I love how Ryuko Ranbuu Destroy gets to be at the top of the list, especially after I spent hours upon hours the previous night researching it. Love the vids, man. Keep it up.
@@TheNaturalGamer1 you're seriously gonna go for that card? In case you didn't know, handcams are rhythm game and speedrunning exclusives. Why do someone have a handcam, for a fighting game? Not to mention, this is a List video, not a Gameplay video So do you really think that a fighting game player would feel the need to use a handcam? I mean I know some do but that's a Gameplay or Montage video and not a List video. And even if he didn't do them, his explanations alone is enough to tell how hard these moves are, you can hear it in his wordings, while it is from a script, it shows real reaction to what he had to do and what he tell you should do to make these moves easier to input. Try a better card mate. "Handcam on a fighting game"? Ha! And do try to name the reasons why he should have a handcam. I'll crush them like how Ralf crushes the opponent with his Galactica Phantom
I saw what I considered to be a high level KOF player using Iori like a beast. This wasn't RUclips. This was in an Arcade (remember those?). He pulled off Iori's wolf bloom while chaining it together with a combo among other cool things. Before Covid hit, my brother took a trip to Japan. He saw some huge Arcade that had all the old stuff. He not being a huge KOF fan (more of a Street Fighter type) even mentioned "Man there was this dude there playing nothing but some kind of KOF for hours on end while chain smoking." He said that he was pulling off all the moves that I probably would've expected to enjoy seeing.
@@pedinhuh16 I’ve used arcade sticks before. Yep you’re right. But if it’s (usually never with SNK cabinets) an old Capcom mid 90’s super move based fighter, they sometimes have inputs for some combos made different than when they get a home released. Well at least SNK home releases (on the NeoGeo) were very carbon copy about everything. Moveset included.
Just to clarify, the Ryo one you don't have to do it while cancelling a move, you can't cancel the max mode itself, the idea is that you have use other moves to mask the fireball so it doesn't come out, it can be after landing from a jump , after hitstun/blockstun and a lot of others.
@@spade4acer You have to do it when qcfC won't come out but finish it around when the super can come out The input is qcfC then A (not A+C) You need to do qcfC at frames where it can't come out, right before you are about to gain control then the A press should be before or after You gain control without pressing too far apart from the C press You can somewhat buffer the A press by holding it but it's still a tight timing, the idea is to buffer on frame 1 the super to make it easier. But to do it from a cancelable move like close C that's another story, it's weird it involves inputting qcf very fast and pressing C as little as possible to make room for a large enough gap between the C and the A but quick enough qcfC doesn't come out, the gap i am talking about is like 7 frames , during the hitstop you basically can buffer two or more moves at once after the hitstop finishes, You have a 9 frame window or so to fit the C press and the A press, in the hitstop you are doing 2 moves at once but only one will come out as a cancel when the hitstop ends, the super has priority that it lets it ignore the qcfC which you input first Not because supers have priority but because the game gives prioriry to the last input when both moves are inputed during the hitstop (not hitstun) window. Doing it completely from neutral is impossible as far as i know, You need a way to mask the first qcfC
@@spade4acer It is a super-weird move. The idea is that you do qcf+C then A. The tricky part is that qcf+C should be done when a special cannot come out, but the A should be pressed when a special can come out. In other words, the A should be pressed just as you come out of some move that doesn't let you throw the qcf+C fireball. So say that Ryo has an uncancellable move that lasts for 20 frames. You do that move, input the qcf+C in frame 20 (nothing will come out) and then press A in the very next frame and the super will come out because the uncancellable move is now over. You don't have to be that frame-perfect but it is quite precise. I have a friend that can do it really well out of a parry and it makes Ryo wayyyy better.
Luise's Minuet of Damnation is actually SUPER easy if you know the trick...I noticed it when I was fighting her as the sub boss, I noticed she'd always taunt first THEN pull the move, so I did that in training, I taunted, did the motion and the game registered it all and I executed it, granted I don't know how practical pulling a taunt in the middle of a human opponent fight is gonna be...but against the CPU, yeah they still fall for it...but yeah taunt first, then do the motions and you'll do 100% every time lol
@@ShoryuGame likely as a nod via Daisuke Ishiwatari being a former SNK employee, Dizzy's Instant Kill in Guilty Gear Accent Core (and no other GG game) is plagued with a similar issue and also requires a taunt for a bypass. And that's not counting Order-Sol's Dragon Install Sakkai (Killing Realm) being a Deadly Rave-type super and his low jump arc being a nod to the KOF aggro-short-hops. Or the 5D (standing Dust) literally being the same as The Last Blade's Speed (Technique in JP) Mode's 5BC standing overhead launcher.
Actually in pvp you'd knock them down in a corner and if they don't tech recover you taunt then use it or if you know your next hit will knock the other character down in corner you automatically use taunt then do the super as they are falling I've done it in pvp it's not that difficult.🤨🤔🧐
The secret to doing Raging Storm easily is to first think of it as doing three full half circle back motions + punch (instead of two like you normally do for moves like Vice or Benimaru's command grab). Then to be more precise, you can simplify the first of these hcb's to just a qcb motion, and then when you have that down you can do the last hcb to just a forward to down half circle + punch.
3:27 As a veteran Iori player, i know that this follow up will not connect the last hit. His follow up timing is more forgiving if the opponent is trapped in the edge, but nonetheless, you must hear Iori's voice lines to know when to press AC. Now, beside all these, i'm surprised Goro's MAX2 on '02 vanilla didn't appear. It's a double dp input, one forward and the other backward. It was a convoluted mess at that time, but man, i loved landing that move as it made almost 70% damage.
17:29 Small trivia. This is a parody of the song *"Happy Summer Wedding"* from *Morming Musume* a japanese singer group who are still active to this day. Anyway, thank you for including some Maximum Impact representation :)
Shoryu, wouldnt you want to cover shunei back story based on "kof: a new beginning" official manga? I read it and found lot of backstory about shunei that maybe not delved deep enough in 14 (especially about his past, his motive, and his relationship with his power) Which could explain lot of quirky thing about him like why is he using headphone, why his character shy, why his outfit and attitude kinda wack (out of touch), what his purpose of joining kof, and what make him interesting/relatable as a character (of course outside his wacky-quirky design outfit xD) I hope kofxv anime (inside the game) would cover his backstory to make him (shunei) much more relatable/interesting just like what they did with ash in kof13 (its actually somewhat good redemption arc for an annoying character that mess up the game roster, thus came claw iori, especially it amplify even more when the story open up about ash relationship with his old friend elisabeth, which make me kinda sad that elisabeth are the one who suffer the most in the end of 13, glad he back in 15 for elisabeth tho)
The KOF: ANB Manga Story was definitely worth more Exploring than KOF XIV's Dry Point of Direction, it brought Redemption on some of the Newcomers like Nelson and Sylvie that were better than their Pointless Arcade Endings in KOF XIV, Unfortunately for you my Guy, the Anime Short in KOF XV is actually just an Animated Opening Intro where you press Start to Play the Game, it's like "KOF: Dream Match 1999" on the Dreamcast that also has an Animated Opening Intro but it's not a real KOF Anime Series or Movie.
I wish you considered putting Psycho 9 as well as Psycho Medley as one, seeing as both function the same but use different notations. Psycho 9: hcb,f+A+C then you have to do press ABCABCDC. Then you have 3 enders. qcf+P for Schoolgirl Athena with wall bounce, dp+P for Bikina Athena, and qcb+K for Princess Athena.
11:10 I think this was SNK's idea of making the character balanced, because that super is crazy good and can be performed mid combos that are already crazy good and consist of several low/overhead mix-ups.
Glad to see I am not the only one who thinks that. The fact that Luise can air dash makes her combos a bit more difficult to make but very satisfying. She would be higher in the tierlist if she was a bit faster.
@@itssaucerbitch Actually Seth Hsdm is more useless in arcade cpu just ignores inverted inputs, and in match opponent just needs to guard for 3 seconds lmao
@@itssaucerbitch ikr, kensou's dm df df + a or c You have less than 1% he will eat fast his nikuman and get full healt bar, 99.9% it's him just standing there for painful punish
I was expecting that KoF 94 would make up most of the list. I still remember when I was addicted to that game in the arcade, dominating other players with the Korean Team thanks to Chang and Kim's DMs actually having inputs it was possible to pull off reliably... If you're wondering, I managed to get Choi's DM to activate exactly one time.
So for some extra tidbits: *Angel's Survivor's Banquet basically in 14 and 15 reverts back to its old form. It was in 2001, 2002 Vanilla and NeoWave that it can only be done from landing her counter super's anti-air version (Blue Monday Parade) before 2002 UM changed the motion. *Guess what? Li Xiangfei's Chao Bailong/Chou Pairon also had a wack-ass input in her debut in Real Bout Fatal Fury 2. Close 5C (either hitting it or buffered mid-startup)>616AB>616AB. And in Wild Ambition? 5C>236AB>26AB, only on hit. Yeah, just as ridiculous. *Deadly Rave used to be an automatic ranbu super in its debut in Art of Fighting II for young Geese, which also applies to KOF 98 UM (only normal Geese has it), and in KOF NeoWave where young Geese with his SvC Chaos voice pitched up is able to use an auto-Deadly Rave as a normal super. Though the thing about Deadly Rave is that top-level players can purposely drop it on the second-to-last input to extend combos. *Nightmare Geese's SDM Raging Storm is based on the debut of stronger desperation moves in Fatal Fury 3, where each character had a specific input to access them different from the standalone one. Nightmare Geese's is based on that, as well as the red C version Raging Storm in NeoGeo Battle Coliseum cancelled into off of specific moves like his upper counter throw. *A very easy way to input the pretzel motion (even for Hazama Honoka's Astral Heat in BlazBlue) is to do 2 half-circle-backs into down-forward, but the games in which this leniency exist varies; SvC Chaos and NeoGeo Battle Coliseum has it the most lax while NeoWave has it very tight and not worth using over Deadly Rave which was too good of an attack anyways.
Outstanding video, very glad to see you pick 20. I always try to at least attempt these in training and I've definitely seen some here today that I've never even seen with my own eyes!
I think one of the core thoughts going into some of these moves going all the way back to Fatal Fury and Art of Fighting. Was to make these moves only accessible to the computer. As thorough my journey thru the many KoF Games (I missed like 3 KoF games), I beat all of them without using any of the Supers. I relied entirely on well-placed Specials and Combos. I even used to reply when the computer would use a Special, "Well aren't we special." It wasn't til I moved to PC and got an Analog controller that I was finally able to go back to the old games and pull off some of the specials. Didn't change much, however. What is one difficult to pull off move that does allot of damage. As compared to Quickly and effectively pulling of a series of special and combos that does the same amount of damage.
It's a *High Risk* but a *High Reward* situation, Not only we'll be spending Hundreds of Hours, but will also hurt a lot of our Hands and Fingers to pull any of these Ultimate Moves off.
I don't like how the command input for the CLIMAX are all the same in KOF XV *STOP NERFING FIGHTING GAMES!!* 😤 DAMM**!! What happened to the old times? When training and learning moves was part of the joy of fighting games. I miss those years...
I just hope they put back the legacy motion input, but still keep the new dumped down one, just like what they did with ryo in 2k2 UM So the legacy motion input may deal more damage, or becoming unblockable, or having secret install move (orochi leona, orochi iori, etc), or having unique secret cinematic super, or any interesting incentive to do it in real match/tournament (even for the sake of just "styling" your opponent) While the dumped down version still remain the same (for accessibility reason of course), so the hardcore fans still could do some weird shit and get rewarded for it, while the newcomer and casual still reliably able to do any normal non legacy super they wanted to
@@meganinten0078 To be very Frank Bro, not a lot of People want to go back and play some of the old KOF Games because the whole Series is not that Easy to get Newcomers to engage on it, That's the Reason why KOF XIV was made for some Newcomers to get on Board now is because the Input Commands are Tamed and it will do the same with KOF XV as well.
@@joseurbina3835 Like Syndrome said: *“With everyone super, no one will be”* I didn't mind how KOF XIV nerfed how to do the combos because you still HAVE the option to do combos classic style. I hate when fighting games forced the player to not play the way you want. It is like riding a bicycle but always having the training wheels. Would you be happy?
@@meganinten0078 KOF XV can still be Played for Hardcore Players (even though I only played KOF 98, 99 and 2000), but if the Series is on another Brink of Death, SNK will be put Out of Business like "Blockbuster." That's why we need to bring in Newcomers to KOF XV so that not only it can Sell more, but to become a Huge Success, Why else do you think the Mortal Kombat series Developed by "Netherrealm Studios" always Win so many Awards.
@@joseurbina3835 I am sorry. I am so pissed with how today's players want to nerf command inputs. I even disagree with Shoryugame's opinion. Like Syndrome said: *“With everyone super, no one will be”* Making all the Climax having the same command input kills the joy and uniqueness of the characters.
Very good video friend. I think the Climax have been standardized to coincide with the new mechanics of Rush Combo. It would be even more frustrating to lose against a Rush Combo masher because we missed an input that was too complicated haha. Just an idea : Regarding your Lore videos, there are other sources you can explore, like non-canon games, mangas and little-known games like Kof: Kyo. Take care
I haven't seen much of KOF: Kyo, and it's too bad there's no English version as far as I'm aware, but Kyo calling Iori a feminist got quite the mud-drinking grin out of me.
Btw vices air super is done by tiger knee half loop then you do the up down motion when you leave the floor ;) makes the super actually easy to do on reflex to jump punish. And I do it most times I jump just in case.
Mind Blow! Ryo main all my life and I remember thinking that super was a mistake in the command list, OMG, awesome video, man I dropped KOF after years of playing KOF XIII because I didn't like XIV but I am going back to XV now since it looks promising and this video just injected me more nostalgia and hype. Going to boot my KOF2K2UM to check that Ryo HDM >_> EDIT: Also thanks A LOT for the subs, a lot of people can read and write in English but it is hard to fully understand without subs when it is not our mother tongue.
The only way to make QTE's input easier to me was to watch the animation when the button was press. Still tough especially if they had the "winded" mechanic like Guy Tendo but for my problem was that some animation has a one-two strike in a single button press.
Duck King and (non Nightmare) Geese QTE are actually pretty easy since the timing in each hit is pretty consistent. Momoko and Gai QTE just have some slow attacks and multi hitting attacks for no reason other than to mess the player up.
7:48 As much as I like K9999, his Hidden Desperation Move is not very useful against human opponents. The main problem is how slow it is when the full screen explosion is triggered. It can hit even a downed opponent, but it doesn't have many definite situations. It's much easier (and useful) to use *"Help! My power... It's running wild!"* I think *"This is so...!!"* should freeze time before the activation of the explosion, that would make it more useful.
The good part is, it's much useful than and somewhat faster than Nameless's HSDM. It does good chip damage tho and relatively better recovery time than the latter character. Not to mention it actually makes him cool with that hair change into a literal NUKE... Always love full screen supers tbh
@@rafikhankhadem6657 Fair points. I also like full screen Supers. Makes me wonder if the developers could improve K9999's HSDM if he wasn't replace by Nameless. Most of the HSDM were improved/fixed in 2002 UM after all.
I always loved the ps1 port of 98 because it gave me the option to use supers with the press of a button. I couldnt do motions when I was a kid and even now I have trouble with some moves. Great video man!
It's just QCF + C , A.... I don't know why this move is sooooooo hard to do. I think I only got it once or twice in KOF2k2UM. Well-deserving of the #1 on this list.
I don't mind the new super inputs personally. With the way super to super cancels work Super moves serve a different function then they used to. In that context I don't mind them. I'm sure there will be plenty hard to do stuff in XV (even if SNK didn't want there to be XD).
Very funny video. I remember Demon Saiki does not block at all run and grab moves, like Yuri's slap sequence and Mr. Karate' knee barrage. My only point of disagreement is about Otoma Raga, she can be ruthless on higher difficulties, countering every attempt of getting closer and even some attacks. I could only beat her using grapplers, especially Shermie
Was expecting to see here Rock and his Neo Deadly Rave too. Would like to see a list of top boss themes in KoF. maybe this way Diabolosis will find it's spot somewhere xD
The only motions I struggle with age full circle commands. Also I never figured out how to use Ryo's most annoying desperation move. I had to assign it as a button in training mode.
(Vice) 10:13 or 10:23 can you (instead of the 3rd hit on this combo) use the super-move for the 3rd hit? knock the opponent into the air and then super them? (Luise) v^v you might be able to pull this one off while blocking a flurry of attacks or maybe a super fireball type move if you're close enough and manage to block the combo they're doing, could probably counter them with this super, by doing the command while blocking (I haven't played this game but i know alot of fighters where you can't "unblock" if you're in the block animation already) - or just before the ^ command does she have any other basic attack p or k that can be pressed that will prevent the jump animation from occuring while also hopefully not pushing the enemy away? - a punch or kick timed with the ^ to prevent a jump might be able to cancel that punch or kick animation into the super i dunno havent played this game (Geese) deadly rave I've done in Capcom vs SNK 2 I think was sorta like that Hibiki (she has 3 different variations on her QTSE, with one being able to be finished with a follow up attack) - but i feel you with the timing on those you really gotta pay attention to both the sound AND the animation and just repeat it over and over until the timing becomes like a song memorized in your head, they all have a very distinct "Rhythm" but are satisfying, - if you haven't tried Hibiki in Capcom vs SNK 2 you seem like a guy that'd really appreciate her (my vote for hardest super to execute would go to Ryuji Yamazaki's "Drill", because I always feel like i didn't tap the buttons fast enough to get the max version (even if i did))
There is an easy tip for Yamazaki's. Use your both hands to push more than one button. I personally push the A and C buttons in succession and I reach the max level very easily this way (I even feel like I can reach a 5th level if the option was there).
@@ShoryuGame oh! :) I have another vote although not a KoF game, Maki from Capcom vs Snk2 had a 720 grab that needed to be done in the air (and of course near the opponent who is also in the air) while not really hard to do, its an easy way to lose a super meter bar as its a lvl 3 super ;p
Nice list! Totally agree with you that Ryo's MAX2 Ryuko Ranbu in 2002/UM is the hardest move to pull off in KOF. The irony is, in 2001 he had the exact same move, but it's much easier to do. I would say that Duck's Beat Rush is actually quite easy, because you can tap out the entire sequence very quickly without worrying about a rhythm, unlike say, Geese's Deadly Rave. Gai Tendou's Rush is much harder to do in comparison because using an arcade stick, you actually had to push the direction per input instead of just rolling the stick from one direction to the next. Mr Karate in NeoGeo Battle Coliseum has a similar super which despite having a more lenient input than Gai's, I actually found it harder because I'm so used to motioning that fast. Oh, just a bit of extra trivia. My pick for the most convoluted super execution in an SNK game goes to Hanzo in Samurai Spirits 64 and 64 II in his Bust/Rasetsu form. On the other hand, it does look really cool though, and they ultimately incorporated the entire animation into his killing move in Samurai Spirits 5 Special.
I'm surprised Neowave Young Geese and his infamous command grab Raging Storm overlapping his normal Deadly Rave super wasn't on here, though I agree with the rest.
Well it depends on which ver tho...the original 94 or the 94 Re-Bout Ver ... the 94 Re-Bout Ver is easier tho since u can use the Super with one button lol...
In 2001, to do Wolf Bloom correctly, it was 4 *half-circles* + A and C. Also, if you're close enough to the corner, you could pick your opponent up with it. For Angel, in OG2002, you had to first do the back, dp + B and D super, then press B, C and D at the same time when you opponent hits you with a physical air attack, then B, C and D at the same time again for the elbow. Just a couple fun facts.
I think the deadly race depends on the game in terms of how difficult it is. Granted I started playing Tekken long before I got hardcore into 2d fighters, so the 10-hit combos were something I learned to do long before trying the deadly rave.
Ay nice list ✅ I miss momoko :( 😕 Mostly cuz my bro and sis would call her names and hated her when I used her 🌟 But her annoyance factor was fun to me (:
Some characters supers are made to make their other inputs easier to super cancel. Like Angel for example. I hope they keep her 4623 super input the same in KOF15.
Man, excellent video again Shoryu! Okay, when you were asking for the hardest supers I realize now that not playing 2002 UM limited my selections. That game seemed to be a hidden gem of super moves. Noe that I see them in your video though, I feel like I'm going to miss the harder inputs in the new KOF. I feel like these moves you highlighted were so hard to execute that they would be a bad idea the lean on in a real match, thus, making them fun to have around. We'll see. Maybe this XV combo system will have its own "20 hardest combos to execute" video as well.
The trick to Vice's Overkill is a lot like the motion she's given in newer games. Start your hcf motion on the ground then as soon as you jump from the rest of it, hit down+p. The idea is for her to punish a very hard read short-hop so it's more about actually landing the move correctly than it's execution for me.
Would it be surprising if Candy Diamond was revived from Verse, and Kula had to fight her, or if Xanadu was trying to revive a blue entity that could be from Shun’ei’s blue right hand and was planning to use Chang and Choi as sacrifices? Terry’s adoptive father Jeff Bogard could have also came back due to the China team’s ending in KOF XIV. Same thing could almost be said with Yamazaki’s mentor as well.
Glad to see I am not the only one who can't do the supers in 94. I also think that particular game is extremely hard in many aspects. Furthermore, I still can't with Geese's super in 96 nor XI. Love the fact that in GMOTW, all supers are executed the same way. Your content is amazing as usual.
Lmfao the charging for the pretzel motion made me crack up. I do the same thing. I have to charge. Even if it's slightly faster than a normal charge I have to charge. I think its the difficulty of the triple flash kick that makes the charging work
Since Shermie was hinted to come back due to SNK heroines, do you think all of the fighters from that game will return? I ask this since Love Heart is almost put in the same situation as K9999, except unlike him, she has an important mission along with Nakoruru and Mui Mui that isn’t finished yet.
98 to 01 seem to require you to do any quarter circle inputs rather slowly Due to this fact I still can't figure out how to do any Air Double Quarter Circle Supers before landing
Ryuuko Ranbu: Destroy is even stupider when you remember that in KoF 2001 it was actually easier to do because his C Ko-Oh Ken was a feint or didn't exist (little memory lapse, didn't play 2001 since easily 2005), with a more lenient timing on the C->A input. 2002 UM more or less made the move impossible, whereas it was just annoying cancel garbage in 2002 IIRC. Also in KoF XI Ryo has a Ryuuko Ranbu in Buriki One style (like Gai's Rush the inputs are joystick motions, this is the Buriki One gameplay, 2 buttons for forward/backward and the stick for intricate kung-fu maneuvers) and the timing is also a little annoying. I think it's called "Buriki Ranbu" if my memory's correct (haven't played KoF XI for over 10 years now, still think I should fire it up again). I didn't suffer too much with Gai but it's very disconcerting since Buriki One was so backwards compared to regular fighting games.
1. Benimaru, guy has the most championships won canonically. Plus he's rich and chill asf. 2. Any of the previous KOF protagonists though I probably can't stand any of them in person.
Hey I made a vid about Ryo MAX2, but it had annotations and yt removed them... Cancel isn't the right term here, you have to hide the motion behind a move (jump, roll, normal, special recovery time...) and finish it at a precise moment. If you're fast you can use the startup of crC or CD even. Also not only it is unblockable, it is full invincible, unthrowable too, still vulnerable to tremor and reversals and can be stopped with guardpoints if you dare. And if you're wondering, this input comes from Art of Fighting.
One thing to note: Angel's max 2 in KOF 2002 vanilla is like KOF XIV & XV just a follow up for her counter super, but the input to do it in 2002 is weird(press back+A B C).
You should check out Battle Arena Toshinden, the only game I ever played where I couldn't do the supers in a match, and some I flat out never pulled off. They had ridiculous inputs like half circle back, half circle forward,only the first half circle back was performed by going from forward to UP and then back, and then a regular half circle forward. And there were far more complex supes than that
Not sure if he keeped this move in KoF. But in Garou Tizok have crazy 740 grad comand grab. I still have no idea how you supposed to perfom his regular 360 comand grab. And now you have to do the impossible twice.
Excellent video... I doubt it, but can the QTE supers be cheesed like Tekken 10 hit combos? Where as if you dont know, you can input the first 3 inputs of the 10 hit and then just mash all four face buttons simultaneously for the rest of the 7 hits, and the game counts it as the correct input because like, hitting 1234 (tekken notation) IS still considered hitting 2. Again I doubt it but i wonder if you tried it. I never came across these dumb QTE supers in the KoFs I played lol
I would rather attempt to execute every single move in this list in order (honourable mentions included) than attempt to do the special moves in Street Fighter 1.
I just realized that Xiangfei's super it's actually the same as Virtua Fighter's Akira old stun palm of doom (don't remember the name of the move). Same inputs, same animations and extremely rewarding when pulled off correctly.
Clark's is literally a Tekken chain combo. Eat your heart out, King (the wrestler, not the Muay Thai women).
Clark even does the Rolling Death Cradle
@@bwoeYT Shits nasty if you actually get it done 😂
Muay Thai woman. Yeah that pretty much sums up King of fighters
Good thing I main both Clarke and Tekken's King.
I'm certain there are no shortage of people lined up to eat King out.
I love how Ryuko Ranbuu Destroy gets to be at the top of the list, especially after I spent hours upon hours the previous night researching it. Love the vids, man. Keep it up.
And it was added it after he doubted it at first. "No way, this looks easy," I can just imagine him saying that.
Same
@@zltpsm I use the backdash trick. I can get it 20% of the time in training mode, and maybe 2% of the time against the CPU.
Massive props for not only executing all of these impossible moves, but also providing tips on how to make some of them more easy to do!
Glad you find them helpful.
How do you know he did them?
How do you know he didn't do them?
@@dashie-nyan cause he didn't show his hands
@@TheNaturalGamer1 you're seriously gonna go for that card?
In case you didn't know, handcams are rhythm game and speedrunning exclusives.
Why do someone have a handcam, for a fighting game? Not to mention, this is a List video, not a Gameplay video
So do you really think that a fighting game player would feel the need to use a handcam? I mean I know some do but that's a Gameplay or Montage video and not a List video.
And even if he didn't do them, his explanations alone is enough to tell how hard these moves are, you can hear it in his wordings, while it is from a script, it shows real reaction to what he had to do and what he tell you should do to make these moves easier to input.
Try a better card mate. "Handcam on a fighting game"? Ha!
And do try to name the reasons why he should have a handcam. I'll crush them like how Ralf crushes the opponent with his Galactica Phantom
I saw what I considered to be a high level KOF player using Iori like a beast. This wasn't RUclips. This was in an Arcade (remember those?). He pulled off Iori's wolf bloom while chaining it together with a combo among other cool things. Before Covid hit, my brother took a trip to Japan. He saw some huge Arcade that had all the old stuff. He not being a huge KOF fan (more of a Street Fighter type) even mentioned "Man there was this dude there playing nothing but some kind of KOF for hours on end while chain smoking." He said that he was pulling off all the moves that I probably would've expected to enjoy seeing.
I would've loved to see that.
To be fair using an arcade stick makes it far easier to do the motion inputs than using a controller
@@pedinhuh16 I’ve used arcade sticks before. Yep you’re right. But if it’s (usually never with SNK cabinets) an old Capcom mid 90’s super move based fighter, they sometimes have inputs for some combos made different than when they get a home released. Well at least SNK home releases (on the NeoGeo) were very carbon copy about everything. Moveset included.
Just to clarify, the Ryo one you don't have to do it while cancelling a move, you can't cancel the max mode itself, the idea is that you have use other moves to mask the fireball so it doesn't come out, it can be after landing from a jump , after hitstun/blockstun and a lot of others.
Wait, so you need to do qcf+C at a time when a super CAN come out but a special CANNOT?
@@spade4acer You have to do it when qcfC won't come out but finish it around when the super can come out
The input is qcfC then A (not A+C)
You need to do qcfC at frames where it can't come out, right before you are about to gain control then the A press should be before or after You gain control without pressing too far apart from the C press
You can somewhat buffer the A press by holding it but it's still a tight timing, the idea is to buffer on frame 1 the super to make it easier.
But to do it from a cancelable move like close C that's another story, it's weird it involves inputting qcf very fast and pressing C as little as possible to make room for a large enough gap between the C and the A but quick enough qcfC doesn't come out, the gap i am talking about is like 7 frames , during the hitstop you basically can buffer two or more moves at once after the hitstop finishes, You have a 9 frame window or so to fit the C press and the A press, in the hitstop you are doing 2 moves at once but only one will come out as a cancel when the hitstop ends, the super has priority that it lets it ignore the qcfC which you input first
Not because supers have priority but because the game gives prioriry to the last input when both moves are inputed during the hitstop (not hitstun) window.
Doing it completely from neutral is impossible as far as i know, You need a way to mask the first qcfC
@@spade4acer It is a super-weird move. The idea is that you do qcf+C then A. The tricky part is that qcf+C should be done when a special cannot come out, but the A should be pressed when a special can come out. In other words, the A should be pressed just as you come out of some move that doesn't let you throw the qcf+C fireball.
So say that Ryo has an uncancellable move that lasts for 20 frames. You do that move, input the qcf+C in frame 20 (nothing will come out) and then press A in the very next frame and the super will come out because the uncancellable move is now over. You don't have to be that frame-perfect but it is quite precise. I have a friend that can do it really well out of a parry and it makes Ryo wayyyy better.
Strange. It doesn't really seem that difficult to do, it's just cryptic. The hardest supers for me are still the up-motion ones lol
@@blue_rattail8986 It doesn't seem like it but trust me, try it yourself , even with that explanation it will rarely come out
Luise's Minuet of Damnation is actually SUPER easy if you know the trick...I noticed it when I was fighting her as the sub boss, I noticed she'd always taunt first THEN pull the move, so I did that in training, I taunted, did the motion and the game registered it all and I executed it, granted I don't know how practical pulling a taunt in the middle of a human opponent fight is gonna be...but against the CPU, yeah they still fall for it...but yeah taunt first, then do the motions and you'll do 100% every time lol
That's a pretty useful tip. Thanks!
@@ShoryuGame likely as a nod via Daisuke Ishiwatari being a former SNK employee, Dizzy's Instant Kill in Guilty Gear Accent Core (and no other GG game) is plagued with a similar issue and also requires a taunt for a bypass.
And that's not counting Order-Sol's Dragon Install Sakkai (Killing Realm) being a Deadly Rave-type super and his low jump arc being a nod to the KOF aggro-short-hops.
Or the 5D (standing Dust) literally being the same as The Last Blade's Speed (Technique in JP) Mode's 5BC standing overhead launcher.
@@ShoryuGame I don't know if see this message but a favorite of yours has returned, check lof15
Diamond’s is really easy. I still remember Athena’s sequence but I would often drop it. Clark’s doesn’t look that hard
Actually in pvp you'd knock them down in a corner and if they don't tech recover you taunt then use it or if you know your next hit will knock the other character down in corner you automatically use taunt then do the super as they are falling I've done it in pvp it's not that difficult.🤨🤔🧐
Ah, Athena and Clark's MAX2 in KoF 2002 UM...
I still can't do them.
same
Senator Armstrong i didn't know you were playing KOF. Still making the mother of all omlets
Armstrong gaming
The secret to doing Raging Storm easily is to first think of it as doing three full half circle back motions + punch (instead of two like you normally do for moves like Vice or Benimaru's command grab). Then to be more precise, you can simplify the first of these hcb's to just a qcb motion, and then when you have that down you can do the last hcb to just a forward to down half circle + punch.
3:27 As a veteran Iori player, i know that this follow up will not connect the last hit. His follow up timing is more forgiving if the opponent is trapped in the edge, but nonetheless, you must hear Iori's voice lines to know when to press AC.
Now, beside all these, i'm surprised Goro's MAX2 on '02 vanilla didn't appear. It's a double dp input, one forward and the other backward. It was a convoluted mess at that time, but man, i loved landing that move as it made almost 70% damage.
I have to admit, I was very surprised with number 1. Great video, thank you!
Glad you liked it!
Man, this channel is about to blowup …. I hope ur ready pal….great content thus far
Hope so!
The Pretzel motion is much easier than any of Angel's moves personally.
17:29 Small trivia.
This is a parody of the song *"Happy Summer Wedding"* from *Morming Musume* a japanese singer group who are still active to this day.
Anyway, thank you for including some Maximum Impact representation :)
Thanks for the trivia.
Shoryu, wouldnt you want to cover shunei back story based on "kof: a new beginning" official manga? I read it and found lot of backstory about shunei that maybe not delved deep enough in 14 (especially about his past, his motive, and his relationship with his power)
Which could explain lot of quirky thing about him like why is he using headphone, why his character shy, why his outfit and attitude kinda wack (out of touch), what his purpose of joining kof, and what make him interesting/relatable as a character (of course outside his wacky-quirky design outfit xD)
I hope kofxv anime (inside the game) would cover his backstory to make him (shunei) much more relatable/interesting just like what they did with ash in kof13 (its actually somewhat good redemption arc for an annoying character that mess up the game roster, thus came claw iori, especially it amplify even more when the story open up about ash relationship with his old friend elisabeth, which make me kinda sad that elisabeth are the one who suffer the most in the end of 13, glad he back in 15 for elisabeth tho)
The KOF: ANB Manga Story was definitely worth more Exploring than KOF XIV's Dry Point of Direction, it brought Redemption on some of the Newcomers like Nelson and Sylvie that were better than their Pointless Arcade Endings in KOF XIV,
Unfortunately for you my Guy, the Anime Short in KOF XV is actually just an Animated Opening Intro where you press Start to Play the Game, it's like "KOF: Dream Match 1999" on the Dreamcast that also has an Animated Opening Intro but it's not a real KOF Anime Series or Movie.
I would like to see this
Thanks for the suggestion. I'll consider that.
Hello :)
I find that Athena psycho medley easier than Geese deadly rave to me.
I wish you considered putting Psycho 9 as well as Psycho Medley as one, seeing as both function the same but use different notations.
Psycho 9: hcb,f+A+C then you have to do press ABCABCDC. Then you have 3 enders. qcf+P for Schoolgirl Athena with wall bounce, dp+P for Bikina Athena, and qcb+K for Princess Athena.
Also 2003 had 7 variations if I remember correctly and that was her leader super
I'm glad I'm not the only one triggered by air supers
11:10 I think this was SNK's idea of making the character balanced, because that super is crazy good and can be performed mid combos that are already crazy good and consist of several low/overhead mix-ups.
Glad to see I am not the only one who thinks that.
The fact that Luise can air dash makes her combos a bit more difficult to make but very satisfying.
She would be higher in the tierlist if she was a bit faster.
Shoryu, create a top 10 useless moves in KOF. That'd be great!
Top 1
Kula's air dfdf b+d
@@FewRxi bruh it's so fuckin useless 😭
#2 has to be Orochi Shermie's lightning from above. ends up killing ME instead of the enemy, like wtf🤦🏾♂️
@@itssaucerbitch
Actually Seth Hsdm is more useless in arcade cpu just ignores inverted inputs, and in match opponent just needs to guard for 3 seconds lmao
@@FewRxi we already got 3 useless dms :v shoryu sriously gotta look into this list
@@itssaucerbitch ikr, kensou's dm df df + a or c
You have less than 1% he will eat fast his nikuman and get full healt bar, 99.9% it's him just standing there for painful punish
Kyo's Divine Vessel and Geese's Raising Storm. Thats why I prefer Rock to play than Geese
You do realize that geese got rid of the pretzel motion for his "raging storm"
What is divine vessel, I haven't heard of that move
@@mothmannnnnnnnn his 524 Shiki Kamakiri
@@risensamson8873 That's just a double hcb tho it's not anything special
@@mothmannnnnnnnn but I feel difficult for that cauz ➡️↘️⬇️↙️⬅️➡️↘️⬇️↙️⬅️
Great video. I watched it from beginning to end. Very entertaining and brought back memories.
Glad you enjoyed it
I was expecting that KoF 94 would make up most of the list. I still remember when I was addicted to that game in the arcade, dominating other players with the Korean Team thanks to Chang and Kim's DMs actually having inputs it was possible to pull off reliably... If you're wondering, I managed to get Choi's DM to activate exactly one time.
Oh my god looking at these supers again gave me PTSD
Yeah, those timed button press supers are the bane of my existence. I always get the first two off no problem, but screw up every time past that.
So for some extra tidbits:
*Angel's Survivor's Banquet basically in 14 and 15 reverts back to its old form. It was in 2001, 2002 Vanilla and NeoWave that it can only be done from landing her counter super's anti-air version (Blue Monday Parade) before 2002 UM changed the motion.
*Guess what? Li Xiangfei's Chao Bailong/Chou Pairon also had a wack-ass input in her debut in Real Bout Fatal Fury 2. Close 5C (either hitting it or buffered mid-startup)>616AB>616AB. And in Wild Ambition? 5C>236AB>26AB, only on hit. Yeah, just as ridiculous.
*Deadly Rave used to be an automatic ranbu super in its debut in Art of Fighting II for young Geese, which also applies to KOF 98 UM (only normal Geese has it), and in KOF NeoWave where young Geese with his SvC Chaos voice pitched up is able to use an auto-Deadly Rave as a normal super. Though the thing about Deadly Rave is that top-level players can purposely drop it on the second-to-last input to extend combos.
*Nightmare Geese's SDM Raging Storm is based on the debut of stronger desperation moves in Fatal Fury 3, where each character had a specific input to access them different from the standalone one. Nightmare Geese's is based on that, as well as the red C version Raging Storm in NeoGeo Battle Coliseum cancelled into off of specific moves like his upper counter throw.
*A very easy way to input the pretzel motion (even for Hazama Honoka's Astral Heat in BlazBlue) is to do 2 half-circle-backs into down-forward, but the games in which this leniency exist varies; SvC Chaos and NeoGeo Battle Coliseum has it the most lax while NeoWave has it very tight and not worth using over Deadly Rave which was too good of an attack anyways.
Thanks for sharing!
Outstanding video, very glad to see you pick 20. I always try to at least attempt these in training and I've definitely seen some here today that I've never even seen with my own eyes!
Thanks 👍
I think one of the core thoughts going into some of these moves going all the way back to Fatal Fury and Art of Fighting.
Was to make these moves only accessible to the computer. As thorough my journey thru the many KoF Games (I missed like 3 KoF games), I beat all of them without using any of the Supers.
I relied entirely on well-placed Specials and Combos. I even used to reply when the computer would use a Special, "Well aren't we special."
It wasn't til I moved to PC and got an Analog controller that I was finally able to go back to the old games and pull off some of the specials. Didn't change much, however.
What is one difficult to pull off move that does allot of damage. As compared to Quickly and effectively pulling of a series of special and combos that does the same amount of damage.
No matter how old these games are it still feels great landing these complex super arts.
Glad I get to know some more I don't even know about.
It's a *High Risk* but a *High Reward* situation,
Not only we'll be spending Hundreds of Hours, but will also hurt a lot of our Hands and Fingers to pull any of these Ultimate Moves off.
I don't like how the command input for the CLIMAX are all the same in KOF XV
*STOP NERFING FIGHTING GAMES!!* 😤
DAMM**!!
What happened to the old times?
When training and learning moves was part of the joy of fighting games.
I miss those years...
I just hope they put back the legacy motion input, but still keep the new dumped down one, just like what they did with ryo in 2k2 UM
So the legacy motion input may deal more damage, or becoming unblockable, or having secret install move (orochi leona, orochi iori, etc), or having unique secret cinematic super, or any interesting incentive to do it in real match/tournament (even for the sake of just "styling" your opponent)
While the dumped down version still remain the same (for accessibility reason of course), so the hardcore fans still could do some weird shit and get rewarded for it, while the newcomer and casual still reliably able to do any normal non legacy super they wanted to
@@meganinten0078 To be very Frank Bro, not a lot of People want to go back and play some of the old KOF Games because the whole Series is not that Easy to get Newcomers to engage on it,
That's the Reason why KOF XIV was made for some Newcomers to get on Board now is because the Input Commands are Tamed and it will do the same with KOF XV as well.
@@joseurbina3835 Like Syndrome said: *“With everyone super, no one will be”*
I didn't mind how KOF XIV nerfed how to do the combos because you still HAVE the option to do combos classic style.
I hate when fighting games forced the player to not play the way you want.
It is like riding a bicycle but always having the training wheels.
Would you be happy?
@@meganinten0078 KOF XV can still be Played for Hardcore Players (even though I only played KOF 98, 99 and 2000), but if the Series is on another Brink of Death, SNK will be put Out of Business like "Blockbuster."
That's why we need to bring in Newcomers to KOF XV so that not only it can Sell more, but to become a Huge Success,
Why else do you think the Mortal Kombat series Developed by "Netherrealm Studios" always Win so many Awards.
These Input Commands are more like freaking Cheat Codes than actual Super/Ultimate Moves,
It's like the Konomi Code but on Crack.
*JUDAS!*
@@meganinten0078 How am I a *"Judas,"* I didn't Betray anyone,
Unless if you're talking about Konami, they are pretty much the *"Judas"* of Gaming.
@@joseurbina3835 I am sorry.
I am so pissed with how today's players want to nerf command inputs.
I even disagree with Shoryugame's opinion.
Like Syndrome said: *“With everyone super, no one will be”*
Making all the Climax having the same command input kills the joy and uniqueness of the characters.
@@gzainh4n97 That's a good idea.
I hope SNK does that.
For Heidern's super can't you just hold down-back like Guile's Sonic Hurricane?
Finally! I was waiting for this!!
These are some hard moves but you can do them with practice
Yep.
That's the joy of fighting games imo
@@meganinten0078 💯
Very good video friend.
I think the Climax have been standardized to coincide with the new mechanics of Rush Combo.
It would be even more frustrating to lose against a Rush Combo masher because we missed an input that was too complicated haha.
Just an idea : Regarding your Lore videos, there are other sources you can explore, like non-canon games, mangas and little-known games like Kof: Kyo.
Take care
Thank you for the advice. I appreciate it!
I haven't seen much of KOF: Kyo, and it's too bad there's no English version as far as I'm aware, but Kyo calling Iori a feminist got quite the mud-drinking grin out of me.
Shoryu game congratulation on hitting 40.000 subscribers.
Thank you very much!
Btw vices air super is done by tiger knee half loop then you do the up down motion when you leave the floor ;) makes the super actually easy to do on reflex to jump punish. And I do it most times I jump just in case.
Nice vid, man! And thanks for the tips!
Happy to help!
Mind Blow! Ryo main all my life and I remember thinking that super was a mistake in the command list, OMG, awesome video, man I dropped KOF after years of playing KOF XIII because I didn't like XIV but I am going back to XV now since it looks promising and this video just injected me more nostalgia and hype. Going to boot my KOF2K2UM to check that Ryo HDM >_>
EDIT: Also thanks A LOT for the subs, a lot of people can read and write in English but it is hard to fully understand without subs when it is not our mother tongue.
Ryo's super is kinda like some of Chris special moves, and Xiangfei's counters, they might be the hardest inputs ever
This is gonna be a banger🤙🏾
I remember doing the Minuet super by just doing a 360 motion. Maybe I am misremembering?
I'm here for Gai Tendo's incredibly smooth sprite work. Did not disappoint
Yeah as a Clark main, Roaring Sphere is just a Tekken grappler input in a 2D game
Man I still remember when I pulled off Heidern's Final Bringer back in the arcade, it blew people's sh*t!
I love that Gai super are a reference to his game
The only way to make QTE's input easier to me was to watch the animation when the button was press. Still tough especially if they had the "winded" mechanic like Guy Tendo but for my problem was that some animation has a one-two strike in a single button press.
Duck King and (non Nightmare) Geese QTE are actually pretty easy since the timing in each hit is pretty consistent. Momoko and Gai QTE just have some slow attacks and multi hitting attacks for no reason other than to mess the player up.
7:48 As much as I like K9999, his Hidden Desperation Move is not very useful against human opponents.
The main problem is how slow it is when the full screen explosion is triggered.
It can hit even a downed opponent, but it doesn't have many definite situations.
It's much easier (and useful) to use *"Help! My power... It's running wild!"*
I think *"This is so...!!"* should freeze time before the activation of the explosion, that would make it more useful.
The good part is, it's much useful than and somewhat faster than Nameless's HSDM.
It does good chip damage tho and relatively better recovery time than the latter character.
Not to mention it actually makes him cool with that hair change into a literal NUKE...
Always love full screen supers tbh
@@rafikhankhadem6657 Fair points.
I also like full screen Supers.
Makes me wonder if the developers could improve K9999's HSDM if he wasn't replace by Nameless.
Most of the HSDM were improved/fixed in 2002 UM after all.
ah, the pain, when u miss the input 😢
I always loved the ps1 port of 98 because it gave me the option to use supers with the press of a button. I couldnt do motions when I was a kid and even now I have trouble with some moves. Great video man!
The moment I see the pretzel input ranked 16, I knew things were getting spicy
Absolute Agree with Number 1. Because I need 10 years to solve it. SNK is crazy make ke command input like a puzzle
It's just QCF + C , A.... I don't know why this move is sooooooo hard to do. I think I only got it once or twice in KOF2k2UM. Well-deserving of the #1 on this list.
I don't mind the new super inputs personally. With the way super to super cancels work Super moves serve a different function then they used to. In that context I don't mind them. I'm sure there will be plenty hard to do stuff in XV (even if SNK didn't want there to be XD).
I do. It turns KOF into MVC.
"This is so...!!" move from K9999 was actually another Akira reference, it was from Tetsuos awakening
Yep.
Also, the name of the Super is a reference to Kei's line in the manga.
Very funny video. I remember Demon Saiki does not block at all run and grab moves, like Yuri's slap sequence and Mr. Karate' knee barrage. My only point of disagreement is about Otoma Raga, she can be ruthless on higher difficulties, countering every attempt of getting closer and even some attacks. I could only beat her using grapplers, especially Shermie
the real trick to deadly rave, is not the execution of it itself, but rather how you combo into it, and cancel out of it
Was expecting to see here Rock and his Neo Deadly Rave too.
Would like to see a list of top boss themes in KoF. maybe this way Diabolosis will find it's spot somewhere xD
The only motions I struggle with age full circle commands. Also I never figured out how to use Ryo's most annoying desperation move. I had to assign it as a button in training mode.
That DM is just ridiculous.
The key to full circle commands are by not doing the full circle. But with the way KoF was, with precise inputs, then I agree with you.
(Vice) 10:13 or 10:23 can you (instead of the 3rd hit on this combo) use the super-move for the 3rd hit? knock the opponent into the air and then super them?
(Luise) v^v you might be able to pull this one off while blocking a flurry of attacks or maybe a super fireball type move if you're close enough and manage to block the combo they're doing, could probably counter them with this super, by doing the command while blocking (I haven't played this game but i know alot of fighters where you can't "unblock" if you're in the block animation already)
- or just before the ^ command does she have any other basic attack p or k that can be pressed that will prevent the jump animation from occuring while also hopefully not pushing the enemy away?
- a punch or kick timed with the ^ to prevent a jump might be able to cancel that punch or kick animation into the super i dunno havent played this game
(Geese) deadly rave I've done in Capcom vs SNK 2 I think was sorta like that Hibiki (she has 3 different variations on her QTSE, with one being able to be finished with a follow up attack)
- but i feel you with the timing on those you really gotta pay attention to both the sound AND the animation and just repeat it over and over until the timing becomes like a song memorized in your head, they all have a very distinct "Rhythm" but are satisfying,
- if you haven't tried Hibiki in Capcom vs SNK 2 you seem like a guy that'd really appreciate her
(my vote for hardest super to execute would go to Ryuji Yamazaki's "Drill", because I always feel like i didn't tap the buttons fast enough to get the max version (even if i did))
There is an easy tip for Yamazaki's. Use your both hands to push more than one button. I personally push the A and C buttons in succession and I reach the max level very easily this way (I even feel like I can reach a 5th level if the option was there).
@@ShoryuGame oh! :) I have another vote although not a KoF game,
Maki from Capcom vs Snk2 had a 720 grab that needed to be done in the air (and of course near the opponent who is also in the air) while not really hard to do, its an easy way to lose a super meter bar as its a lvl 3 super ;p
Nice list! Totally agree with you that Ryo's MAX2 Ryuko Ranbu in 2002/UM is the hardest move to pull off in KOF. The irony is, in 2001 he had the exact same move, but it's much easier to do.
I would say that Duck's Beat Rush is actually quite easy, because you can tap out the entire sequence very quickly without worrying about a rhythm, unlike say, Geese's Deadly Rave. Gai Tendou's Rush is much harder to do in comparison because using an arcade stick, you actually had to push the direction per input instead of just rolling the stick from one direction to the next. Mr Karate in NeoGeo Battle Coliseum has a similar super which despite having a more lenient input than Gai's, I actually found it harder because I'm so used to motioning that fast.
Oh, just a bit of extra trivia. My pick for the most convoluted super execution in an SNK game goes to Hanzo in Samurai Spirits 64 and 64 II in his Bust/Rasetsu form. On the other hand, it does look really cool though, and they ultimately incorporated the entire animation into his killing move in Samurai Spirits 5 Special.
I'm surprised Neowave Young Geese and his infamous command grab Raging Storm overlapping his normal Deadly Rave super wasn't on here, though I agree with the rest.
KoF 94 deserves it's own Top 10 list
You're not wrong!
Well it depends on which ver tho...the original 94 or the 94 Re-Bout Ver ... the 94 Re-Bout Ver is easier tho since u can use the Super with one button lol...
very good list.
I always enjoyed Athena's pyscho medley. Fun at the arcades, trickier for me on mame or neorage
You know, The People's Elbow would be a very good move to teach to a Gallade. Remember, Gallade have long retractable blades in their elbows.
😳😳😳
In 2001, to do Wolf Bloom correctly, it was 4 *half-circles* + A and C. Also, if you're close enough to the corner, you could pick your opponent up with it.
For Angel, in OG2002, you had to first do the back, dp + B and D super, then press B, C and D at the same time when you opponent hits you with a physical air attack, then B, C and D at the same time again for the elbow.
Just a couple fun facts.
I think the deadly race depends on the game in terms of how difficult it is. Granted I started playing Tekken long before I got hardcore into 2d fighters, so the 10-hit combos were something I learned to do long before trying the deadly rave.
Ay nice list ✅
I miss momoko :( 😕
Mostly cuz my bro and sis would call her names and hated her when I used her 🌟
But her annoyance factor was fun to me (:
She can be very annoying.
Some characters supers are made to make their other inputs easier to super cancel. Like Angel for example. I hope they keep her 4623 super input the same in KOF15.
Man, excellent video again Shoryu! Okay, when you were asking for the hardest supers I realize now that not playing 2002 UM limited my selections. That game seemed to be a hidden gem of super moves. Noe that I see them in your video though, I feel like I'm going to miss the harder inputs in the new KOF. I feel like these moves you highlighted were so hard to execute that they would be a bad idea the lean on in a real match, thus, making them fun to have around. We'll see. Maybe this XV combo system will have its own "20 hardest combos to execute" video as well.
I remmeber I always get an applause in my favorite arcade everytime I finish Psychic 9 of Athena 😁😁
The trick to Vice's Overkill is a lot like the motion she's given in newer games. Start your hcf motion on the ground then as soon as you jump from the rest of it, hit down+p. The idea is for her to punish a very hard read short-hop so it's more about actually landing the move correctly than it's execution for me.
Thanks for the tip.
Would it be surprising if Candy Diamond was revived from Verse, and Kula had to fight her, or if Xanadu was trying to revive a blue entity that could be from Shun’ei’s blue right hand and was planning to use Chang and Choi as sacrifices? Terry’s adoptive father Jeff Bogard could have also came back due to the China team’s ending in KOF XIV. Same thing could almost be said with Yamazaki’s mentor as well.
I am a fan of AoF characters (esp. those who practices Kyokugenryu), but idk that Ryo has a hidden move like that! the heck!
Glad to see I am not the only one who can't do the supers in 94. I also think that particular game is extremely hard in many aspects. Furthermore, I still can't with Geese's super in 96 nor XI. Love the fact that in GMOTW, all supers are executed the same way. Your content is amazing as usual.
Thanks!
10:04 - well, thank god, vice's overkill air super is completely change for double fireball input motion + any punches in KOF XV.
Lmfao the charging for the pretzel motion made me crack up. I do the same thing. I have to charge. Even if it's slightly faster than a normal charge I have to charge. I think its the difficulty of the triple flash kick that makes the charging work
Since Shermie was hinted to come back due to SNK heroines, do you think all of the fighters from that game will return? I ask this since Love Heart is almost put in the same situation as K9999, except unlike him, she has an important mission along with Nakoruru and Mui Mui that isn’t finished yet.
Have you seen Shermie trailer?
Wow.... Angel's and Momoko's supers are very interesting! Great ideas from SNK... Ryo is a champ!
Great list but I'm really disappointed you didnt include Rock Howard's Neo Deadly Rave from Maximum Impact
@5:18
My trick for this motion input is just trace a upside-down pretzel then forward.
Works everytime!
98 to 01 seem to require you to do any quarter circle inputs rather slowly
Due to this fact I still can't figure out how to do any Air Double Quarter Circle Supers before landing
Ryuuko Ranbu: Destroy is even stupider when you remember that in KoF 2001 it was actually easier to do because his C Ko-Oh Ken was a feint or didn't exist (little memory lapse, didn't play 2001 since easily 2005), with a more lenient timing on the C->A input.
2002 UM more or less made the move impossible, whereas it was just annoying cancel garbage in 2002 IIRC.
Also in KoF XI Ryo has a Ryuuko Ranbu in Buriki One style (like Gai's Rush the inputs are joystick motions, this is the Buriki One gameplay, 2 buttons for forward/backward and the stick for intricate kung-fu maneuvers) and the timing is also a little annoying. I think it's called "Buriki Ranbu" if my memory's correct (haven't played KoF XI for over 10 years now, still think I should fire it up again).
I didn't suffer too much with Gai but it's very disconcerting since Buriki One was so backwards compared to regular fighting games.
That super made me hate Gai and the whole Buriki cast.
I would love to see a top ten characters you would like to be in a team with if you joined kof. Not from a gameplay perspective but from a lore one.
I never thought of that!
1. Benimaru, guy has the most championships won canonically. Plus he's rich and chill asf.
2. Any of the previous KOF protagonists though I probably can't stand any of them in person.
Hey I made a vid about Ryo MAX2, but it had annotations and yt removed them...
Cancel isn't the right term here, you have to hide the motion behind a move (jump, roll, normal, special recovery time...) and finish it at a precise moment. If you're fast you can use the startup of crC or CD even. Also not only it is unblockable, it is full invincible, unthrowable too, still vulnerable to tremor and reversals and can be stopped with guardpoints if you dare.
And if you're wondering, this input comes from Art of Fighting.
EX Yamazaki's Lvl 5 Drill in 98 UM is designed to make you break your buttons.
2nd attempt: top ten characters who have charged moves
I like using psycho medley
One thing to note: Angel's max 2 in KOF 2002 vanilla is like KOF XIV & XV just a follow up for her counter super, but the input to do it in 2002 is weird(press back+A B C).
You should check out Battle Arena Toshinden, the only game I ever played where I couldn't do the supers in a match, and some I flat out never pulled off. They had ridiculous inputs like half circle back, half circle forward,only the first half circle back was performed by going from forward to UP and then back, and then a regular half circle forward. And there were far more complex supes than that
Not sure if he keeped this move in KoF. But in Garou Tizok have crazy 740 grad comand grab. I still have no idea how you supposed to perfom his regular 360 comand grab. And now you have to do the impossible twice.
I use a trick for overkill by performing a shadow jump + up + down for joystick command. works 100% of the time and fast enough as a reaction move.
I was waiting and waiting for you to mention Ryo's SDM from 2002. Shocked it was no. 1.
"whatever that is athena" omg i cracked so hard right there 😂😂😂😂
This explains so much about Speed Mode in Last Blade 2.
thank you friend! once again a great video with a great topic!
My pleasure!
Not kof, but sort of... In neo geo battle coliseum Mr. Karate Ryo have an input directional super like gai. I can't do it completely yet.
Excellent video... I doubt it, but can the QTE supers be cheesed like Tekken 10 hit combos? Where as if you dont know, you can input the first 3 inputs of the 10 hit and then just mash all four face buttons simultaneously for the rest of the 7 hits, and the game counts it as the correct input because like, hitting 1234 (tekken notation) IS still considered hitting 2. Again I doubt it but i wonder if you tried it. I never came across these dumb QTE supers in the KoFs I played lol
I would rather attempt to execute every single move in this list in order (honourable mentions included) than attempt to do the special moves in Street Fighter 1.
I just realized that Xiangfei's super it's actually the same as Virtua Fighter's Akira old stun palm of doom (don't remember the name of the move). Same inputs, same animations and extremely rewarding when pulled off correctly.
I remember that I find it difficult to execute Athena power😊