The team who made this tutorials has to get together again. Not only the dialogue is great; the video demonstrations are freaking awesome. My jaw dropped on second viewing, when I realized the amount of detail I missed the first time. Amazing. Every fighting tutorial video should be measured to this standard. Absolutely pro.
Beautifully done stuff yet again, I hope more and more and more and more people watch this videos and give KOF XIII an informed try. The game is just completely amazing. I started playing KOF waaaay back in the beginning (and the seperate games way before then), but I took a long break in the 2k years. XII wasn't so amazing, but XIII is utterly amazing. Keep this stuff coming you two, this helps so very much. :) Kei
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.
One of the interesting things that has changed in various KOF games is the passing down of stocks. There have also been times, in the earlier KOFs, where your unused characters appeared in the background of a fight, in which you could use them to Jump in and perform a single hit assist to help stop your opponent's offense. (Replaced by more useful stuff) However, in some of those games Lore had a lot to do with whether the character will help out or how much of your meter gets passed down.
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.
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.
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.
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.
SNK have only three options now: 1-Get a Kickstarter campaign. 2-Merge with Atlus, Arc System Work, Capcom, Sega, or Namco. 3-Let one of the above five companies buy SNK. So we'll be able to see: 1-KoF XIV (2D) 2-KoF Maximum Impact 3 (3D) 2-Garou Mark of the Wolves 2 3-Art of Fighting IV 4-Samurai Shodown VII 5-The Last Blade 3 6-Metal Slug 8 7-King of Monsters 3 8-SNK vs. Capcom: SVC Chaos 2 9-Capcom vs. SNK 3 10-Samurai Shodown vs. The Last Blade 11-NeoGeo Battle Coliseum 2
Great videos. But as much as I want to like kof I never get used to the different jumps and the flow of the match. Just give me a new Garou SNK, I promise I'll buy it. And bring back Angel, she was awesome.
The team who made this tutorials has to get together again. Not only the dialogue is great; the video demonstrations are freaking awesome. My jaw dropped on second viewing, when I realized the amount of detail I missed the first time.
Amazing. Every fighting tutorial video should be measured to this standard. Absolutely pro.
Beautifully done stuff yet again, I hope more and more and more and more people watch this videos and give KOF XIII an informed try. The game is just completely amazing. I started playing KOF waaaay back in the beginning (and the seperate games way before then), but I took a long break in the 2k years. XII wasn't so amazing, but XIII is utterly amazing.
Keep this stuff coming you two, this helps so very much. :)
Kei
James "In other words" Chen
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.
One of the interesting things that has changed in various KOF games is the passing down of stocks. There have also been times, in the earlier KOFs, where your unused characters appeared in the background of a fight, in which you could use them to Jump in and perform a single hit assist to help stop your opponent's offense. (Replaced by more useful stuff) However, in some of those games Lore had a lot to do with whether the character will help out or how much of your meter gets passed down.
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.
These videos were very informative and well edited. Thanks guys; I definitely want to learn KOF now!
Excellent video. Great pacing and information; the guys kept it interesting.
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.
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.
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.
James really knows his stuff!
@onreload Certain moves do, like Maxima's Vapour Cannon causing wallbounce on counterhit, but there are no universal benefits like extra hitstun.
Gotcha
THIS GAME MADE THE OFFICIAL EVO2012 LIST GET HYPED
They should make a SNK vs Capcom 3 on this engine. I would love to see some of the ssf4 ae roster doing HD cancel combos.
lol. the only thing james chen is around for is SO ITS JUST LIKE *insert other game name here*
Great video atlus!
Will J Chen comment for KOF on future events? I hope so heheh
@29once
Garou has hops too, so I don't see your problem.
is this the last part or is there going to be a part 3?
@YoungObitoUchiha Did you go to the tutorial in the game?
SNK have only three options now:
1-Get a Kickstarter campaign.
2-Merge with Atlus, Arc System Work, Capcom, Sega, or Namco.
3-Let one of the above five companies buy SNK.
So we'll be able to see:
1-KoF XIV (2D)
2-KoF Maximum Impact 3 (3D)
2-Garou Mark of the Wolves 2
3-Art of Fighting IV
4-Samurai Shodown VII
5-The Last Blade 3
6-Metal Slug 8
7-King of Monsters 3
8-SNK vs. Capcom: SVC Chaos 2
9-Capcom vs. SNK 3
10-Samurai Shodown vs. The Last Blade
11-NeoGeo Battle Coliseum 2
i thought some moves do get extra benefits from CH
Such a good game.
FIGHTING GAMES ARE GETTING FUCKING AWESOME AGAIN
i still dont get how to MAX CANCEL..
Great videos.
But as much as I want to like kof I never get used to the different jumps and the flow of the match. Just give me a new Garou SNK, I promise I'll buy it. And bring back Angel, she was awesome.
2:31 it was so beautiful I almost cried. I actually cried cause I'll never be able to do that. Jk but seriously WTF
not just that, snk made a mediocre netcode, and atlus was like : "c´mon snk at least patch it !"
queria joga esse jogo mais eu não pedir video game para minha mãe
mai shiramui "s sexy :9
^ ^ Ty for share,..
,.., Peace, greets ReRiX,..