The King of Fighters 2001 (NGM-262?)

The King of Fighters 2001 (NGM-262?)

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Console
Arcade
Release
2001
Players
2P sim

About The King of Fighters 2001 (NGM-262?)

SNK Neo-Geo MVS cart. published 25 years ago:

The King of Fighters 2001 (c) 2001 Eolith.

With the largest KOF lineup totaling at 40 characters, newcomers Eolith do a great job at delivering high quality fighting action along with one of the most difficult pairs of bosses in fighting game history!

- TECHNICAL -

Runs on the SNK "Neo-Geo MVS" hardware. GAME ID: NGM-262

[SNK MVS Neo-Geo Controls] 2 players - 4 buttons per player. [JOY] 8-way. [A] Light punch. [B] Light kick. [C] Strong punch. [D] Strong kick.

- TRIVIA -

Released in October 2001.

About Ron: The planners at the time enthusiastically came up with the idea of the Flying Brigands, the idea being to add a thrilling side story to KOF. Ron became the chief of this bunch. His first appearance came in the ending sequence for Benimaru's Team in KOF 2000. This ending sequence got first-rate reviews for its content and presentation, becoming one of the most popular episodes in the history of KOF. From KOF 2000 on, the background story became more complex on various levels, but subsequently SNK had a few problems (sniff, sniff) causing Ron's creators (the planners at the time) to go their different ways... Whenever the current staff who continue to work on KOF run into the original staff on the train to work, they are sure to grill them about Ron's background (thanks for your cooperation, by the way!). As a result of all this, he made a grand entrance as the boss characters' Striker in KOF 2001. The numerous characters who were involved with him, too, continue their exploits in the world of KOF even now. Ron is a character who uses the tricky actions from Chinese boxing and he continues work on reaching his ghoulis

Player layout in our catalog: 2P sim.

If you are exploring by feel rather than by title, jump from the tags above into the matching genre rooms, or return to the Arcade hall for the full wall.

Open Play on this page to start The King of Fighters 2001 (NGM-262?). Keyboard, USB/Bluetooth pads, and the on-screen touch gamepad all work inside the emulator bar. Save states and fullscreen live on that same bar so you can pause mid-session and resume later.

The King of Fighters 2001 (NGM-262?) — play guide

What The King of Fighters 2001 wants from you

The King of Fighters 2001 (SNK) is a versus team fighter cab: win matches with team honesty and anti-air peeks before continues empty. Team honesty beats mash. Learn KOF 2001 windows cold—do not paste KOF 2000 charts blindly—the striker and special scripts are their own exam. Calm first matches until anti-air timing is narratable; kof2001 chrome is packaging, not free wins or free match clears on every bout for vanity specials into empty air while a counter finishes the round.

First minutes in The King of Fighters 2001

Lock a team and striker-stock plan for many credits before inventing every roster tourism. Spend early credits on anti-air and simple confirms under 2001’s pace. Learn which calls are unsafe on block; emptying stocks into a trained anti-air is free tuition. Ignore fancy demo routes until defense is boring. One clean run with stocks left beats three jump-in deaths that still look like attract mode until the counter arrives.

Core systems in The King of Fighters 2001

Team order, multi-striker stocks as mapped, specials, throws, and footsies define KOF 2001. Continues fund matchup memory as the ladder tightens. Stocks are finite advantages—spend them on confirms and escapes you earned. Patterns dig punish jump-ins and unsafe specials on block. Defense gates the stylish routes the cast promises. Whiff respect still applies when the assist count looks high—recovery does not care about your stock cosmetics.

Score, continues, and resources in The King of Fighters 2001

Match wins with stocks spent on confirms beat vanity dumps that look like demos and still lose to a punish. Continues while anti-air becomes boring; cut them once jump-ins and wakeup assist mash stop ending credits. Pride runs need boring defense first. Extends follow score when present—composure teams beat farming the first squad forever for highlight assists that still whiff into a throw.

Mistakes that burn credits in The King of Fighters 2001

Jump addiction, emptying striker stocks on wakeup, specials on block, team tourism every credit, and ignoring throw techs are classic KOF 2001 mistakes. Lock a squad, anti-air first, punish on block, and spend stocks only on real openings. Multi-assist toys are not a shortcut past footsies. Panic stock dumps into nothing are still a donated round with fireworks.

Next steps after The King of Fighters 2001

KOF 2000 is SNK striker literacy if KOF 2001’s team honesty still feels soft—re-learn anti-air peeks there first. KOF 2002 keeps SNK team company warm. KOF ’98 is SNK once KOF 2001 team honesty finally sticks and you want denser classic stress instead of KOF 2001 boards. Counters drop once panic-mash specials stop mid-bout. Win one careful match before vanity specials return on denser SNK cabinets.

Sources cited below under Further reading.

Cabinet dossier

The King of Fighters 2001 (NGM-262?) is filed in our catalog as a 2001 release.

Player layout on this cabinet: 2P sim.

Genre tags on Classic Arcade Games: Fighter, Arcade.

Screenshots

The King of Fighters 2001 (NGM-262?) screenshot 1The King of Fighters 2001 (NGM-262?) screenshot 2The King of Fighters 2001 (NGM-262?) screenshot 3The King of Fighters 2001 (NGM-262?) screenshot 4The King of Fighters 2001 (NGM-262?) screenshot 5The King of Fighters 2001 (NGM-262?) screenshot 6

Next cabinets

Nearby cabinets you may also open from this hall (each on its own play page):The King of Fighters 2000 (NGM-2570 ~ NGH-2570), The King of Fighters 2002 (NGM-2650 ~ NGH-2650), The King of Fighters 2003 (NGM-2710, Export), The King of Fighters '94 (NGM-055 ~ NGH-055), The King of Fighters '95 (NGM-084), The King of Fighters '96 (NGM-214), The King of Fighters '97 (NGM-2320), The King of Fighters '98: Ultimate Match HERO (China, V100, 09-08-23), Quiz King of Fighters (SAM-080 ~ SAH-080), The King of Fighters 2003 (Japan, JAMMA PCB), The King of Fighters '99 - Millennium Battle (NGM-2510), The King of Fighters '98 - The Slugfest / King of Fighters '98 - Dream Match Never Ends (NGM-2420)

How to play The King of Fighters 2001 (NGM-262?) online

  • Arcade stick feel: Arrow keys for the joystick, X/Z (and nearby keys) for buttons, Enter=Start.
  • USB / Bluetooth pads map cleanly; six-button fighters use the face-button cluster.
  • On phones, open the on-screen pad from the emulator bar; rotate sits next to fullscreen.
  • Save states, load, volume, and fullscreen stay on the emulator bar between credits.
Can I play The King of Fighters 2001 (NGM-262?) free in a browser?

Yes. Classic Arcade Games hosts The King of Fighters 2001 (NGM-262?) as a Arcade cabinet you can start on this page. The emulator loads in the browser; you do not need to install a separate app.

What controls does The King of Fighters 2001 (NGM-262?) support?

Arcade stick feel: Arrow keys for the joystick, X/Z (and nearby keys) for buttons, Enter=Start. USB / Bluetooth pads map cleanly; six-button fighters use the face-button cluster.

Are there other games in the same series as The King of Fighters 2001 (NGM-262?)?

Yes — related series cabinets on this site include The King of Fighters 2000 (NGM-2570 ~ NGH-2570), The King of Fighters 2002 (NGM-2650 ~ NGH-2650), The King of Fighters 2003 (NGM-2710, Export), The King of Fighters '94 (NGM-055 ~ NGH-055), The King of Fighters '95 (NGM-084), The King of Fighters '96 (NGM-214), The King of Fighters '97 (NGM-2320), The King of Fighters '98: Ultimate Match HERO (China, V100, 09-08-23). Each has its own play page with the same browser emulator path.

Further reading

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