Those kinds of sequenced flow chart moves debuted in 97 I think (96 maybe?) and are standard after that with Kyo, Ryo, that sentai parody chick, and others…kinda like Deadly Rave in chunks. I appreciate it with Kyo because it’s easy to keep track of and lets you mix up hits and psych out people who block too much. I for sure cannot keep up with the entire sequence with some characters. In general I avoid even attempting these moves in versus matches.Id say 96, or 97.
Im not *good at either of them by any stretch of the imagination. 97 had some auto combos, if I remember correctly? I remember doing some with Ryo, Robert and Andy? Something like jump in with a heavy kick and do... something... and then you get like 3 extra hits, and you can end with a special.
I never cared for the KOF games. I got my 1st Neo Geo Gold system back in 1990. I was used to games like Fatal Fury, Art Of Fighting, World Heroes, etc... I remember when KOF 94' 1st showed up at my local bowling alley... I thought "oh a new fighting game! cool!"... but once I saw that the character sprites were smaller than other games and the graphics also weren't as great, I thought "hell no!"...
I realized they had to make cuts in order to accommodate for all those characters/moves, but it was still a turn off for me.
Good ol R.E.D. kick ftwSorta related, I remember playing CVS2 online on Xbox Live and being able to get an easy first attack on people with Kyo's flip kick, no idea what the name of the move was. Basically a reverse dragon punch and kick, homeboy would flip over any projectile and it counted as an overhead so the dingdongs that usually played didn't expect an overhead like that. Also it was death to just about anyone who had a projectile.
I concur. There are some kof games like 2000, 11 and 13 which I really like but I feel like most of them have literally no personality. A lot the characters feel like they shouldn’t even belong in the same game and it feels like the game has no identity. The gameplay is tight but everything else just feels bleh.I never cared for the KOF games.
I concur. There are some kof games like 2000, 11 and 13 which I really like but I feel like most of them have literally no personality. A lot the characters feel like they shouldn’t even belong in the same game and it feels like the game has no identity. The gameplay is tight but everything else just feels bleh.
I much prefer samsho and last blade tbh.
Really? I very much disagree. I couldn’t help but feel that a lot of the kof’s just feel like a mish mash of characters and nothing more. The stages are beautiful but stuff like the hud, character select screen, etc seem so life-less and boring. Again, I love the mobility options of kof but all the cosmetics don’t really do it for me. 11, 2000 and 13 are an exception and the only ones I felt different towards.It was the personality that made me a KOF fan. The attitude, the style, the ongoing mysteries and rivalries, the fashion...easily the MOST charismatic fighting series ever, IMO, when it is seen as a whole.
Haven't played very seriously in a long time, but sometimes if I launch a striker while finishing a combo it at least looks impressive. I'm sure the pros knew the exact frame to do it and which combination of characters to use.Can anybody use Striker, Duke effectively i??? <chuckle>
The character select screen sorta has to be boring because it has so many fighters. You don’t spend a lot of time there as a fan, the timer won’t let you. The personalities are in the endings, character specific intros, year on year story development, the evolution of moves with each installment, the characters aging, taking on apprentices, having kids…treachery. You have to actually play the games to see this, or know somebody who does. There’s a reason kids younger than KOF 98 are cosplaying as Shermie or Iori.
I have no idea what “mobility” is, don’t care about HUDs. I really don’t see how a life bar graphic is going to draw me into a series beyond a minimal extent.
You’re right in that the art direction is less unified than SS and LB. KOF is more about playing the Fatal Fury team and experiencing the game that way, then playing a NESTS team and seeing it from that side, meeting whoever the new people are and trying to understand WTF they are about, and then figuring out what your most competitive team is and kicking ass with it versus.
The possibly worst KOF is 2001 but it may have more style than any of them. The most “together” is maybe…97 or 99…or 2003. The dream match games will always be more hodgepodge because that’s what a dream match is going to be.
As for Capcom…I love Streetfighter II and III but “sumo guy” “karate guy” “blonde karate guy” “army guy” and “chinalady” have always seemed like super generic stereotypes. I never had a problem with that, but “Indian rubber man” “boxer”…sheesh, that’s some thin soup.