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- Jul 24, 2001
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(Critical) Wire Attacks, Counter Wires
Special Attacks in KoF2k1, the counter version is also in KoF2k2. In these games, a number of characters have one special or command move that is a Critical Wire Attack. When landed, it smashes the opponent against the wall behind him where he bounces back and is open for a juggle. Examples: Robert's close Sen'en Renbu Kyaku (hcf+K), Vanessa's Puncher Straight (f+C follow-up after her Puncher Vision (qcb/qcf+K).
A Counter Wire only works while countering an opponent's move, otherwise it comes out the same way. Examples: Ramon's Rolling Sobat (dp+B, does not work on D), Kula's One Inch (f+A).
The term "Wire Attack" describes the effects of these attacks that let the opponent fly around like a yoyo on a wire.
Classic, Mazi, Saikyo
Play modes in Capcom's Street Fighter Alpha 3. In the arcade version, the modes are accessible via codes, the DC version has them per default, they can be selected before starting a match. Setting the game to one of these modes has more or less drastic effects on basic gameplay features like damage, recovery times, dizzy system, combo system, etc.
Classic refers to a back-to-the-roots fighting style a la SF2/SSF2T without air blocks, less juggling, safe falls and other more technical engine features.
Mazi ("serious") increases the damage level of attacks but also doubles the opponent's attack power, and you only have to lose one round to lose the match while you have to win two to proceed.
Saikyo ("strongest") has a shorter Guard Power Gauge so that it's easier to get dizzied (or to dizzy your opponent), you can not combo normal moves into specials and attacks do less damage. Some special moves/Super Combos of certain characters also do less damage in this mode.
Special Attacks in KoF2k1, the counter version is also in KoF2k2. In these games, a number of characters have one special or command move that is a Critical Wire Attack. When landed, it smashes the opponent against the wall behind him where he bounces back and is open for a juggle. Examples: Robert's close Sen'en Renbu Kyaku (hcf+K), Vanessa's Puncher Straight (f+C follow-up after her Puncher Vision (qcb/qcf+K).
A Counter Wire only works while countering an opponent's move, otherwise it comes out the same way. Examples: Ramon's Rolling Sobat (dp+B, does not work on D), Kula's One Inch (f+A).
The term "Wire Attack" describes the effects of these attacks that let the opponent fly around like a yoyo on a wire.
Classic, Mazi, Saikyo
Play modes in Capcom's Street Fighter Alpha 3. In the arcade version, the modes are accessible via codes, the DC version has them per default, they can be selected before starting a match. Setting the game to one of these modes has more or less drastic effects on basic gameplay features like damage, recovery times, dizzy system, combo system, etc.
Classic refers to a back-to-the-roots fighting style a la SF2/SSF2T without air blocks, less juggling, safe falls and other more technical engine features.
Mazi ("serious") increases the damage level of attacks but also doubles the opponent's attack power, and you only have to lose one round to lose the match while you have to win two to proceed.
Saikyo ("strongest") has a shorter Guard Power Gauge so that it's easier to get dizzied (or to dizzy your opponent), you can not combo normal moves into specials and attacks do less damage. Some special moves/Super Combos of certain characters also do less damage in this mode.