yeah giby is pretty much hit it on the head.
samsho1 = ??
never gets mentioned.
samsho2 = YES
is popular but not very well balanced at all with ukyo being considered god tier.
samsho3 = NO
infinite problems.
samsho4 = NO
cd system and infinites.
samsho5 = YES
balance is ok. yoshi is overpowered and has an infinite but doesnt quite break the game.
rb1 = NO
infinites and balance issues
rbffs = NO
kim, sokaku and some others = balance issues and the HUGE combos easily done with the sway system also not good.
rb2 = YES
imo one of the tightest snk fighters in terms of balance and system, damage etc. not perfect but no fighter is.
lb1 = YES/MAYBE
havent played it enough but seems to have good damage ratios, balance and limitations on combos.
lb2 = NO
akari, infinites, zantetsus silly super abuseable A+C trick in the air, one hit into 2/3 life combos, mixing up overheads easily
kof94 = NO
redizzies and full bar combos
kof95 = NO
as above
kof96 = ??
some say no but i am not totally sure.. there are some big combos from memory so maybe no.
kof97 = NO
worst kof for infinites and juggle glitches. add in orochi leona and iori.. ouch.
kof 98 = YES
not as well balanced as 2k2 but generally considered comp worthy.
kof 99 = NO
power mode (iirc) fb->super fb->fb->super fb and repeat with bao, striker juggles and infinites from memory
kof 2k = NO
big infinite off striker probs.
kof 2k1 = NO
may lee infinites, foxy, kula...lots of probs with infinites
kof2k2 = YES
this and rb2 are neck and neck for tightness. generally considered to be the most comp worthy snk game.
kof2k3 = NO
duolon, one trick play, lots of cheese. fun though.