I was just reading on Reddit that this is the exact same game just with better online code. Knowing the history of how this game was made, it would have been great for SNK to be giving the resources to add more characters and right the wrongs from before. Going to pick this up as it deserves its place in history.
It's interesting that you state cause 1, story wise, that was his most tired version of himself. & 2, Nest Saga Kyo was ranked higher tier over him. But overall, I never see characters as worst or better. Especially for any K-O-F game. It's just reaching one's limit 🆚 breaking it.
It's good to have moveset variations or rotations, changing every couple of games. The older games had more rotations and to me that's one of the factors that made KOF infinitely more interesting than SF, that is a game overattached to the first moveset ideas invented in the early 90s. KOF in general (not as much as in the 90s and 00s) is foward thinking and open to more moveset changes. Gladly SF is slowly starting to work the same way since SF5.
O QUE EU ACHO MAIS FODA NESSA KOF, É O POTENCIAL DOS HSDM! PASSA AQUELA SENSAÇÃO DE EVOLUÇÃO DOS PODERES DOS PERSONAGENS....COMO SE AS KOFS PASSADAS FIZESSEM ELES EVOLUIREM ABSURDAMENTE COM A EXPERIENCIAS DOS TORNEIOS...ACHO MUITO FODA !
💩.... I might wanna check the differences for myself now,@@user-xs1of4je3v . Did you noticed any other voice changes with characters? I think Terry might be the obvious change.
I had the luck when I was 9 Years old (several years ago) to play The king of Fighters 94 and other games from arcade in front of my parents home in a small corner store with Don Beto, I played all of the arcades 95, 96, 97, 98, 99, 2001, 2002 and stopped it with The King of Fighters 2003, now I am 38 and this and the other games (BTW I bought the xbox console for playing KOF XV) bring memories from my childhood, Cheers from Mérida Yucatán, México. He he :D
How can it be FUN to know that you have lost your match juste because you took the first low punch ?? xD In the better way, it is about 10, 15... 20 seconds to wait without being able to PLAY... What fun ! The way to make combos in KoF should had stayed like until the 98 : except for "light hits", we shouldn't be able to combo with something not stronger rate. I strongly played less the franchise because of this since the XIII, as if your opponent know his combos, the game was to the first who place the 1st LP or LK... How fun..
It's good to have moveset variations or rotations, changing every couple of games. The older games had more rotations and to me that's one of the factors that made KOF infinitely more interesting than SF, that is a game overattached to the first moveset ideas invented in the early 90s. KOF in general (not as much as in the 90s and 00s) is foward thinking and open to more moveset changes. Gladly SF is slowly starting to work the same way since SF5.
That's why I always fluffed with K-O-F more than S-F,@@carlosaugusto9821 . Especially when they did versions of their games like 98' U-M➕(Mainly for the home consoles) & 02' U-M versions, whereas tho you can switch/choose between different versions of the same characters. Just them switching up yearly(Mainly starting from 96') was so sick. It's 1 of the reasons why 97' is mi favorite K-O-F till this day. I might be the only person that love XII though..😂😂😂
@@JRichter25 No son infinitos exactamente porque si fuera un infinito Kyo no hubiera gastado barras o repetir el mismo moviemento hasta el TOD. Y los combos locos como en este video esta balanceado es super dificil hacerlo en una partida real y requiere muchas barras y barras de drive.