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[[folder:''The King of Fighters XIII'']]
* Airwalking still exists in this game, this time triggered by a glitch with [[https://www.youtube.com/watch?v=KVqc4CK9Qn0 King's Surprise Rose Climax]].
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* In ''Ultimate Match'', there's a brief period during the Krauser vs. Rugal special intro where if you skip it, Rugal's Kaiser Wave will still come out, sending Krauser flying.

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* In ''Ultimate Match'', there's a brief period during the Krauser vs. =Krauser and Rugal have a special intro where if they fire Kaiser Waves at each other. If you skip it, this intro at a certain point, Rugal's Kaiser Wave will still come out, out and hit Krauser, sending Krauser flying.him flying, but thankfully dealing no damage.

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According to a wiki I found, Special Move Morphing also appeared in '94


* There's an interesting quirk with special moves known as "Special Move Morphing". If you input one version of a special move with two distinct variants immediately after performing the other, an entirely new move is created -- often a hybrid of the two versions. The practicality of this varies wildly depending on the character and the move you want to morph. For example, morphing Kyo's light [[HurricaneKick Oboroguruma]] into the heavy version will add the latter's finisher, but it will always whiff, since light Oboroguruma can't juggle. However, morphing the heavy version into the light version will cause Kyo to stop after the first two hits, allowing for follow-ups.



* There's an interesting quirk with special moves known as "Special Move Morphing". If you input one version of a special move with two distinct variants immediately after performing the other, an entirely new move is created -- often a hybrid of the two versions. The practicality of this varies wildly depending on the character and the move you want to morph. For example, morphing Kyo's light [[HurricaneKick Oboroguruma]] into the heavy version will add the latter's finisher, but it will always whiff, since light Oboroguruma can't juggle. However, morphing the heavy version into the light version will cause Kyo to stop after the first two hits, allowing for follow-ups.
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* In ''Ultimate Match'', there's a brief period during the Krauser vs. Rugal special intro where if you skip it, Rugal's Kaiser Wave will still come out, sending Krauser flying.

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* There's an interesting quirk with special moves known as "Special Move Morphing". If you input one version of a special move with two distinct variants immediately after performing the other, an entirely new move is created -- often a hybrid of the two versions. The practicality of this varies wildly depending on the character and the move you want to morph[[labelnote:For example...]]Morphing Kyo's light [[HurricaneKick Oboroguruma]] into the heavy version will add the latter's finisher, but it will always whiff, since light Oboroguruma can't juggle. However, morphing the heavy version into the light version will cause Kyo to stop after the first two hits, allowing for follow-ups[[/labelnote]].

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* There's an interesting quirk with special moves known as "Special Move Morphing". If you input one version of a special move with two distinct variants immediately after performing the other, an entirely new move is created -- often a hybrid of the two versions. The practicality of this varies wildly depending on the character and the move you want to morph[[labelnote:For example...]]Morphing morph. For example, morphing Kyo's light [[HurricaneKick Oboroguruma]] into the heavy version will add the latter's finisher, but it will always whiff, since light Oboroguruma can't juggle. However, morphing the heavy version into the light version will cause Kyo to stop after the first two hits, allowing for follow-ups[[/labelnote]].follow-ups.
* Joe can cancel the endlag on his close Strong Punch by inputting quarter-circle forward + any Punch button immediately after it hits the opponent.
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%%[[folder:''The King of Fighters '97'']]
%%* Ghost moves
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%%[[folder:''The [[folder:''The King of Fighters '97'']]
%%* Ghost moves
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* Attempting to combo into or buffer a DM with a motion input ending in forward when you don't have enough meter will result in what's known as a "Ghost Move" -- your character stops whatever they're currently doing and starts moving forward incredibly quickly. While the setups are different for every character, pretty much all of them use it as either a whiff-punish option or a flashy LagCancel.
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[[folder:''The King of Fighters XV'']]
* Orochi Shermie has a particularly [[SugarWiki/FunnyMoments amusing]] bug with her Climax, Raijin no Sabaki. If you perform her Climax ''just'' as the kick version of her EX Mugetsu no Raiun [=KOs=] an opponent, it'll lead to Shermie still going through with the Climax animation, albeit without the cinematic camera angles... [[NoKillLikeOverkill despite them already being knocked out]]. See for yourself [[https://twitter.com/Makky_CYS/status/1557027135352864768?s=20&t=srotBqFoONiNS4j2nVuhhg here]].
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* Tizoc can follow up his normal throw with Griffall to tack on more damage. If you input the motion for it immediately after Tizoc grabs the opponent, but before he finishes the throw, the move will come out, but the opponent will be stuck to him for a brief period. Tizoc recovers before this period ends, potentially allowing you to follow that up with a command grab if you're quick enough.
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%%* May Lee bugged mode

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%%* ** Speaking of May Lee Lee, if she blocks a free-canceled attack or lets it whiff, she enters a bugged modeversion of her Hero Mode, where she still has her Normal Mode sprite, but the game only accepts inputs for her Hero Mode moves. Actually inputting one of these moves in this state leads to odd results -- for example, her Hero Guard command normal becomes an odd split-kick that halves the opponent's current HP and chains into itself.

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** A similar bug exists with Iori's Yami Barai.[[note]]It might not be the only one, but Iori's projectile is the most well-documented.[[/note]] There's a certain point in the fireball's hitbox where it cannot be blocked if it covers the opponent's sprite in a specific place as they're getting up. In most cases, this is somewhat difficult to exploit, but against Brian and Kensou, you can simply buffer a light Yami Barai after a successful Ya Otome to make it unblockable.

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** A similar bug exists with Iori's Yami Barai.[[note]]It might not be the only one, but Iori's projectile is the most well-documented.[[/note]] There's a certain point in the fireball's hitbox where it cannot be blocked if it covers the opponent's sprite in a specific place as they're getting up.up, if you don't use any moves before the fireball hits. In most cases, this is somewhat difficult to exploit, but against Brian and Kensou, you can simply buffer a light Yami Barai after a successful Ya Otome to make it unblockable.



%%[[folder:''The King of Fighters 2000'']]
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%%[[folder:''The [[folder:''The King of Fighters 2000'']]
%%[[/folder]]* If you use Lin's Hizoku Ougi Eikou DM without any meter, all of his normals become unblockable until he gets hit, blocks an attack, uses a special move or DM, or wins the round.
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* Some moves prevent the opponent from blocking when they're used. While this is certainly odd, it doesn't affect much, since these moves tend to either be command grabs, which are generally meant to be unblockable, or utility moves that don't deal damage. However, if a projectile hits the opponent on the same frame that one of these moves is active, the opponent will be unable to block it.

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* Some moves prevent the opponent from blocking when they're used. While this is certainly odd, it doesn't affect much, since these moves tend to either be command grabs, which are generally meant to be unblockable, or utility moves that don't deal damage. However, if you use one of these moves on the frame a projectile hits the opponent on the same frame that one of these moves is active, the opponent opponent, they will be unable to block it.it, creating unblockable setups of sorts.
** A similar bug exists with Iori's Yami Barai.[[note]]It might not be the only one, but Iori's projectile is the most well-documented.[[/note]] There's a certain point in the fireball's hitbox where it cannot be blocked if it covers the opponent's sprite in a specific place as they're getting up. In most cases, this is somewhat difficult to exploit, but against Brian and Kensou, you can simply buffer a light Yami Barai after a successful Ya Otome to make it unblockable.
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* Some moves prevent the opponent from blocking when they're used. While this is certainly odd, it doesn't affect much, since these moves tend to either be command grabs, which are generally meant to be unblockable, or utility moves that don't deal damage. However, if a projectile hits the opponent on the same frame that one of these moves is active, the opponent will be unable to block it.
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* In some versions of the game, Duck King's strong Headspin Attack and light Aerial Headspin Attack are much safer on block when used by Player 2. At one point, this was considered to be powerful enough for Player 1 Duck and Player 2 Duck to have separate entries on some tier lists.

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* Rugal's Kaiser Wave has a hitbox during its charging animation. While this in and of itself isn't a bug, if the opponent rolls into from certain distances it as it transitions from one level to another, it will hit them many times (anywhere from 4-40 hits), racking up a ludicrous amount of damage. This bug still exists in ''Unlimited Match'', but it's somewhat more difficult to pull off.



* If you hit an opponent with Leona's [[WhyAmITicking Earring Bakudan 2]], then defeat them before it detonates, the bomb will be inherited by the next character they send in.



** It can be Quick Shifted out of, making it one of only three LDMs with this property, but only if it's Dream Canceled into.
** If you attempt to hit a downed opponent with it at the last possible moment an [[KickThemWhileTheyAreDown OTG hit]] can occur, it will deal damage, but it won't be considered part of the previous combo, causing the damage to be unscaled. There are setups that allow you to do this consistently, however, most of them are escapable, and even if they aren't, they tend to burn through a lot of resources.

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** It can be Quick Shifted out of, making it one of only three LDMs [=LDMs=] with this property, but only if it's Dream Canceled into.
** If you attempt to hit a downed opponent with it at the last possible moment an [[KickThemWhileTheyAreDown OTG hit]] can occur, it will deal damage, but it won't be considered part of the previous combo, causing the damage to be unscaled. There are setups that allow you to do this consistently, however, most of them are escapable, and even if they aren't, they tend to burn through a lot of resources.but they're usually either escapable or incredibly expensive.

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%%* Ghost moves




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%%* May Lee bugged mode
%%* Ghost CD

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%%[[folder:''The King of Fighters '98'']]

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%%[[folder:''The [[folder:''The King of Fighters '98'']]



* This game was the first appearance of the "Stomp Cancel" glitch. Normally, Kim can cancel his light Haki Kyaku into Hou'ou Kyaku. However, if you attempt to do this while you don't have meter, the endlag on the Haki Kyaku will be significantly reduced, as if you canceled it into nothing. This would reappear in many games after this, becoming an essential part of Kim's offense and pressure game in every one. It's also one of the few instances of '''98'' jank to not be nerfed or outright removed, surviving all the way to ''Final Edition''.
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%%[[folder:''The King of Fighters '99'']]



%%[[folder:''The King of Fighters '99'']]
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* If you knock down an opponent, then use K's Ein Trigger followed by Blackout as they get up, the Ein Trigger fireball will be unblockable during Blackout's animation. If the opponent was in the corner, you can even get a combo off of this!

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* For some reason, Angel can be juggled by certain attacks for much longer than the rest of the cast. As a result, nearly a quarter of the cast[[note]]Maxima, Kyo, Daimon, Terry, Andy, Clark, Bao, Choi, and May Lee. And these are just the ones that show up the most often in combo videos. There could easily be more that aren't as widely known.[[/note]] have infinites that work only on her.

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* For some reason, Angel can be juggled by certain attacks for much longer than the rest of the cast. As a result, nearly a quarter of the cast[[note]]Maxima, cast[[note]]Specifically Maxima, Kyo, Daimon, Terry, Andy, Clark, Bao, Choi, and May Lee. And these are just the ones that show up the most often in combo videos. There could easily be more that aren't as widely known.[[/note]] have infinites that work only on her.



%%[[folder:''The King of Fighters 2002'']]
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%%[[folder:''The [[folder:''The King of Fighters 2002'']]
%%[[/folder]][[AC:The King of Fighters 2002]]
* The "Unblockable Ground Pound" glitch returns in this game, and it also affects Daimon's [=MAX2=]. Luckily, the setups for that don't work on nearly as many characters.
* May Lee could be juggled in a manner similar to Angel in the previous game, but it was much more difficult to pull off. %%Was this fixed in the console releases?

[[AC:2002: Unlimited Match]]
* In earlier versions of the game, trading against some of Kim's attacks could result in airwalking %%When was this fixed?
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* For some reason, Angel can be juggled by certain attacks for much longer than the rest of the cast. As a result, nearly a quarter of the cast[[note]]Maxima, Kyo, Daimon, Terry, Andy, Clark, Bao, Choi, and May Lee. And these are just the ones that show up the most often in combo videos. There could easily be more that aren't as widely known.[[/note]] have infinites that work only on her.

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* The second hit of Iori's [[ThreeHitCombo Aoi Hana]] can be super-canceled. This in and of itself isn't a bug, but it appears that someone missed a flag somewhere, since attempting to super-cancel it when you don't have enough meter to do so will still cancel the move's endlag.

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* Foxy's crouching light kick is unblockable if it connects during the last few active frames. If you hold the Strong Punch button while it's active, this extends to the entire attack.
* The second hit of Iori's [[ThreeHitCombo [[ThreeStrikeCombo Aoi Hana]] can be super-canceled. This in and of itself isn't a bug, but it appears that someone missed a flag somewhere, since attempting to super-cancel it when you don't have enough meter to do so will still cancel the move's endlag.

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%%[[folder:''The King of Fighters 2001'']]

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[[folder:''The King of Fighters 2001'']]
* The second hit of Iori's [[ThreeHitCombo Aoi Hana]] can be super-canceled. This in and of itself isn't a bug, but it appears that someone missed a flag somewhere, since attempting to super-cancel it when you don't have enough meter to do so will still cancel the move's endlag.
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%%[[folder:''The King of Fighters 2001'']]2002'']]



%%[[folder:''The King of Fighters 2002'']]
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* Oswald has a Desperation Move called Four Suits, which can be delayed by holding down the C button. While doing so, Oswald rapidly spins in place, which allows him to [[SpinToDeflectStuff deflect]] and [[AttackReflector redirect]] enemy projectiles. Once the button is released, Oswald will surge forward and unleash an autocombo if the initial ram connects. Four Suits can additionally be Dream Canceled into Joker, [[LimitBreak Oswald's Leader Desperation Move]], wherein Oswald pins his opponent into the far wall and skewers them with all 52 cards in his deck. Sounds straightforward, right? The thing is, if Four Suits was used to send back a projectile, said projectile can still register as a hit while the character is rendered immobile by Joker, [[https://www.youtube.com/watch?v=Epl9EV2I0B8 thus allowing them to escape before Oswald starts flinging his cards.]] [[https://www.youtube.com/watch?v=ZbiECM8KS7Y Certain players have found ways to include this bug as part of (highly situational) combos.]]

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%%[[folder:''The King of Fighters XI'']]
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%%[[folder:''The [[folder:''The King of Fighters XI'']]
%%[[/folder]]* Malin's LDM, Salamander, has a few interesting quirks:
** It can be Quick Shifted out of, making it one of only three LDMs with this property, but only if it's Dream Canceled into.
** If you attempt to hit a downed opponent with it at the last possible moment an [[KickThemWhileTheyAreDown OTG hit]] can occur, it will deal damage, but it won't be considered part of the previous combo, causing the damage to be unscaled. There are setups that allow you to do this consistently, however, most of them are escapable, and even if they aren't, they tend to burn through a lot of resources.
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* There's an interesting quirk with special moves known as "Special Move Morphing". If you input one version of a special move with two distinct variants immediately after performing the other, an entirely new move is created -- often a hybrid of the two versions. The practicality of this varies wildly depending on the character and the move you want to morph[[labelnote:For example...]]Morphing Kyo's light [[HurricaneKick Oboroguruma]] into the heavy version will add the latter's finisher, but it will always whiff, since light Oboroguruma can't juggle. However, morphing the heavy version into the light version will cause Kyo to stop after the first two hits, allowing for follow-ups.[[/labelnote]].

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* There's an interesting quirk with special moves known as "Special Move Morphing". If you input one version of a special move with two distinct variants immediately after performing the other, an entirely new move is created -- often a hybrid of the two versions. The practicality of this varies wildly depending on the character and the move you want to morph[[labelnote:For example...]]Morphing Kyo's light [[HurricaneKick Oboroguruma]] into the heavy version will add the latter's finisher, but it will always whiff, since light Oboroguruma can't juggle. However, morphing the heavy version into the light version will cause Kyo to stop after the first two hits, allowing for follow-ups.[[/labelnote]].follow-ups[[/labelnote]].


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* Some characters can be put into an "airwalk"[[note]]The character is in the air, but can still walk[[/note]] state after performing certain actions. While airwalking, all grounded normals receive no pushback, allowing for relatively easy infinites in the corner.
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* There's an interesting quirk with special moves known as "Special Move Morphing". If you input one version of a special move with two distinct variants immediately after performing the other, an entirely new move is created -- often a hybrid of the two versions. The practicality of this varies wildly depending on the character and the move you want to morph[[labelnote:For example...]]Morphing Kyo's light [[HurricaneKick Oboroguruma]] into the heavy version will add the latter's finisher, but it will always whiff, since light Oboroguruma can't juggle. However, morphing the heavy version into the light version will cause Kyo to stop after the first two hits, allowing for follow-ups.[[/note]].

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* There's an interesting quirk with special moves known as "Special Move Morphing". If you input one version of a special move with two distinct variants immediately after performing the other, an entirely new move is created -- often a hybrid of the two versions. The practicality of this varies wildly depending on the character and the move you want to morph[[labelnote:For example...]]Morphing Kyo's light [[HurricaneKick Oboroguruma]] into the heavy version will add the latter's finisher, but it will always whiff, since light Oboroguruma can't juggle. However, morphing the heavy version into the light version will cause Kyo to stop after the first two hits, allowing for follow-ups.[[/note]].[[/labelnote]].

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%%[[folder:''The King of Fighters '95'']]
%%[[/folder]]

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%%[[folder:''The [[folder:''The King of Fighters '95'']]
%%[[/folder]]* There's an interesting quirk with special moves known as "Special Move Morphing". If you input one version of a special move with two distinct variants immediately after performing the other, an entirely new move is created -- often a hybrid of the two versions. The practicality of this varies wildly depending on the character and the move you want to morph[[labelnote:For example...]]Morphing Kyo's light [[HurricaneKick Oboroguruma]] into the heavy version will add the latter's finisher, but it will always whiff, since light Oboroguruma can't juggle. However, morphing the heavy version into the light version will cause Kyo to stop after the first two hits, allowing for follow-ups.[[/note]].
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* Goro Daimon's [[ShockwaveStomp Jiraishin]] has a number of bugs in this game, but one of the more interesting one occurs when you use it after a knockdown -- During a character's getup, there's a one-frame window where the light version will connect, and the opponent will be unable to block it. There are setups that allow you to hit this window consistently, but they vary wildly based on the opponent's wakeup speed and the recovery of the move you used to score the initial knockdown. This particular bug would re-appear in ''[='=]97'', '''98'', and ''2002'', and is one of the main reasons why he's a top-tier character in those games.



%%Everything in this folder is only present in '''98: The Slugfest'' unless otherwise noted.



%%[[folder:''The King of Fighters 2003'']]
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%%[[folder:''The [[folder:''The King of Fighters 2003'']]
%%[[/folder]]* Airwalking setups are incredibly common in this game. Some noteworthy examples include, but are certainly not limited to:
** Jhun probably has the most notorious one. It appears that someone missed a flag when coding his Ryuurou Shuu command normal, since it can be cancelled into a roll despite being an aerial. The timing is incredibly strict, but if you can pull it off, Jhun will be floating above the ground.
** A lesser-known method can be performed with Iori or Joe. If they attempt to super-cancel the strong variants of their DP specials[[note]]Oniyaki and Tiger Kick, respectively[[/note]] while the camera is moving, the super may miss entirely, leaving them floating slightly off the ground.
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%%[[folder:''The King of Fighters '96'']]

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[[folder:''The King of Fighters '96'']]
* If you start running, input a backward jump, then immediately hold forwards to keep running, the run animation will override the jump, causing your character to appear to be running backwards.
* If you attempt to cancel certain normals into a DM when you aren't able to use one, that normal will land many more hits than it usually does.
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%%[[folder:''The King of Fighters '96'']]'97'']]



%%[[folder:''The King of Fighters '97'']]
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* In both this game and '''95'', if you input the motion for an air-only special move in a way that overlaps with the motion for the character's DM, the DM will come out instead. Ryo is probably the easiest character to perform this with, since the input for his air Ko'ou Ken[[labelnote:note]]quarter circle forward + punch[[/note]] overlaps with the input for his Ryuko Ranbu DM[[labelnote:note]]quarter circle forward, half circle back + strong punch[[/note]]

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* In both this game and '''95'', if you input the motion for an air-only special move in a way that overlaps with the motion for the character's DM, the DM will come out instead. Ryo is probably the easiest character to perform this with, since the input for his air Ko'ou Ken[[labelnote:note]]quarter Ken[[note]]quarter circle forward + punch[[/note]] overlaps with the input for his Ryuko Ranbu DM[[labelnote:note]]quarter DM[[note]]quarter circle forward, half circle back + strong punch[[/note]]
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Since it was on a yearly release schedule for most of its life, and is part of [[Main/FightingGame a genre]] where bugs and oversights are incredibly common, ''Franchise/TheKingOfFighters'' is no stranger to interesting bugs.

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[[foldercontrol]]
[[folder:''The King of Fighters '94'']]
* Throws are... weird.
** Normal throws are worth 1000 points, and deal damage when the opponent hits the ground afterwards. However, if you use any other attack immediately after landing the throw, the damage and score are replaced by the damage and score of the attack you used.
** If you perform a combo ending in a command grab that knocks the opponent down, there's a brief period in their downed animation where a command grab will connect if you get back into grab range. This window also appears after any command grabs following this second one, allowing for an infinite grab loop.
* In both this game and '''95'', if you input the motion for an air-only special move in a way that overlaps with the motion for the character's DM, the DM will come out instead. Ryo is probably the easiest character to perform this with, since the input for his air Ko'ou Ken[[labelnote:note]]quarter circle forward + punch[[/note]] overlaps with the input for his Ryuko Ranbu DM[[labelnote:note]]quarter circle forward, half circle back + strong punch[[/note]]
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%%[[folder:''The King of Fighters '95'']]
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%%[[folder:''The King of Fighters '96'']]
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%%[[folder:''The King of Fighters '97'']]
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%%[[folder:''The King of Fighters '98'']]
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%%[[folder:''The King of Fighters '99'']]
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%%[[folder:''The King of Fighters 2000'']]
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%%[[folder:''The King of Fighters 2001'']]
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%%[[folder:''The King of Fighters 2002'']]
%%[[/folder]]
%%[[folder:''The King of Fighters 2003'']]
%%[[/folder]]
%%[[folder:''The King of Fighters XI'']]
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