The combo system is easy to use and really freeform - you can cancel any special into any special just by inputting the second one during the first one's animation. The game is a lot about turning hits into combos, which is where all the real damage is.
On the plus side, the movement is really freeform and feels amazing. Normals don't control as much space comparatively and single hits yield meager rewards in terms of damage. Big crazy fireworks combos do happen but they're rather rare.ġ3: Takes the movement and combo angles and goes to town. (Also requires better computer equipment) 2P color change while both players use same character: Different from The King Of Fighters, we have made a special effect to apply on the characters to let the players. Single hits and short combos still yield high damage and are the main damage source. KOF XIII Effect: Some of the hit effect and the effect of super or max moves change into the effect of The King Of Fighters XIII. Combos in 98 are pretty short, and most damage is from those short combos and from single hits.Ģk2: A high mobility game that mostly focuses on active movement. Also, it seems its ridiculously easy to send someone to a corner making midscreen fighting almost nonexistent. In addition to improving the gameplay speed, the combo system has been. I didnt like KOF XIII because of dumb juggle mechanics where you could just juggle using the same move or do stupidly long loop combos.
A lot of the focus is on being at a good distance from your opponent and using your best moves to your advantage. Seven Hurting Combos After 'Wicked Chew'->'Rusting Eight Combos' ('Nine Scars Maker') then. STORY: King of Fighters XIII takes place after KOF XI and is the final title of. 98, 2k2 and 13 all have a very different feel to them, even if the core rules are the same.ĩ8: The least movement-oriented game.