In KOF, the directions are reversed: to attack your opponent, press DOWN/BACK together.
Holding DWN/BCK like this is commonly called "turtling", but in KOF it's called "winning".
A typical example is of character GLAUCOMA SUCKALOTTY. If you want to attack, press and hold DWN/BCK and wait for your opponent to do something stupid. Which would be, like, anything. If your opponent jumps, you can press HP to counter. If your opponent rolls, you can just throw them.
In KOF, pressing UP/FWD will make your character jump straight up 90% and forward 5%. The remaining 5% is for sluggish response.
SKN programmers figured that, since there would be no way to fix the Jumping issue, they decided that there should be TWO jumps:
(1) a standard SUCKALOTTY high-jump, and
(2) a SHORT JUMP. Because this is obviously a platform game.
With the new short-jump, you can now do INFINITY CHOMBOES in a real easy way: choose KYO.
P.S. KYO is short for "I SUCK, YO!"
1 comment:
Oh man, you could do infinity volumes of SKN issues.
Vol. 2: Wrist-breaker special moves
Vol. 3: Too many JUST FRAME inputs. Like, everything is a just frame input. Chaining two jabs together is a just frame input.
Vol. 4: Jump in + D or C, standing D or C, forward + A or B, RAMBO DUSTBIN. You have just learned every chomboe in KOF.
Vol 5: Why is everybody an emo shemale?
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