Why does SNKP keep making the kof supers harder and harder to perform?

In no way is that even true, although to some extent it took me a lot more to learn how to play KOF properly than it took me to learn how to play SF3:3S properly.

3S is still way more fun to me, though.

quoted for emphasis

Checkers is often more fun than chess. I’m just saying.

Sidenote; Someone tell me why I cannot do Leona’s HSDM that is just qcf*2 +BD. Is there something I’m just missing here.

i like how snk put crazy motion for HSDMs makes u feel good when it goes off, but for chars like benimaru in 2k2 which does 1%dmg anywhere kinda sux.

You need to be in “Orochi Mode” with her…I forget the command for it ATM (it’s like, udududu + BD or something like that), but you need to that first, then the HSDM is enabled.

And interestingly enough, two games which are highly - regarded on these boards (and in general) have dead - easy motions for supers: Mark of the Wolves and 3s, both of which use QCFx2 almost exclusively. So there’s something to think about.

And if you’re complaining now, go back and play Fatal Fury 2 / Special. Stupid Laurence blood’s reverse raging storm DM, and Duck’s HCF, UF, U, D DM. Wackiness.

Oh, and OrochiTempest, did you get “The Aran Show” from me? 'Cause if so, that’s awesome! (RF2 represent!)

Find some 2K2 combo videos, then you’ll see how to use Beni’s HSDM. With 5 bars you can put together a fairly long, damaging (and relatively simple) combo consisting of HSDM, Raijoukenx3-4, HSDM, repeat.

really? cuz most of the combo vid i saw for KOF 2k2 didnt have beni in it… but can thoes combos be done in matches?

I can’t stand SNK motions for some things. Sure it’s unique and maybe a nice change, but it’s more of a pain in the ass. Like Geese’s Raging Storm is odd, I can only do it if I charge db for a second. It’s hard to use as an anti-air because… well the motion takes too long.

Or, remember Galford in SS2? My god, he had some shitty ass motions for moves. IIRC, Geese’s Storm was how he just teleported. If you’re playing at home, like on a SNES pad or something, god damn that shit is impossible.

Then again, I also despise capcom’s (like in alpha) charge-character supers. I guess I’m okay with the b, f, b, f ones, but I can’t stand the d/b, d/f, d/b, u/f ones.

I don’t even want to know some of the later KOF’s moves… Hearing of Iori having qcb, qcf, b, f makes me cringe enough. :stuck_out_tongue:

While there have been some good reasons brough up in this topic, the bottom line, for me at least, is that I don’t play fighting games for challenge in the directional input, I look for challenge in the fighting. :karate:

:hcf: :r: :l: :p:

More like

Capcom = mash on ground normals
SNK = mash on air normals

Actually, K9999’s HSDM comes out pretty easy when done during a backdash. I just spaz on right/left on the ground, K9999 eventually does the backdash -> HSDM.

Yeh but by then they block, or punish you for being a spaz.

here’s a better question…WHY does SNK keep making KOF the same game over and over and barely change anything!

Have my babies. Please?

I agree 999% with you.

there like madden! :tup:

Looks like you’ve never watched Garou Special tourney footages. Japanese players can buffer Duck’s super even from a weak punch.

Fixed for you. Considering the age of the game, it’s kinda natural that they’d have it down. That’s like saying you can watch ST vids of peeps doing Guile shortshortsuper.

And the whole reason on why SNK had such odd commands for the HSDMs(note the bolded letter for Hidden) was that they weren’t to be simple to find out or, in most cases, easy to use. After time, most DMs got simplified commands unless they were specifically going for nostalgia(Ryo SDM, Geese Rising Storm).

nonsense

You are complaining that high level players CAN combo moves into supers which in turn is putting off many potential players???

You have got to be kidding…

There’s nothing wrong with motions in kof. In capcom games, you usually do 2 half circle motions for supers…in kof it’s the same, only that it’s 1 forward, then 1 backward (or vice versa)…I don’t see what’s the big deal.

Kof sucks for other reasons, not because of the motions.

The hardest super for me to do still has to be Duck King’s FFS super (the breakdancing grab). Actually, FFS was loaded with “tie-a-knot” motions. :wasted: