The King Of Fighters 94 Move List

0 views
Skip to first unread message

Inacayal Tanoesoedibjo

unread,
Aug 4, 2024, 11:19:19 PM8/4/24
to travtiodiepas
InThe King of Fighters '94 & The King of Fighters '95, Kyo is a All Rounder Character. Being a shoutouclone of sorts, he has a simple moveset that is great for beginners. His 108 Shiki Yami Barai is a projectile that travels across the floor, 75 Shiki Kai, a forward moving double upper-kick, and both 100 Shiki Oniyaki and 101 Shiki Oboro Guruma acts as anti-air moves. He shared this archetype with his rival, Iori Yagami, back in the days.

Due to Goenitz nearly killing him prior to the events of the '96 tournament, starting with The King of Fighters '96, Kyo completely revamps his fighting style. He has now become an offensive Rushdown Character who specializes in close combat and pressure. Kyo discards both his 108 Shiki: Yami Barai and 101 Shiki: Oboro Guruma, instead focusing on two of the clan's other techniques, the 114 Shiki: Aragami and 115 Shiki: Dokugami, both of which serves as the start of Kyo's multi-input/rekka moves. However, Kyo adds varying amount of original followup techniques from these moves that range from strike kicks-to-elbow dropping attacks.


Due to this, Kyo is a strong combo character that takes a while to master as his moveset from KOF '96 and following games explodes to ridiculous levels. Mastering it though allowed players to more easily adapt to use other characters that had more diverse movesets. Kyo made way for archetypes with moves that not only had multiple inputs, but each followup had its own unique features. This would also pave way for powerful mixups and combos if pressure was well-setup. Sadly, it is noted that for a long time, even though Kyo has his crouching as a low confirm, his Aragami followups can all be blocked standing, which still requires him to heavily condition his foe during blockstrings. Even then, the frame-trapping capabilities and the mid-ranged boxing of Aragami and Dokugami's sequences are not to be underestimated once Kyo gets into his comfort range.


In ode to Kyo's new twist since 96 however, alternate versions of Kyo would retain his old movesets from older games for nostalgia's sake, though each alternate version would be notably different from game to game. The 100 Shiki Oniyaki is the one technique both Kyo and Iori still share to this day.


When Kyo returned in KOF '99, Kyo didn't just return with a new look, but he also returned with new moves. He applies more personal touches derived from his father's techniques of the Kusanagi style, via his Hikigane mimicking Saisyu's 427 Shiki Kamukakari and even adapting his father's 110 Shiki Nata Guruma attack in KOF: Maximum Impact 2.


In The King of Fighters XII and The King of Fighters XIII, his default self briefly switches back to his old KOF '94/'95 moveset. Albeit with a few extra quality-of-life additions, especially with the addition of an airborne Orochinagi making his juggle combos more damaging, and the re-addition of Yami Barai + the new addition of Ame-no-Murakumo as his Neo MAX makes base Kyo exceptional at being able to zone, lock-down and/or punish foes from far away on reaction and/or with resources at his disposal.


Due to The King of Fighters 15 being a direct continuation of KOF14, many familiar systems, mechanics, and even faces will make their expected return. However, some teams were shaken up, with some getting wholly overhauled or removed due to the change of rosters.


Take the former Team Women Fighters, as an example, which no longer exists and is now known as Team Super Heroine, and only retains one of its members Mai Shiranui. The other two team members consist of former Psycho Soldier Team's Athena Asamiya and Team Art of Fighting's Yuri Sakazaki, making for a genuinely formidable squad.


If you are a veteran of the genre or The King of Fighters series in general, this section may not be helpful for you. Still, fighting game terminology can be confusing for newcomers, and we will try our best to make things as understandable as possible for all skill types.


Before we dive into each member's move list of Team Super Heroine, we best go over the most common terms referenced, so everyone understands exactly what's going on, as it can be a bit much at times. Please refer to the table below for a brief rundown on the Basic Move List Keys found in KOFXV.


Team Super Heroine consists of three unique but incredibly powerful fighters who make an excellent jumping-on point for newcomers. Two out of its three members are relatively easy to pick up, making this team an all-around solid choice.


From the ranged queen herself, Athena, to the all-around balanced Mai, and even the Akuma-esque Yuri, Team Super Heroine covers a wide range of playstyles, making it one of the best-compiled teams in the game for players of all skill ranges.


Athena Asamiya is one of the best zoners present in The King of Fighters 15 and excels in a few other areas as well. While her primary strategy centers around launching projectiles at her opponent to apply pressure and forcing the enemy to either turtle or try jumping in, Athena is also incredibly mobile. As a result, she can become quite annoying in the wrong hands, which is why she's such a solid option.


In general, when playing as Athena, you want to use your Psycho Ball projectiles to either get in close to your opponent for potential combos or want to try and force your opponent to jump in to catch them by surprise with her "Psycho Sword" uppercut.


Additionally, when enemies push past your annoying zone-trap, you can just as quickly teleport past them or mix them up by faking them out with a short teleport into her command grab, which allows you to launch into combos of all sorts. Remember, Athena is pretty much meant to be annoying to match up against, so don't be afraid to be annoying as her. It's just the name of her game.


Mai Shiranui is an excellent neutral fighter, perhaps one of the best in the game in the grand scheme of things, and is well-rounded. Mai won't excel at any one thing but makes up for it tenfold by being more than decent from anywhere in the arena.


In general, Mai is not a challenging character, especially regarding KOF's standards. Her main goal is to win at neutral and keep the pressure up by controlling the match's tempo and the arena's space. She can hurl projectiles to force her opponent into the air or make them turtle to run up and get a quick combo off.


Mai also has one of the best jumps in the game and can even jump off the wall, allowing her to dominate in many situations. If you don't like the current engagement, you can quite literally jump back across the stage and try to set up a more favorable scenario. Mai has many options at her disposal and is one of the best picks for newcomers in the entire game.


Yuri can charge her Ko-Ou Ken ability to keep consistent with her teammates to launch a fireball projectile, which helps maintain distance. At the same time, you try working in abilities such as her dive kick to break open the opposition's defenses and get in close to them in an instant to capitalize on her rushdown prowess.


Yuri's mix of projectiles, command grabs and her main course of rushdown chaos makes it hard for her opponent to predict what's coming next, which is all part of her plan. Keeping the pressure up with Yuri is effortless and allows you to keep your opponent on their toes throughout the match.


Ramon is a unique mobile grappler who uses his feints and movement options to bait the opponent into making a mistake, then forces onto them an extensive pressure game laden with mixups. The crux of his game lies in the Feint Step, a backwards run which doubles as a free Roman Cancel to all of his cancellable normals. This not only enables him to dart in and out of the opponent's range, but also to give himself plenty of frame advantage to rush in, either choosing from a broad range of highs, lows, crossups and command throws or simply extending his pressure until his opponent cracks. His main weakness is his poor defense, with laggy normals and no dependable reversals forcing him to buckle down and defend well when zipped in. Using KOF's system mechanics and Ramon's own movement options, including Feint Step and a triangle jump, is key to staying out of this spot, and in range to play his unique brand of footsies.


Ramon works best on point, as his constant use of feints and ability to pressure is naturally adept at building meter and he can offer high meterless damage and momentum through his microrun combo and strong mixup game. Although he can secure super cancels easily through some of his mixup options, Ramon does worse when the opponent has meter to guard cancel with, forcing him to take big risks in response lest he be on the receiving end of pressure.


Video games are not new to tackling chess. One of the most well known example is Battle Chess, which added a fresh coat of nice graphics to the basic flow of the game, without changing any of the relevant rules. While, on the opposite side of the spectrum, Chess 2: The Sequel (yes, this is the actual title of the game) tried to spice up the rules to make games more dynamic. Of course there have been even more experimental titles in recent years, like Shotgun King, which looked at the rules of chess and just had a deep laughter at them, while crumpling them into a ball of paper and throwing them into the garbage bin.


Checkmate Showdown is a game developed by Mana Void and Bad Rez Games and is precisely what it says on the tin: You have your chessboard, you have your pieces, but every time a capture SHOULD take place, a one-round fighting game match is played instead. Knight vs Bishop? Queen vs King? All of those and more!


The winner of the match determines whether the capture was successful or not. But, however it goes, the surviving piece will still keep a chunk of the damage they have been inflicted.

3a8082e126
Reply all
Reply to author
Forward
0 new messages