AcidicEnema wrote:Safe jumps- If you're familiar with the speed of the other character's uppercut, its very possible to time a wake up jump/hop attack where if the opponent doesn't uppercut, he gets hit, and if he does uppercut, you land and block before the first hit on his uppercut is fully extended. Obviously, its easier against character's who's uppercuts have slow start ups (e.g., K') than those with fast start ups (e.g., Kula). Dave Sirlin has a video demonstrating how to do this in ST that I can dig up if anyone wants. Works the same way in KOF.
I love doing this, it's just so good. An additional strategy is to just barely whiff your jump attack on their wakeup and then do a very fast low attack. This in combination with safe jumps above, makes it very hard to block against some characters like Iori, Kyo, Chris, etc.
I also tend to whiff a variety of things before the opponent is waking up, and then make my action (or usually no action) when the opponent actually gets up. An example would be whiffing a lot of jabs, or even a normal that has bad recovery, just before a waking up Ryo, who will probably try to dp there. You can be more creative by whiffing sweeps, overheads, etc.
Another trick I use, especially in kof2k2, is to whiff cancellable low attacks into overheads. This is only under the assumption that the opponent tends to block on their wakeup but pay attention to you...they will probably notice your sweep but will be unable to block the whiff cancelled overhead. For people that don't know, if a normal is blocked and you cancel into an overhead command attack, the overhead property is lost. This is not true if you whiff cancel the normal. This is pretty nasty with Kim in kof2k2...whiff cancelling sweeps into f+B into max combo.