 of July of 2012, 04:16:17 pm »
never seen this bug, but it seems easy
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