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The king of fighters 99 anniversary edition
The king of fighters 99 anniversary edition












  • Pokes moves like Terry's Close A for example are generally very good in kof overall.
  • Finding the sweet spot and timing for certain air attacks will take practice. As well as tag grounded attacks with hops. Using neutral hops and jumps this can make the difference for stopping air attacks where your ground attacks wouldn't do the job. In the Fatal Fury and KOF games it can look like your ground normals are terrible/not as strong.
  • Use neutral hops(and jumps) attacks as means sometimes to defend yourself.
  • For this reason you will take characters who built fast meter in first or second. Power Gauge energy and stocks aren't carried over rounds if you lose, only if you win. Just having a flashing gauge doesn't give you any special abilites, either-you must have at least one stock to make your flashing Life Gauge useful. When your Life Gauge is flashing, you cannot perform DMs, only SDMs. There are also SDM attacks-these are performed just like DMs, but in addition, your Life Gauge must be extremely low (you can tell when it's low enough because it will flash red). Stocks can be used to perform DMs (Desperation Moves). You can hold three stocks total (1 - green, 2 - blue, 3 - red). Once the gauge is full, you gain one stock, and the gauge empties. Command attacks, normal throws, (S)DMs, Striker attacks, and certain special moves will not add energy to your Power Gauge, though. Taking damage earns you the least energy, while performing a special which hits your enemy earns you the most. It fills up in several ways: by taking damage, performing special moves, and hitting your enemy. The Power Gauge is now located below your Life Gauge.
  • Taunt - You just mock your opponent with his move.
  • Guard Cancel Strike (CD counter) - This uses one power stock.
  • Using a command normal will cause the trajectory and recovery period of the back dash to change.
  • Back Dash or Back Step - During a back dash, you can perform air command normals and air special moves.
  • A super jump travels faster and further than a standard jump although tall vertical height of the jump arc makes this the easiest of all air options to anti-air. Combined with the widescreen ratio this creates more safety from fullscreen against being jumped on. A super jump travels a bit further than 1/2 of the screen length.

    the king of fighters 99 anniversary edition

    Super Jump - Players cannot super jump neutrally upward.Jumps end up getting punished more often than either hop, and so much like in any fighting game the player should have a set reason or strategy in mind before jumping heedlessly. Additionally, a normal jump covers the same horizontal distance as a hyper hop. Jumping carries a longer aerial hang time which gives the other player more substantial time to anti-air or air-to-air. Jump - Jumps reach a high vertical height which suits them for maneuvering over large specials or challenging the other player in the air.Hyper hops are even faster and travel further than normal "Short Hops." Note that hyper hops cannot be done neutrally upward. Hyper Hop - They can also be done by running and inputting a short hop.This forms part of the basic RPS system of KOF where hops beat low attacks, standing attacks defeat hops, and low attacks win against standing attacks. Short hops are great for baiting and then punishing sweeps. Once used to seeing short hops, they become easier to anti-air when an opening presents itself. Using air-to-ground attacks from short hops is a quick way to keep the opponent blocking while gaining frame advantage afterward. Short hops are fast and possibly the least vulnerable of all jump types (the hopping player moves forward under 1/3 of the screen's length) which make them difficult to react to when under pressure. One trick is to quickly move from an upward direction to down in order to avoid holding up for too long and causing a jump. Short Hop - Performing a short hop can be difficult at first but being able to select from any jump option at a moment's notice is absolutely vital to KOF.

    the king of fighters 99 anniversary edition

    You can also block in the air while jumping up or back.

    the king of fighters 99 anniversary edition

    While blocking, you take no damage from normals and a single pixel-per-hit when blocking special/desperation moves.














    The king of fighters 99 anniversary edition