Special move, DM, attribute that must change/go

YeldellGW

Bartender,
20 Year Member
Joined
Apr 12, 2001
Posts
1,736
Well if Ice_burn asked the question of who should go, I figured I'd try my hand at the other aspects of KOF. What annoying special move, DM, or character attribute you think should either be changed or take a hike? Here are some of my favorites:

Ryo:

QCF+kick - He already has a top-down attack (F+A). Don't see why he needs another one that does block damage.

F+B; D+B - Useless; nothing more to say about them.

HCB+kick - Needs more recovery.

Athena:

HCF+punch - Pyscho Ball's far better.

Bao:

Fireball - Pick a fireball; any fireball.

Kasumi:

HCB+punch - For a CPU character who's offense is restricted to just fireballs, pokes, and throws; she doesn't need an unblockable combo move.

King:

HCF+punch - King has always been an annoying character in KOF and the last thing she needed was another annoying move.

DF+D - Knocks down if not blocked; plus some serious recovery time when blocked.

Joe:

DF+B - Same as King.

QCB+kick - More recovery. Jeez does everything that resembles a Hurricane kick move (Look or execution wise) have to have little to no recovery time?

QCFx2+punch - It is me or does the DM version of this move seem to gain more and more range? Change it back to the old stationary one he had in FF.

Andy:

More priority on his moves would be nice; alot more...

DB,F+punch - QCF+punch follow-up only comes out on a successful, unblocked hit. Also I better not see the CPU tracking with that crap again in KOF2K1. Two years of that BS is enough!

Yuri:

HCB,F+punch - Liked the blockable, faster, more comboable one better.

QCF+punch - Changed back to the way it was in KOF98.

QCB+punch - Change back to the one she had in KOF94-94.

Takuma:

HCB+kick - See Yuri's HCB,F+punch move.

Iori:

HCB,F+punch - This move's got to go period!!!

Kyo:

QCF+kick,kick - See Iori.

HCB+kick - Change back to the one he had in KOF95 or KOF99.

Robert:

D,U+punch - Change back to the one he had in KOF99 (Don't care for the new 2K version since it won't come out if I'm too far away.).

B,F+punch - Give his fireball the look it had in KOF94 for crying out loud!!!

Chin, Choi, Bao, and any other short character I missed:

Can't avoid certain moves or certain combos because there're too short (By far the one attribute I'm sick of the most).

---------------------------------------------

"Don't be scared! I'll only cut off one of your heads! Guess!"
 
T

ThE HeAvEnLy KiNg' LoRd YaMaZaKi

Guest
Almost all the moves you mentioned are really useful. You probably don't know how to use them right. Like Iori's Scum Gale is really useful. Run up to opponent and AB roll and execute the move. You'll probably grab them since they won't be expecting the move. Then follow up follow up with fwd A, Maiden Masher, etc.
 
Joined
Jun 5, 2001
Posts
16
Nice topic Yelldell, let me see:

Benimaru:
- His DP+K move if blocked, should make him land closer to you, not that far away.

Iori:
- Get rid of the Scum Gale, reduce the Maiden Masher anti-air properties, and increase the recovery of his fireballs.

Kula:
- Change the C throw, way too cheap. This goes for Bao too!

Whip:
- Her QCF+P move should be a SAFE high priority anti-air.

Leona:
- Her QCFx2+P DM, should be Heidern style, the drained energy goes to your bar. Her charge B,F+C move should be more comboable, and i'm not talking about striker combos.
 

Shingo_Yabuki

New Challenger
Joined
Apr 15, 2001
Posts
57
I agree with most the stuff you wrote Yedell except for Kyo,if you take out his qcf k,k Kyo loses a lot of his combo ability and he will become boring to play.That running grab from the older KOF sucks,I would rather have his 2K punches.If there's any move you should remove from Kyo it's his qcb p,it's worthless and Kyo doesn't need a counter move any way.
 
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