The King of Fighters XIII: Tutorial Series: Stage 2: Fighting Game Player, Part 2
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@Meiz79 The King of Soundtracks is one of my favorite game-related collectible items.
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@YoungObitoUchiha Did you go to the tutorial in the game?
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I love this game,but the throwing mechanic is so fucking stupid. I wish they had the foresight to see that having the throw in SF2 fashion can lead to overlapped controls,and also,you shouldn't be able to throw a stunned opponent. So dumb and could've been easily fixed,but whatever,still an awesome game.
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Needless to say, back in the day, I used to collect all the english-translated in-between story texts during the original Orochi series. (94-97) Interesting reading, and it explains the actual progression of why things are the way they are in the next KOF.The backgrounds, for each, and overall presentation also were fully explained, story-wise. From the whole (underground hush-hush Kumite style) backgrounds of KOF95 to the stadium-style audience attention of KOF96, to the TV broadcast of KOF 97.
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Just a little bit of info, and some KOF history there. However, nowadays, you don't have to worry about who will pass stock onto who and when. KOF had been quite story-driven, and it used to permeate into the fight system as well. (And SNK would do write-ups of story(for all characters)between the competitions). To a degree, ridding it does remove the requirement for people to know the lore well to take advantage of the system. Much more helpful for new folks coming in who look for consistency.
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On the consoles in KOF 98, you could actually *alter* the character relationship bias by simply playing those characters in a team together more. The more you play them, the more the relationship improves over time, the less you play them, they tend to sour a bit. You could also press a button to see the current character relationships of a team with various face symbols over them. Take note, relationships also affected whether the character will assist from the background when you call them.
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That was prominent in earlier KOFs, particularly for the original Orochi story arc (94-97), and the first Dream Match 98. Dream match years generally were a combination of fight systems and characters from the previous story arc in a game that has no canon story progression. It's just a celebration of the previous games in an all out bash. Why I mention KOF 98, is that the home versions did something different with the character relationship power management thing.
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So knowing the story was important for choosing character order (if looking to pass down power stocks). The idea is that if the character hated the character that followed them, then you get no stocks as the next character. If the character Liked the following character, then you get your power stocks passed and maybe a bit more. If the character was indifferent to the following, the next character would get some power stock.
Atlus is so fucking godlike. You buy their regular retail games and they're like, here's all the damn music from its inception back in 94 and a full color instruction manual and some peeps on the Internets to tell you what's up.
Meiz79 1 month ago 58
THIS GAME MADE THE OFFICIAL EVO2012 LIST GET HYPED
TheLegendRome 1 month ago 46