KOF Orochi Saga Collection - US Version

Damn, whatcha niggas playing on level 8 for? :shake:

I am having trouble playing KOF '94/‘95 on level fuckin’ FOUR, much less level 8. Goddamn, how I HATE old-school SNK AI. Psychic moves, cheap tricks, and damage up the wazoo. You literally have to play using a certain pattern, which is always lame since you can’t really play freely and using all the moves in your arsenal. :mad:

I feel ya cuzen, even putting on 4MVS is still hard, by the time you make it to the 3rd stage. like i said it isn’t DP friendly at all, but you see the computer do them reversal DP’s all the frickin time but when you do it, you’ll get snuff’d.

[rant]

Okay, I just spend a few HOURS trying to beat '95 on level 8 difficulty without continuing, using the Ikari Warriors team. I recommend the experience to anyone who thinks they’re sane.

Got to Saisyu without continuing, beat him, DIDN’T GET MY TEAMMATES BACK, faced Rugal with a weak Heidern, lost badly. An hour of continues later, finally beat the dynamic duo via time over. TIME OVER. Wow.

Thank you, old school sadistic SNK programmers:

-for making us beat TWO overpowered SNK-boss-syndrome characters in one fight! Sweet!

-for giving Saisyu the fastest overhead special EVER that looks conspicuously like his basic dash. I loved getting repeatedly mixed up between the overhead (40%) and insta-dash-into-throw (33%). THEY LOOK IDENTICAL.

-for having Saisyu’s “jump-in-dizzy-combo-of-doom” on speed dial every time you think of throwing a projectile.

-for giving both overpowered bosses high priority DP’s. I love getting basic normals DPed on reaction for 40%. It’s a good thing you don’t have to attack your opponent to win in this game. Oh wait, you do.

-for giving Ikari team crappy DMs.

-for giving Clark and Ralph absolutely no anti-airs. None.

-for giving Clark and Ralph nothing but spammed crouchng HP, standing HK, and luck to “deal” with Saisyu.

-for not having the decency to play your own frickin’ games before releasing them. I wonder if THEY tried beating the game with Ikari team…

[/rant]

With antics like that, it’s a good thing I still keep my PSX KOF ‘95. The AI in that game is pretty fuckin’ stupid (falls for repeated sweeps even at level 8!). :rofl:

Iori fireball then standing C+D as he teleports/comes out of teleport.

Easiest way to beat Goenitz:

Use Chin. Use the “lying down” (QCB + D I think?) move. Press U + D when Goenitz gets close. PROFIT! :tup:

I’ve been meaning to get this, but a friend of mine heard there was a pretty bad glitch/bug in it. Is this true?

Umm…in KOF 98, it says “Round 1…Ready…Perfect” instead of “Round 1…Ready…GO!”. Some of the announcer sound bites are messed up in 98 only. That’s the only major thing I know of.

Also, every once in a blue moon, I’ve noticed that the game will sorta pause for a split second. Only on rare occasions though…and, if you blink you might miss it.

Otherwise, gameplay is just fine for me.

If you skim the thread, you’ll see some of the pros and cons…

Cons
-loading times (I personally don’t think they’re that bad)
-other stuff I mentioned above

Pros
-95, 96, and 97 plus two bonus games 94 and 98 which weren’t in the original Japanese version.
-finally a training mode, which again was not in the original Japanese version
-game play feels intact
-unlockable artwork and music
-dirt cheap for 5 classic rare games

By far, this collection is THE cheapest, easiest, most authentic way to get KOF 94, 95, 96, 97, and 98 in the United States…ever. Literally. Ever.

I recommend it as a collectors item and 'cause it’s fun (except fighting Goenitz, Saisyu, and Rugal…that has never been fun).

AH training mode, i wrote something about this but forgot to actually post it, while you have it as a pro, i’d actually have yeah the idea of having a trainin mode is a good one, how they actually executed it is shit.

You cannot set the dummy to block without it walking back the whole length of the screen till it reaches the corner, which is pretty damn stupid, then there’s the life bars it’s like you can do one combo or one hit the life bar goes down fine but once you start again the life wont come off unless you wait and let it fill back up.
The dummy sometimes randomly dies in 95, you also start at max in 95 and cannot get rid of the max state until you super which in puts your gauge at like 99% full (why?) you then cannot charge up to max again, but you can still super, even if your life aint in the red.
Also why just not stick the clock at 99 or infinity sign rather rather than just taking it out it looks ugly.
But my biggest gripe has to be with 96, you cannot remove the max state ( at least i cannot) so you can litreally practice nothing in terms of combos in 96 because the push back in max in 96 is fucking massive.

Of course these are all pretty minor except for the 96 thing imo, yeah for 15 bucks you cannot go wrong, but to me it feels very slap dash.

For those 2 people who cares about the Wii version (released 1 month later after the Ps2)… I played all the versions for 10 min in arcade mode, and the games run smooth, no frame skips, or weird graphic glitches. I’m using component cables and no tearing. I think they use some sort of filter to make the game look better than the arcade version. It is very similiar to HQ2X filter, but I dunno if this is the same case for the PS2? Controls are responsive, and if you have a hori stick is better. A must have !!!

Good to hear! I have to check if there’s some sort of filter on PS2…didn’t look like it to me, but maybe I just didn’t notice…

Might as well add to what I posted before

Also with Mai, qcf+p then qcb+A whenever he teleports. Some C+D’s can even knock him out of his ranbu super (the startup).

Mai’s the easiest way to beat Chizuru too. Stay one person away or just slightly outside sweep range and spam qcb+A. The AI will read it and Chizuru will try a DP, only to eat fire. At worst, if you’re a little closer, you’ll trade, but at the ideal distance you shouldn’t get hit/always win.

I just bought the Wii version, it’s great. I also have the PS2 version as well. Really don’t see a difference.

Nope, that would be Robert.

Spam stand D. Win. :tup:

Just cheat back with the Action Replay or Codebreaker

Anybody with a command grab beats chizuru

I thought it involved the qcf+p cheeseball instead. Never used him outside 97/98, so I’ll have to try.

Then, back one year to 95 so I can relive the arpe damage. :rofl:

re: Robert
Edit- I must be doing something wrong, I’m eating DP’s instead. Oh well, going to try that again.

You have to do it from some distance (i.e. Robert should hit Chizuru with the tip of his foot).

Worked for me everytime at the arcades.

I think Mr. Big also had a pretty easy tactic which involved using Blaster Wave (QCF + A) repeatedly.

But, what were the arcades set at? MVS difficulty is like level 4 or something right?
Level 8 might be tougher than arcade…though I’m not sure…

you will find LVL 8 on most SNK machines, at least in mexico :mad: but from 96 on AI was toned down hard.
i remember not being able to past team 3 on 95 back in the day :arazz: was BS