Whats the difference between the KOF games

I see what you mean callmeanewb, thats great info, should of listened to you earlier.

In 2k3 didn’t they take out the “CD” knock-down attack too?

in xi, some chars can do sdms, without being leader. (kula’s the only char i remember)

That’s because Playmore are BASTARDS! Goes back to trying to do Kusaregedo’s command throw on SSVS

I’ll add something to this. From KoF 99 onwards the small hop attacks became more deadly. Basically they took out the priorty from dp’s and uppercuts, made the character hit boxes a lot smaller when jumping in and made quick hopping move fast. This continued in 2000 and 2001, was taken out in 2002 (as in the priorty), put it back in 2003, taken out in Neowave then added again in XI (although characters like K’ have a good wake up dp).

Noone has mentioned Dream Cancel I believe? New in XI anyways…

most characters can just c.C hops. Or roll. or back dash.

Each year they never fail to introduce something new. My only complaint about the series is that I did not like the striker idea. Although what I liked is that some of the specials did get made easier instead of how hard they were at the beginning.

The striker idea is too good. I don’t understand why people hate it so much. It seems their hatred of it stems from the fact that you can do big combos from it. If you waste all of your strikers doing a 100% combo, then you won’t have any to utilize in the later rounds.

I dont get the hang of the whole striker deal no matter how many times I try.

Thanks for all the great info guys. I’m new to the series but you guys have helped me narrow down which games I want to try and pick up.

Universally, yeah. Some characters (e.g. Chang, Terry if I’m not mistaken) still have jump C+D’s but mapped as command attacks.

Amen…2000 was one of my favorites…

Yes it creates some broken things…but I love it…and incorporate XI’s system with Strikers and then you really have a crazy MVC2 esque KOF…

All the striker system is is assists ala MVC2…which you can call in the middle of your combos and it really changes the pace and strategy of the game.

Adding to what Dark Geese has pointed out, hoping he doesn’t fall off a building ledge when I say it, and coming back to scare his mother. :slight_smile:

The Striker system is basically what they hinted at during the years leading up to '99s version, but instead of meeting certain and hard to achieve requirements with a random character on your side field, you just had to have a bomb to call/summon and that with a gauge lvl to do a throw/tech escape summon. A character is designated as a striker, and is only able to perform when called by the player. The summon is a move done by a certain character. Usually it’s an old/new super or powerful move, toned down in damage and has the ability to setup the target.

The throw escape summon just knocks your opponent to the other direction after you throw him or escape a throw from, launched into the air for a juggle or two. An arial super could suffice as a continual of that move, or even a CD Attack.

Most of the times, I’d aim for a hard hitter to get that done.

Yeah there are rankings of the best strikers…like Joe in 2000, and Vanessa etc…because they can cause infinites, OTG things etc.

The worst to me are the taunt people where they come in and they take away your super etc.

No Honest Monk you are doing just fine…:tup:

What’s the teirs for that using regular characters and KoFers(hate the extra characters)?

lol those guys suck.

Kasumi for one. It just goes away. It just dissappears if she doesn’t connect. An Eiji summon is l33t because it tries to stalk hit you. Don’t think he jumps if you jump. The Duke assist is great also, because he’s just walking around quietly…then there he is doing an upper. I just keep the opponent busy if I am doing a crossup retreat so that Duke can power up…

The ones that do nothing after a null hit are annoying. I missed the attack, so at least give me consolation.

Did anyone mention the permanent loss of arial guarding since 99:Evolution?

EDIT: btw, 99’s summoning is too obvious, making it very predictable.

Kasumi and Nakoruru suck ass…Duke is good because he tracks you down and waits for you to attack I agree which makes him good…some…yes I agree the lost of aerial guard does hinder things…but man some peoples assists in the PS2 home versions of 2000 just dissapoint me…

Krausers, Geeses, Goenitzs…I was expecting something hella more…even for Rugal I mean come on!!!

MVC2 has an assist/combo limit of 1. KOF 2K2 will let you clark/joe an entire character. I donno, KOF 2K2 turned me off really quickly. If I want a an MVC2 styled KOF, I’d just play MVC2 honestly.

The aerial guarding had to go at some point whether or not the fans/developers appreicated it. Better off when old SNK was about to die to warn fans of when they were about to leave this world and the changing of the sagas. Aerial guarding is a luxery for some series and KoF is no different. Autoguarding also, which annoys. Jones powers up his crushing fist, and you’re able to block it before it even comes out. Problematic.

How true that is(Higway Man?). I liked Todo’s since he was all dark and stuff. Besides that, I agree wholeheartedly. SNK didn’t bother it. Other Kyo, Other Robert, Other Iroi, and Other K’ ? Useless.

However, arcade wise, I liked Shingo’s because it was useful for a setup.

MVC2:NAOH and KoF2k’s on only similarity is the summon, and besides that, it’s a refreshing idea from KoFs labs. It throws in the
idea with a limit and an twist to destroy your stock when a character is defeated. This splits the two apart. It’s sad that the home version
of 2003 is the only version that had an option to fight a la the original KoF in the episodic consistancy installments.