No way in hell did the 96 characters suck! The extra hits im refering to on 96 occur for example, if your ryo and combo hard puch in to the haow show koh ken when you ARE NOT flashing red and have NO super bar, the hard puch will connect 3 times. Same for his standing light kick as well as his c and d, which ive seen connect almost 9 times (only when blocked).
Iori can score 3 ducking light taps double for a total of 6 hits before performing the deadly flowers.
Compare the grab range AND the delay of how long must elapse before a character can be grabbed after getting up and you will see on 96 they can be grabbed from further quicker after getting up than in 97. You cannot, I repeat CANNOT dilly dally on 96 the way you can on 97 or you get sparked! Those extra hits can obliterate the defense resulting in gaurd crush like no ones business.
Also, do you really think that the cross up overhead kick given to iori in 97 makes up for him not being able to do hard punch, run in , scum gale as an infinite.
Most of the other characters you listed were not in 96, so there is no comparison there.
(6 requires more precision to pull of the moves as well, whereas 97 had then patheticlly simplified.
Face facts dude, as a raw proffesional fighter, 97 just doesnt cut it the way 96 does.
To be fair to you, 97 did allow more of the supers to connect s actual combos, but i hate the system of storing supers, it sucks. I like to be able to run around , charging up when it suits me. I dont think any other kof use the 2 in conjunction (running and charging)
By the way, what characters would you say 'run the game' as far as 97 is concerned?
For 96 I would have to say, chin, clark and iori.
Goenitz is blatantly harder than orochi, but only because the cpu doesnt use him to full effect!
<small>[ July 18, 2003, 08:41 PM: Message edited by: kyo geo ]</small>