Signs that you're a King of Fighters lifer

Dscn0568_-_copy
Wednesday, December 07, 2011

Full disclosure: Publisher Atlus provided me a copy of The King of Fighters 13.


The King of Fighters 13

The King of Fighters series may be obscure to folks raised on Street Fighter and Mortal Kombat, but people know when they become fans. They aren't scared by combos that require old-school timing to perform. They don’t care about how developer SNK used the Neo Geo arcade system for the company's brawlers long past the machine's expiration date. They’ve even suffered through The King of Fighters 12, which was a glorified demo in every sense of the word. 

Now SNK has rewarded its supporters with The King of Fighters 13, a game with crisp 2D sprites and deep three-against-three gameplay. KOF, however, can be intimidating for new players to get into because it's unfamiliar yet filled with years of tradition. Perhaps players of all skill levels can understand the franchise better by getting to know what longtime aficionados have experienced with KOF13. 

 

You think jumping is a sound strategy

In Street Fighter, using jumps as your primary means of movement is a quick way to give your opponents an easy win. While anti-air attacks are still in force in KOF13, you can alter your air time so that you can leap across the screen or a few feet off the ground. A short jump is harder to react to, can go over projectiles, and offers a mix-up opportunity when you're on offense.

With these hops and a useful roll ability, battles can be a lot more mobile than what Capcom players are used to. I'd advise newcomers to watch this excellent instructional video on the fundamentals of the franchise made around the time KOF12 came out. Just don't flinch when the in-game tutorial asks you to enter Hyperdrive Mode and MAX Cancel Kyo’s Ura 108-Shiki Orochinagi into his Ura 121-Shiki Ama-no-Murakumo.

You can adapt to changing move lists

I’m trying to find a third member for my Kim Kaphwan and Elizabeth team. I’ve been using Fatal Fury legend Terry Bogard, but I have a problem: I keep trying to use Terry’s Power Dunk attack, which isn’t in KOF13. Unlike many developers, SNK adds, subtracts, or alters special moves all the time. I'll miss Power Dunk, but at least all of the the cap-wearing pugilist's projectiles travel more than a few feet in this version.

Also, over the years SNK has altered some warriors so drastically that they are now practically different characters. That includes series stars Kyo and Iori, who will have earlier versions of themselves available as downloadable content. I'm not a fan of buying DLC to get the complete roster, but NESTS Style Kyo from The King of Fighters ’99 is my Kyo, dammit!

You find the Arcade Mode dialog charming

The Story Mode bored me to tears, but I enjoyed the pre-match introductions in Arcade Mode. Each warrior has a personalized conversation with every other contestant in the tournament, even when they face themselves in a mirror match. Sure, all of them are variations of either, “Let’s have a good match,” or, “Go home, loser.” But seeing Kim try to convince villains to turn over a new leaf or Andy Bogard admit that he’s not very interesting is a nice touch for series historians.

The only problem is that much of the dialog references people and events from over a decade ago. Still, it's nothing some Internet research can't help you figure out, and be grateful the translation doesn't include poorly worded gems like, "Another young one bites the dust. Tough break, dweeb!" 

You understand the agony of bad netcode all too well

The quality of online play can be good depending on the connection, and I’ll be the first to admit my setup isn’t the best. But it’s disappointing that KOF13’s netcode is still mediocre compared to other 2D titles like BlazBlue: Continuum Shift and Street Fighter 3: Third Strike Online Edition. SNK has done a terrible job in this department, and while KOF13 is better than previous efforts, it always feels like the company is too stubborn to get with the times.

Online play isn’t the best place for competition, but it is good for learning and experimenting with new characters. Atlus has responded to complaints and said they would try to influence SNK to fix the problem. Let's hope that happens -- single-player modes like Time Attack or Survival don't mean anything compared to making this feature viable.

 
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Comments (18)
Default_picture
December 07, 2011

The odd English in these games is tradition! Who could forget Terry Bogard's "Buster Wolf," where he asks his opponent if he's OK?

Of course, my favorite still has to be 2002 Ultimate Match. Who doesn't like a dream match with 66 characters?

Dscn0568_-_copy
December 07, 2011

But that means Terry's Fatal Fury Special win quote "Hubba, hubba, I'm in the pink today, boy!" would also be canon...

Default_picture
December 07, 2011

Forgot about that one...
Thank goodness XII wasn't canon either. Who could forget that cutscene with the Japanese newscaster speaking English that tries to attempt a French accent?

Dscn0568_-_copy
December 08, 2011

Heh, I know, though now I've listened to Terry, Geese, and Billy speak like that in games for so long that when they try to dub the characters properly like in the Maximum Impact games they don't sound right.

Though now that I mention it, I wonder if Geese or Rugal will ever come back and be a recurring boss since it probably takes too long to animate a new boss every game. You could tell with Boss Saiki that SNK didn't want to spend a lot of time on him.

Profile
December 07, 2011

I can only hope for SNK to respond to Atlus' call out. KOF needs to be online to get better recognition!

Dscn0568_-_copy
December 08, 2011

I don't think better online play alone would be enough, but it would help a lot in keeping interested fans on the wagon. KOF13's netcode is around the same level as Street Fighter 4 and can be better depending on the connection, but the difference between that and SF4 is that KOF is less forgiving when it comes to combo execution. Tough execution isn't a bad thing, but it feels like a different game when lag enters the picture.

Profile
December 08, 2011

Why do you think KOF faded away in the public's eye like it did? Wasn't KOF and Fatal Fury very well known by American gamers in the 90s?

Jotarosteam
December 08, 2011

I think the downfall of arcades probably had a lot to do with it. In the '90s, if you'd never seen a Neo*Geo cabinet (which would certainly have at least one fighter in it), you clearly didn't get out much. In my area, you were more likely to see Samurai Shodown, but the point is that the Neo*Geo was a huge success as an arcade machine. Now that arcades and arcade games are much harder to find, SNK is left trying to compete with console games, where it had never had that much success.

Default_picture
December 08, 2011

I remember seeing those arcade machines EVERYWHERE in the 90s. It's a shame Neo-Geo never made a universal system like that after they stopped working on the original setup.

Atomiswave doesn't count.

Profile
December 08, 2011

Yes, but Street Fighter wasn't like that. Even after the arcades declined, the name "Street Fighter" stayed very relevant. Fatal Fury, King of Fighters, and Samurai Shodown were all on SNES...was their fanbase simply smaller? Maybe the Versus series maintaining so much popularity in the early 2000s was why Street Fighter stayed a relevant name while KOF (which released titles from 2000-2003) fell out of public interest.
 

Jotarosteam
December 08, 2011

I don't imagine the current SNK Playmore has come close to the success of the original SNK at its height. At the very least, they don't seem to have any designs on the hardware market. In fact, I don't think they've attempted to launch a new arcade hardware platform since the Hyper Neo*Geo 64 bombed. They rode the original Neo as long as they could, used Sammy's Atomiswave for a while, and are releasing games on the Taito X2 now.

As for the home market, my impression was that SF was always bigger there. On SNES, Street Fighter II was a system seller. SNK let Takara have a license to port its games and focused on $300 carts for its $600 console. In fact, whereas they were serious rivals in arcades, I don't think SNK has ever had the kind of presence on home consoles that Capcom has had (in the US; Japan is another story). Capcom was far more consistant in bringing games out in the US, for that matter. You might have had to get the lame PS1 versions, but I'm having trouble thinking of a Capcom fighter that wasn't brought out here. Several SNK titles, on the other hand, were only released in Japan. Plus, with SNK not always having a US branch, several of those that did were released by smaller publishers like Agetec in small print runs.

So, let's summarize this a bit. Both Capcom and SNK had tons of exposure in arcades, but SNK lagged behind Capcom on home consoles from the start, leading to more players who weren't arcade regulars being familiar with SFII in the first place. Capcom has consistantly remained strong in the home market, with SNK practically disappearing at times, so they've been more successful at remaining in the public mind. Thus, people play whatever new Capcom game and remember playing Street Fighter. People don't tend to play SNK games unless they're looking for them, so many of the people who remember their fighters don't need to be reminded, because they're serious fighting game players who never stopped playing those titles.

Profile
December 08, 2011

Thanks for the information! I had a rough idea, but seeing other's opinions are super helpful. I was pretty young during that era and only had a Genesis with SF2.

Dscn0568_-_copy
December 08, 2011

Some extra input: The original SNK went bankrupt around the year 2000. For a while a company called Eolith produced two KOF games: The absolutly horrible KOF2001 and KOF2002, which as Casey said above is one of the most popular installments next to KOF98. Later, the company came back as SNK Playmore, but most of its games either used dated graphics that wouldn't appeal to today's fans (KOF11, SamSho 5 + 6, Metal Slug) or were 3D but didn't capture the feel of the originals (KOF Maximum Impact, SamSho Sen). From what I heard, SNK Playmore also mainly focuses on its chain of pacinko machines, which are popular in Japan.

I've heard that SNK games were more popular in Mexico and other Latin America countries because the Neo-Geo was more cost effective since it could hold multiple games, but I don't think I can find anything to verify this. Otherwise Capcom has had an edge on SNK in the US, especially if you consider that most people first saw SNK characters in Capcom vs. SNK, which was made by Capcom.

Default_picture
December 08, 2011

The video tutorial you linked stated that people who are new to fighting games would do better picking up a copy of Street Fighter 4. Do you agree with that? Is the KOF series simply not pick up and play material?

Dscn0568_-_copy
December 08, 2011

First, if you like a series, gameplay, character, etc. regardless of how difficult it is to play, you should pick it up. You'll do better if you like what you're playing and you'll be more willing to stick out through the learning process. Also, I've played KOF for years and enjoyed it without ever being "good."

On an objective level, Street Fighter 4 is better for new players for a number of reasons.

a. It's the most popular game, so it has a lot of information and tutorials you can find and players to face off against. Most fighting games use the same terminology and concepts as Street Fighter, and it's arguably the best place to learn fundamentals that will apply to other games.

b. Learning how to play as one character is easier than learning how to play as three simultaneously. In Street Fighter in particular the character archetypes are more obvious: Ryu is an all-around fighter, Zangief is the heavy grappler, etc. You probably wouldn't immediately recognize King as a distance-orientated character as quickly as you would with Dhalsim.

c. SF4's execution is more lenient than KOF13's in a lot of ways. SF4 will often recognize that you want a specific special move and do it even if you don't perform the motion perfectly, while KOF13 won't. The main complaint with SF4 execution-wise is the existence of "one-frame links" or combos that require split-second timing to work, which is in KOF13 anyway.

I think "pick up and play" isn't a good word to use with fighting games because they simultaneously are and aren't. Street Fighter 4 is easier for beginners than KOF13 and Super Smash Brothers Brawl is even more pick up and play than them, but even then rabbit hole goes deep and you'll get crushed by someone who knows what they're doing. You could lose because the person knows how to do every combo, or you could lose because the person has bad execution but makes up for it with strong fundamentals and knowing what to do in every situation. I think fighting games could do a lot more in teaching people how to block, how to do mix-ups, how to win fireball wars etc. instead of just giving them a list of combos to perform. Virtua Fighter 4 did that years ago, and I'm hoping Skullgirls's tutorial will be good.

Dscn0568_-_copy
December 08, 2011

Or you could try the new demo for KOF13 and see for yourself...

Dscn0568_-_copy
December 25, 2011

UPDATE: This is very late, but I just realize that Terry's HP Power Wave does not travel full screen. Normally HP Power Wave is called "Round Wave" when it travels only a few feet, and while I think it does travel a bit further than Round Wave does it's not what I had in mind when I wrote this article. I apologize for the error, and Merry Christmas.  

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