I don't have time to go into detail, but all I wanna ask is:
Haven't you heard? KoF'95 is considered one of the best fighting games
ever made.
KoF'97 is nearly as good, too.
KoF'96.....well...I nicknamed it "King of Cheezers" '96 for a reason.
Wanna take a guess? :)
Onaje
('cause I can at least narrow down your choices.)
- Shinji
Shaandor wrote:
> I don't see what all the hoopla(is that a word?) is about 95, but I played the
> game and it has some of the worst character balance I've seen. Any character
> with a dragon punch can kick the living crap out of anyone else because dragon
> punches have insane priority and come out near-instantly. I don't know; some
> people like 95 the best, but I think it just plays like some average SFclone.
> I like 96 better, for the most part, because the new characters are great and
> alot of the old characters got their moves changed around so they don't play
> like Ryu clones. The gameplay was a tad cheezy because people just rolled
> around and did CD attacks and juggled afterwards and Iori was 9 times better
> than any other character. KoF 97 is by far the best in the entire series, even
> though there are some cheapass characters in it, the balance is almost on par
> with SSF2T. 97 is better for alot of reasons: lower damage, advanced and extra
> modes, weakened the cheap characters, and more moves for the old characters.
> 97 is the best IMHO, but it definately has the worst backrounds, worst music,
> and worst win portraits(besides 94) in the entire series. Anyway, can someone
> tell me why everyone things KoF 95 is so good?
Wow! Somebody who feels like me! I liked 95 when it first came out, but after
playing 96 alot I couldn't go back to 95. When somebody says 95 is the best of the
series it makes me wanna bash my head into wall. To me, everything about the game
except the characters was fucked up: the damage, the sidesteps, and the overall
turtle atmosphere that the game seem to portray. I'll also agree about the point
you made about the Ryu clones. I'm also disturbed that the ghost of 95 continues
to haunt the present KOF's til this day. However, now is my chance to be educated,
so will someone explain to me what made KOF'95 so great? Please tell me because
apparently I missed it.
-Innovator
>I don't see what all the hoopla(is that a word?) is about 95, but I played
the
>game and it has some of the worst character balance I've seen. Any character
>with a dragon punch can kick the living crap out of anyone else because dragon
>punches have insane priority and come out near-instantly. I don't know; some
>people like 95 the best, but I think it just plays like some average SFclone.
Uhhhh, the three top characters (Rugal, Kyo, and Iori) do have uppercuts, but
it's not the uppercuts that make them so good.
>I like 96 better, for the most part, because the new characters are great and
>alot of the old characters got their moves changed around so they don't play
>like Ryu clones. The gameplay was a tad cheezy because people just rolled
>around and did CD attacks and juggled afterwards and Iori was 9 times better
>than any other character.
a TAD cheezy?! '95 played so much better than '96 it's not even funny...
>KoF 97 is by far the best in the entire series, even
>though there are some cheapass characters in it, the balance is almost on par
>with SSF2T. 97 is better for alot of reasons: lower damage, advanced and
>extra
>modes, weakened the cheap characters, and more moves for the old characters.
>97 is the best IMHO, but it definately has the worst backrounds, worst music,
>and worst win portraits(besides 94) in the entire series. Anyway, can
>someone tell me why everyone things KoF 95 is so good?
If you think uppercut characters rule in '95, then command throw characters
rule in '97. Any character with a command throw has a leg up on a character
that doesn't. Oh yeah, throw escapes in '96 and '97.... suck. You shouldn't be
able to escape a throw by pushing A or B, neither of which activate a normal
throw. Regular throws in '95 do good damage, plus they have RANGE.
'95 had some great characters that were taken out, like Saisyu, Takuma,
Heidern, and Eiji. Luckily, all of those except for Eiji are returning in '98.
Also, what makes '95 so good is that zoning and mind games are a very important
part of the game, unlike '97 where you can just dash roll through just about
anything. Don't get me wrong, I like rolling, but both that and hop jumps
completely destroy the distancing game and encourage total mindless aggression.
No, I'm not a turtle,
but aggressive play should be intelligent instead of poking and dashing all
over the place.
If you didn't play '95 when it came out, I can understand why you don't think
too highly of the game. But it was an incredible game when it came out, and is
still great today. It's my favorite of the series, although it's possible that
'98 could be better, it's looking really really good. :) (although they've
neutered command throws a little too much. Argh!)
-Matt
"Those are just words, Maya. And words only hurt if you listen.
And if you don't listen, well, who's to say what anyone's saying,
or even if they're talking at all, but one thing's for sure...
it doesn't hurt!" - Jack Gallow, 'Just Shoot Me'
> KoF'97 is nearly as good, too.
>
> KoF'96.....well...I nicknamed it "King of Cheezers" '96 for a reason.
> Wanna take a guess? :)
avoid 96, it really doesnt have anything to offer that the others dont, and
has a lot of shortcomings. 95 is an **EXCELLENT** fighter, just one of those
fighters that feels soooo right, but it's a bit lacking in the eyecandy
department (it's graphics are still very good though IMO)...97 is still damn
good too, but not quite 95 caliber, and has a lot more characters and
eyecandy.
are you a super technical fighter who likes to dive as deep as possible into a
game and find the most insane and intense combos and strategies there are? get
95..
do you enjoy a fun fighting game that still has some good depth to explore,
and is just a nicer overall "package", with more graphics, animations, extra
cut scenes, better backgrounds, etc? get 97.
screw 96 :)
Matt
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I don't want to turn this into a 'whose got the bigger dick' war, but 95 is the
best fighter. It has it's faults like any other fighter, but the pluses out
weigh the negatives. In what other fighter can you go from a dodge into a major
juggle combo? Capcom has just started to grasp at the idea of putting juggling
into their fighters (I'm not talking that Vs crap).
KOF95's character variety with their long list of moves gives the player an
arsenal of attacks to fit any situation instead of just three basic ones.
What's up with Capcom never updating their characters? SNK always seems to be
able to think up a new original move for each sequel.
If KOFvsSF ever did become a reality the Capcom side would get their collective
butts kicked from shear fire power. No matter which way I look at it, believe
me I've tried, the Capcom characters can't compete.
Dr. Blasphemy @#*!
If what you like is dodging into juggle combos, 97 is better than 95, in that
aspect.
>KOF95's character variety with their long list of moves gives the player an
>arsenal of attacks to fit any situation instead of just three basic ones.
The characters have more moves in 97.
>What's up with Capcom never updating their characters? SNK always seems to be
>able to think up a new original move for each sequel.
The characters got their moves changed in 96 and in 95 they were still
Ryuclones. I don't see how your arguments make 95 seem like a better game than
97 since 97 is better in all of those categories. I like 97 for the reasons
you mentioned for 95, plus the fact that the game focuses on upclose
fighting(with strategy, mind you) instead of zoning and fireball wars/traps.
The part I just hate about 97 is the command throws though, they just make any
character that has them a notch above everyone else. This is going to be fixed
in 98 though...
I liked 95 when it came out, but I just don't think it's that good of a game.
The main strategy was to just make someone jump at you by throwing fireballs
and when they're in the air you dragon punch them. Not that that's entirely
bad, but it just seemed way to SFish to me and wasn't all that fun. Many
people hate the 97 rolls, but I think they're a good addition because you can
avoid fireballs without jumping. They should definately make the roll able to
be hit by sweeps in 98, though, because it messed with positioning strategy. I
liked 96 only because the Ryuclones turned into original characters and the
game got better characters(Mature, Vice, Leona<she's not cheap ya fools!>,
Geese, Mr. Big). I think 97 was much better in the combo part of the game
too(save infinites), because the game has to have some of the hardest combos in
a fighting game and most of them require your opponent to be in the corner
which adds alot of strategy to the game.
>do you enjoy a fun fighting game that still has some good depth to explore,
>and is just a nicer overall "package", with more graphics, animations, extra
>cut scenes, better backgrounds, etc? get 97.
I think that 95 had better backrounds and cut scenes. But, 96/97 definately
have better graphics. I guess it's a matter of preference: get 95 if you like
fireball traps and long-ranged, SF-esque strategy with some turtling or get 97
if you like mainly upclose, faster-paced combat and strategies. Anyway, can
anyone tell me why 95 is better than 97?
Gameplay.... well, I play all three on my Saturn, more '97 as of late; but
I'm not really the best to ask about gameplay. (I like them all. :)
Without superwading through all the other posts about it, I will say that
I have -never- -ever- successfully FB->DP trapped ANYONE on KoF'95, not
the CPU on any level, not the worst KoF'95 player I've played, not the
best (doesn't say much, as I've played maybe 5 people at it... -.-)... but
I can fireball-trap the CPU on most other games fairly easily. Hell, when
I'm playing Kyo and Iori, I don't ever use their uppercuts--too dangerous.
I don't even use them with Ryo and Robert, two of the more Ryu-ish
characters.
As for animation and load times, Saturn KoF'95 has about as much loading
time as the 4M games; that is, one initial load, and then, thanks to the
ROM cart, the game is almost literally arcade-perfect; call it 99%. There
is a possible chance of slowdown in Team Mexico's rising-platform section
of their stage, depending on what you're doing, but that's the only
Saturn-specific slowdown I've ever seen. '96 and '97, naturally, have
much longer load times; they're not unbearable, certainly, and you're
'treated' to character-specific loading graphics. Characters... that's
the tough part. Part of why I keep playing '96 and '95 is for the
characters that are in each one that aren't in any other; Eiji, Takuma,
Saisyu, Rugal in '95, Vice, Krauser, in '96, NFT, Blue Mary, Yamazaki, in
'97... and most of them ARE coming back in '98, so I may have to break
down and purchse a Neocart for it. :) If I can.
On a pure numbers basis, I believe '97 has the most characters of the
three versions mentioned, but neither '95 nor '97 have a multi-language
feature (English, Japanese, Portugeuse, Spanish or Italian, I think). On
the other hand, '97 has a neat demo/ending viewer.
If I were you, Shinji, or myself, I'd purchase '95 and '97 at least.
Roughly, they're equivalent to ST and the Alpha series (although '97 does
NOT have the contempt associated with it; I merely make the comparison as
to the style of gameplay and such).
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In article <3549629D...@wsd1.org>, "Vong (Shinji) Sundara"
<1004...@wsd1.org> wrote:
>Which King of Fighters should I purchase for
>Saturn? 95, 96 or 97... please compare their
>strengths and weaknesses such as animation,
>gameplay, characters, features, load times, etc.
>
> - Shinji
--
The ferral World order
Fighting Game Picture Archive, Adult/Hentai Picture
Archive, Pro-Wrestling Newsletter Archive, Ghost Rider
and Battle Angel Alita Shrines
http://www.ferralworldorder.com/index.html fer...@scsn.net
"I am immortal! I have inside me blood of kings!
I have no rival! No man can be my equal!"
97 is better for juggling, but you can only attack within a dodge in
95 and the upcoming 98.
: >What's up with Capcom never updating their characters? SNK always seems to be
: >able to think up a new original move for each sequel.
: The characters got their moves changed in 96 and in 95 they were still
: Ryuclones.
Just an aside, but if you make a sprite game with roughly 30
characters, and give every character 6-7 special moves each (not counting
DMs), you're going to end up with alot of guys who have both a
projectile and an upward self-projectile. There's just no way around it.
: I like 97 for the reasons
: you mentioned for 95, plus the fact that the game focuses on upclose
: fighting(with strategy, mind you) instead of zoning and fireball wars/traps.
I don't have a well-formed opinion on which game is the best, but I
don't understand how it's possible to get fireball zoned in a game with
unlimited dodging. For there to be any chance of it you'd need to be
pressed deep into a corner and either get hit or be forced to block. The
other guy would need to be at pretty close range, and most characters
don't have quick enough recovery on their moves (maybe Terry). Eventually
your meter gets charged from the blocking and you either guard reversal
or buffer an outright DM (depending on who you use), likely making up for
all the blocked damage anyway.
Lark
I wasn't really comparing 95 with 97 and never really found a good machine to
play 97 on. Either the controls were screwed or the arcade set it to single
character and wouldn't fix it to team mode. It goes without saying a sequel
will 9 times out of 10 be better, that 10 being SF3. <heh!>
Dr. Blasphemy @#*!
Well, I was the exact opposite. I really wasn't into KOF too much and forced
into it, since it was the only game to play.
>The main strategy was to just make someone jump at you by throwing
>fireballs and when they're in the air you dragon punch them. Not that
>that's entirely bad, but it just seemed way to SFish to me and wasn't all
>that fun. Many people hate the 97 rolls, but I think they're a good
Wrong!!! :) You could have always dodge rush them (ie. dodge projectile, run in
a little closer and repeat until close enough to attack).
Dr. Blasphemy @#*!
> I liked 95 when it came out, but I just don't think it's that good of a game.
> The main strategy was to just make someone jump at you by throwing fireballs
> and when they're in the air you dragon punch them. Not that that's entirely
> bad, but it just seemed way to SFish to me and wasn't all that fun. Many
> people hate the 97 rolls, but I think they're a good addition because you can
> avoid fireballs without jumping.
ummmmmmmmmm, how do i say this? hit AB in 95 and you sidestep, dodging any and
all fireballs without jumping...KOF95's strategy is fireball/uppercut???
what?? someone once said about SF3 "if you dont parry, don't play." well in
95, if you dont sidestep, don't play.
>get 95 if you like
> fireball traps and long-ranged, SF-esque strategy with some turtling or get 97
> if you like mainly upclose, faster-paced combat and strategies. Anyway, can
> anyone tell me why 95 is better than 97?
well, you prolly don't like 95 because you missed out on one HUGE aspect of
it, sidestepping...sidestepping KILLS all long ranging, turtling and
fireball/uppercut crap. Even Onaje himself proclaims KOF95 to be so
excellent because fireball/uppercut traps DONT work. Believe it or not, but
if you didnt work sidestepping into your strategy, you missed out on over
half the game... such a minor detail, but so vital.
I honestly can't say why 95 is better than 97, I'm not that good and technical
of a player :) However, I can say that 95 just "feels" right, much the same
way that SSF2T just "felt" right. Sure SFA and SFA2 both have more options,
better graphics and new characters, but they just where missing ST's feel, and
thus where inferior games...same applies to 97/95.
Matt
-----------
to email me: mgr...@artic.edu
-----------
> I wasn't really comparing 95 with 97 and never really found a good machine to
> play 97 on. Either the controls were screwed or the arcade set it to single
> character and wouldn't fix it to team mode. It goes without saying a sequel
> will 9 times out of 10 be better, that 10 being SF3. <heh!>
dude!! talk about a lame arcade!!! they put it in single mode? that's murder,
they just ruined the entire game for ya just so they can get a few extra
quarters....i would have complained like crazy!! :)
I dont think SNK should allow a team vs single option on the MVS version (on
home version of course.) But unfortunately they do.
Matt
KoF 94- this game was fun, and team america (although strereotypical) was
pretty damn cool too bad their gonners.
kof 95- Lot of people liked this game, it had potential too be DAMNED popular
but the graphical heavy hitters were out at the same time which kind of stifled
it in the arcade, but I thought the balance was fair and the combos weren't
easy too do which is a good thing.
kof 97- Where can I start, I liked it a lot, a whole hel of a lot, especially
some of the additions for my boys Ralph and Clark. Don't EVER take these two
out of the game SNK or I'm gonna...I'm gonna....go play Ikari Warriors or
something..but on a down note the infinite desperation move thing on "extra"
mode got old real fast ; I'm sure you all had too put up with the RYO super
fireballs every second thing and a number of the FF, and Art of Fighting
characters seemed to be so turtling geared joe higashi in particularly, not
one but two tornadoes for his uppercut? come on....