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* ''[[LightEmUp Marokare]]'' is probably the first thing to come to mind when one thinks of Orochi, although his ''Harae'' special (the projectile attack that can't be nullified by ''anything'') is pretty bad too. Just be thankful that they didn't have him spam his ''Ho no Susori'' like Goenitz's Yonokaze.

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* ''[[LightEmUp Marokare]]'' Marukare]]'' is probably the first thing to come to mind when one thinks of Orochi, although his ''Harae'' special (the projectile attack that can't be nullified by ''anything'') is pretty bad too. Just be thankful that they didn't have him spam his ''Ho no Susori'' like Goenitz's Yonokaze.


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''[[AC:'98: Ultimate Match]]''
* Orochi's Marukare is largely the same as it was in '''97'', but with an extra nasty trick -- if the opponent is in the center of the screen, they get hit roughly twice as many times, with damage increasing accordingly. This means that the opponent is potentially susceptible to massive damage simply by being at the wrong place at the wrong time and not blocking, with the SDM version potentially [[OneHitKill killing an opponent from full health]].
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* Duke has two:

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* Duke [[SNKBoss Duke]] has two:



** ''Ground Zero'', his Level 3, breaks your guard on hit. This leaves you open to just about anything Duke does until the Guard gauge replenishes itself, including another Ground Zero. Hitting him out of it isn't really an option, since it also has generous amounts of invincibility frames.

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** ''Ground Zero'', his Level 3, breaks your guard on hit. This leaves you open to just about anything Duke does until the Guard gauge replenishes itself, including another Ground Zero. Hitting him out of Zero, which Duke can immediately use, thanks to the aforementioned infinite meter. Dodging it is also difficult, since the attack itself is a huge explosion that's big enough to catch both sidesteps and jumps, and generous invincibility frames ensure that interrupting it isn't really an option, since it also has generous amounts of invincibility frames.
option either.
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** ''Ground Zero'', his Level 3, breaks your guard on hit. This leaves you open to just about anything Duke does until the Guard gauge replenishes itself, including another Ground Zero.

to:

** ''Ground Zero'', his Level 3, breaks your guard on hit. This leaves you open to just about anything Duke does until the Guard gauge replenishes itself, including another Ground Zero.
Zero. Hitting him out of it isn't really an option, since it also has generous amounts of invincibility frames.

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