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* ''Ryuu Renda'', used by Sie Kensou. It's an autocombo ending in a launcher that allowed for additional followups. If it hits, it can potentially be used to set up an infinite involving his [[LauncherMove Senkyuutai]]. If it's blocked, the move is so ridiculously safe that the only thing preventing it from creating blockstun infinites is the existence of Guard Cancel Blowback attacks.

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* ''Ryuu Renda'', used by Sie Kensou. It's an autocombo ending in a launcher that allowed for additional followups. If it hits, it can potentially be used to set up an infinite involving his [[LauncherMove Senkyuutai]]. If it's blocked, the move is so ridiculously safe that the only thing preventing it from creating blockstun infinites is the existence of fact that the opponent will likely have enough meter for a Guard Cancel Blowback attacks.before you can chip them to death.



%%* Billy's crouching light punch



%%* Choi's Hou'ou Kyaku
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* ''Ryuu Renda'', used by Sie Kensou. It's an autocombo ending in a launcher that allowed for additional followups. If it hits, it can potentially be used to set up an infinite involving his [[LauncherMove Senkyuutai]]. If it's blocked, the move is so ridiculously safe that the only thing preventing it from creating blockstun infinites is the existence of Guard Cancel Blowback attacks.


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%%* Dai Kaiten Geri
%%* Houko Tenkan
%%* Choi's Hou'ou Kyaku
%%* Sankuu Kyaku
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* [[LightEmUp Marukare]] is probably the first thing to come to mind when one thinks of Orochi, although his Harue special (the projectile-esque attack that can't be nullified by ''anything'') is pretty bad too. Just be thankful that they didn't have him spam his Honosu Sori like Goenitz's Yonokaze.

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



* Original Zero has [[AssistCharacter Ron]]. His attack is unblockable and tracks your position to an extent, allowing for free damage from just about anywhere on the screen. It is fairly telegraphed, but Zero likes to deploy him shortly before using [[UnrealisticBlackHole White Destroyer Spirit]], so you're probably going to be too focused on blocking that to dodge it.

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* Original Zero has [[AssistCharacter Ron]]. His attack is unblockable and tracks your position to an extent, allowing for free damage from just about anywhere on the screen. It is fairly telegraphed, but Zero likes to deploy him shortly before using [[UnrealisticBlackHole White Destroyer Spirit]], ''[[UnrealisticBlackHole Hakura Messei]]'', so you're probably going to be too focused on blocking that to dodge it.



* [[spoiler:Otoma=Raga's tendril attack. Hits you full screen, causes a wall bounce (which she may or may not combo you from) does a crapton of damage ''and'' comes out instantaneously, making it difficult to react to. This is pretty much what makes her a pain in the ass to even ''approach'' her.]]

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* [[spoiler:Otoma=Raga's tendril attack. Hits you full screen, causes a wall bounce (which she may or may not combo you from) does a crapton crap-ton of damage ''and'' comes out instantaneously, making it difficult to react to. This is pretty much what makes her a pain in the ass to even ''approach'' her.]]

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* Kyo's jumping light kick had a severe case of HitboxDissonance and was ''much'' larger than it appears. It beat damn near every normal anti-air attack in the game and it could cross up for good measure. Thankfully SNK toned it down in ''Ultimate Match.''



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

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[[folder:''The King of Fighters XIII'']]
* Kim's standing heavy kick was infamous for it's speed and range. It did two hits, hit crouching opponents, and if it connected Kim could link into a crouching light kick for huge damage depending on how much meter Kim was willing to burn.
* Shen's jumping blowback attack had a ''huge'' hitbox and was extremely hard to anti-air. Even worse if it counter hit, as Shen could get a huge combo off it. His standing blowback attack was also a pain thanks to having guard point on it, but that was removed in a patch.
* Raiden's Super Dropkicks singlehandedly moved him in to top tier status in the original arcade release. The charge time was fast, he could combo into ''and'' out of it, and at levels 3 and 4 it could break guards. Majority of Raiden's nerfs in the console version was bringing down Super Dropkick to manageable levels.
[[/folder]]

%%[[folder:''The King of Fighters XIII'']]XIV'']]
%%* Mamahaha in general.



%%[[folder:''The King of Fighters XIV'']]
%%* Mamahaha in general.
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* Krizalid, who could be considered NESTS' equivalent to Rugal in several aspects, has Typhoon Rage, as noted in the [[GameBreaker/TheKingOfFighters Game-Breaker]] page. Better get to writing your will while he's juggling you to death.

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* Krizalid, who could be considered NESTS' equivalent to Rugal in several aspects, Krizalid has Typhoon Rage, three in his second form:
** ''Typhoon Rage'' is probably his most infamous move. It's a projectile that's roughly
as noted in the [[GameBreaker/TheKingOfFighters Game-Breaker]] page. Better get to writing your will large as Krizalid himself, gives him enormous amounts of meter on block, and beats all other projectiles. Also, while he's juggling the strong version is stationary, the light version expands by roughly half a screen-length, making it more difficult to jump over.
** ''Lethal Impact'' is frighteningly versatile. It's a grab that comes out incredibly quickly and catches both grounded and jumping opponents, giving Krizalid a way to stuff basically any approach in just one move. If
you somehow manage to death.not get grabbed by it, it becomes an overhead that inflicts hard knockdown.
** ''Desperate Moment'' is a lunging command grab that causes the opponent to switch sides. Krizalid does have a dedicated follow-up to this known as [[PunchedAcrossTheRoom Moment Penetration]], but the recovery is so short that it can be followed up with just about anything. There is an infinite involving this move, but unless you're playing a version where Krizalid is unlockable, you're probably not going to see it unless you're catastrophically unlucky.



* Duo Lon has ''Shaki Juuryuu''. It's a [[ThreeStrikeCombo rekka]] with two branches, both of which are incredibly powerful. The first branch[[note]]quarter-circle forward + punch three times[[/note]] ends in a LauncherMove, allowing for juggles or incredibly disorienting mixups involving his teleport. The second branch's[[note]]forward + light kick, then quarter-circle backward + punch[[/note]] ender deals a lot of hitstun, allowing it to link into light normals, which can in turn cancel into Shaki Juuryuu, where you can then... well, [[CycleOfHurting you can probably see where this is going]]. If that wasn't enough, all parts of it can be cancelled into his projectile or his teleport, making it incredibly safe on block.

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* Duo Lon has ''Shaki Juuryuu''. It's a [[ThreeStrikeCombo rekka]] with two branches, both of which are incredibly powerful. The first branch[[note]]quarter-circle branch[[labelnote:note]]quarter-circle forward + punch three times[[/note]] ends in a LauncherMove, allowing for juggles or incredibly disorienting mixups involving his teleport. The second branch's[[note]]forward + light kick, then quarter-circle backward + punch[[/note]] punch[[/labelnote]] ender deals a lot of hitstun, allowing it to link into light normals, which can in turn cancel into Shaki Juuryuu, where you can then... well, [[CycleOfHurting you can probably see where this is going]]. If that wasn't enough, all parts of it can be cancelled into his projectile or his teleport, making it incredibly safe on block.
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* Iori's ''127 Shiki Aoi Hana'' was buffed to the moon in this game. The second part can be Super Cancelled, but if you don't have enough meter to actually do so, the endlag is reduced, allowing for juggle combos that wouldn't otherwise be possible, and making the move much safer on block. As if that wasn't enough, the first two parts can cancel into other special moves. This allows you to, among other things, make it safe on block by canceling into Yami Barai, or [[https://youtu.be/-f9U04tcigA?t=12 this]] if you're fast enough.[[labelnote:Note]]You have to cancel into [[GrappleMove Kototsuki In]], then cancel that into Aoi Hana before the move comes out. SomeDexterityRequired, but it's worth it if you can pull it off.[[/labelnote]]

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* Iori's ''127 Shiki Aoi Hana'' was buffed to the moon in this game. The second part can be Super Cancelled, but if you don't have enough meter to actually do so, the endlag is reduced, allowing for juggle combos that wouldn't otherwise be possible, and making the move much safer on block. As if that wasn't enough, the first two parts can cancel into other special moves. This allows you to, among other things, make it safe on block by canceling into Yami Barai, or [[https://youtu.be/-f9U04tcigA?t=12 this]] if you're fast enough.[[labelnote:Note]]You [[labelnote:note]]You have to cancel into [[GrappleMove Kototsuki In]], then cancel that into Aoi Hana before the move comes out. SomeDexterityRequired, but it's worth it if you can pull it off.[[/labelnote]]
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* Iori's ''127 Shiki Aoi Hana'' was buffed to the moon in this game. The second part can be Super Cancelled, but if you don't have enough meter to actually do so, the endlag is reduced, allowing for juggle combos that wouldn't otherwise be possible, and making the move much safer on block. As if that wasn't enough, the first two parts can cancel into other special moves. This allows you to, among other things, make it safe on block by canceling into Yami Barai, or [[https://youtu.be/-f9U04tcigA?t=12 this]] if you're fast enough.[[note]]You have to cancel into [[GrappleMove Kototsuki In]], then cancel that into Aoi Hana before the move comes out. SomeDexterityRequired, but it's worth it if you can pull it off.[[/note]]

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* Iori's ''127 Shiki Aoi Hana'' was buffed to the moon in this game. The second part can be Super Cancelled, but if you don't have enough meter to actually do so, the endlag is reduced, allowing for juggle combos that wouldn't otherwise be possible, and making the move much safer on block. As if that wasn't enough, the first two parts can cancel into other special moves. This allows you to, among other things, make it safe on block by canceling into Yami Barai, or [[https://youtu.be/-f9U04tcigA?t=12 this]] if you're fast enough.[[note]]You [[labelnote:Note]]You have to cancel into [[GrappleMove Kototsuki In]], then cancel that into Aoi Hana before the move comes out. SomeDexterityRequired, but it's worth it if you can pull it off.[[/note]][[/labelnote]]
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* Command grabs [[note]]specifically, Daimon's ''Tenchi Gaeshi'', Ralf and Clark's ''Super Argentine Backbreaker'', and Heidern's ''Stormbringer''[[/note]] are incredibly powerful due to a bug -- if you combo into them, you can walk or dash back into range and grab the opponent again as they're getting up. If you're fast enough, you can just keep grabbing the opponent until they're [=KOed=].

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* Command grabs [[note]]specifically, Daimon's [[labelnote:Specifically...]]Daimon's ''Tenchi Gaeshi'', Ralf and Clark's ''Super Argentine Backbreaker'', and Heidern's ''Stormbringer''[[/note]] ''Stormbringer''[[/labelnote]] are incredibly powerful due to a bug -- if you combo into them, you can walk or dash back into range and grab the opponent again as they're getting up. If you're fast enough, you can just keep grabbing the opponent until they're [=KOed=].
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* Krizalid's [=MAX2=], ''Lightning Disaster''. It's a screen-filler that deals ridiculous amounts of damage on both hit and block. As if that wasn't enough, it can be comboed into from just about anything, including throws, his other supers, and non-counterhit Blowback attacks.
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''The King of Fighters'' is no stranger to ridiculously overpowered attacks. They're not exclusive to bosses either -- everyone gets to join in on the fun!

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''The King of Fighters'' [[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/20220305223814_1.jpg]]
[[caption-width-right:350:[[Franchise/LordOfTheRings One button to rule them all...]][[note]] Your eyes aren't deceiving you, Ralf's standing Strong Kick has more than enough range to challenge the opponent from afar ''and'' stop them from hopping, [[JustForPun to boot]]!]]

''VideoGame/TheKingOfFighters''
is no stranger to [[ThatOneAttack ridiculously overpowered attacks.attacks]]. They're not exclusive to bosses either -- everyone gets to join in on the fun!
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* Nameless' Rasen. Remember K9999's [[BodyHorror giant, fleshy arm attack]] that was ripped straight out of ''Manga/{{AKIRA}}''? Yeah, imagine that, but if it were a gigantic drill that takes up just as much of the screen (if not more so), does even more damage (especially if it's canceled into during a combo) than in vanilla ''2002'', ''and'' hits On the Ground, on top of that. Comparatively, though, the only thing keeping it from being outright spammable is its [[SomeDexterityRequired clunky input]].

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%%[[AC:Maximum Impact]]
%%*Duke's Level 3, ''Ground Zero''.

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%%[[AC:Maximum [[AC:Maximum Impact]]
%%*Duke's Level 3, * Duke has two:
** ''Sledgehammer'' comes out incredibly fast, deals a lot of damage, and travels a fairly long distance. It is a super, but since Duke has infinite meter, he can use it whenever he wants.
**
''Ground Zero''.
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.
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* Ash's Pluviose on its own is by all means a fairly excellent SDM that's punishable on block and does plenty of damage (on top of being a good anti-air to work with, too). But doing it as you're switching him in? It becomes unblockable. [[SarcasmMode Have fun with that]].
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%%[[folder:''The King of Fighters XIII'']]
%%[[/folder]]

%%[[folder:''The King of Fighters XIV'']]
%%* Mamahaha in general.
%%[[/folder]]


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* Taking a page from Kula back in ''XI'', there's Ralf's standing Strong Kick. For an innately [[CloseRangeCombatant aggressive character]], this is far and away one of Ralf's best buttons to use in the neutral, being capable of snuffing out most attempts at getting in, can punish the opponent from a considerable distance (and convert into MAX Mode Quick if he has the meter to burn), and comes out pretty quickly on top of that. When in doubt, [[Radio/TheFrantics a boot to the head]] will always snuff out any attempt at approaching Ralf.
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* Iori's ''127 Shiki Aoi Hana'' was buffed to the moon in this game. The second part can be Super Cancelled, but if you don't have enough meter to actually do so, the endlag is reduced, allowing for juggle combos that wouldn't otherwise be possible, and making the move much safer on block. As if that wasn't enough, the first two parts can cancel into other special moves. This allows you to, among other things, make it safe on block by canceling into Yami Barai, or [[https://youtu.be/-f9U04tcigA?t=12 this]] if you're fast enough.[[note]]You have to cancel into [[GrappleMove Kototsuki In]], then cancel that into Aoi Hana before the move comes out. SomeDexterityRequired, but it's worth it if you can pull it off.[[/note]]
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[[folder:''Maximum Impact'' series]]
%%[[AC:Maximum Impact]]
%%*Duke's Level 3, ''Ground Zero''.

[[AC:Maximum Impact 2 / The King of Fighters 2006]]
* Jivatma's Level 2, ''Hell's Standard''. It fires a stream of dark smoke that covers the entire area in front of Jivatma. If any part of it connects, it deals massive damage, and since Jivatma's Power gauge fills up on its own, he'll likely have it ready the moment you give him an opening. While it doesn't deal nearly as much damage when used by a human player, it's still an incredibly effective zoning tool.
[[/folder]]
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* At launch, Robert's Ryuko Ranbu could juggle if used in the corner. People quickly discovered combos that took advantage of this, including several loops that, while not necessarily infinite, could easily lead to a win via time-out due to how long the move lasts, especially when used multiple times in a row. The move's juggling ability would eventually be removed in a patch, making it one of the first moves to be directly nerfed during the game's lifespan.
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* ''127 Shiki Aoi Hana'', used by Iori Yagami. It's a [[ThreeStrikeCombo rekka]], but if you stop it before the third part, it can juggle the opponent for a relatively easy infinite. On the Italy stage, you can do this to some characters before they can even move.
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* ''Kaiser Wave'', used by Omega Rugal. Unlike past incarnations of the move, there are three distinct variations depending on how much it's charged, and all of them are incredibly powerful. The uncharged version is ''huge'', travels at damn near the speed of light, and comes out incredibly quickly, the partially charged version is smaller, but still quick, and the fully-charged version is unblockable. In versions of the game where Rugal is playable, you can win entire matches just by spamming this.
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%%* Tenryuu Retsu Kiba
%%* Joker

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%%* * Tenryuu Retsu Kiba
%%* Joker
Kiba, another Leader SDM; this one belonging to Gato. Uniquely, rather than having a conventional motion input, one must actually do a dragon punch motion plus the Blowback button three times in quick succession for the attack to come out. And it's apparent from the input that this attack is ''extremely'' abusable not only because you can just stop after the first hit and risk very little, but if executed fully, you'll straight up obliterate half of the opponent's health right then and there. Never mind its absurd combo potential if you Dream Cancel into it, either.
* Joker, ''[[RuleOfThree yet another]]'' Leader SDM, courtesy of Oswald. Like most examples on the list, not only is the damage potential just downright insane, but while its input might seem peculiar[[note]] Being a charge input, back to forward twice plus the blowback button. [[/note]], it's actually extremely easy to cancel into, especially after his Royal Flush special, which gives you all day to buffer the input. Once that's done, well... you may as well account for one less character right then and there. All in!
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%%* Kula's jumping strong punch
%%* G. Sklaven

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%%* * Kula's jumping strong punch
%%*
Strong Punch. Simple to use and has a ''huge'' hitbox, comes out incredibly fast, and does a fair bit of damage. Quite a mundane example compared to some of the other entries on this page, but still no less effective.
*
G. SklavenSlaves, Adelheid's Leader SDM. It's essentially his father's Gigantic Pressure, but comes out a lot faster instantly corners you no matter where you are on the stage, and he also has a version that has Rose come in and praise him on top of that.



* Shion has an invisible projectile in ''XI'' (Sinking Wing Bolt) that comes out insanely fast and can also be used in the air. What's amusing is that even ''this'' isn't as cheap as, well, Magaki himself.

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* Shion has an invisible projectile in ''XI'' (Sinking Wing Bolt) that comes out insanely fast and can also be used in the air. What's amusing is that even ''this'' isn't as cheap as, well, Magaki himself.

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* ThatOneAttack:
** Ryo's LDM, Tenchi Haoh Ken. It's an instant stun on hit, and is one of the few [=LDMs=] that can be Quick Shifted out of, allowing for just about any kind of followup. Punishing it is also much harder than it looks since Ryo is invincible during startup and the attack itself pushes you far away if you block it.
%%** Kula's jumping strong punch
%%** G. Sklaven
%%** Tenryuu Retsu Kiba
%%** Joker

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* ThatOneAttack:
**
Ryo's LDM, Tenchi Haoh Ken. It's an instant stun on hit, and is one of the few [=LDMs=] that can be Quick Shifted out of, allowing for just about any kind of followup. Punishing it is also much harder than it looks since Ryo is invincible during startup and the attack itself pushes you far away if you block it.
%%** %%* Kula's jumping strong punch
%%** %%* G. Sklaven
%%** %%* Tenryuu Retsu Kiba
%%** %%* Joker



** [[SNKBoss Magaki]] has three:
*** Phantom Sphere fires a projectile that's incredibly large, beats all other projectiles, and deals a lot of damage if it isn't blocked. There are moves that can go through them, but they only work consistently on the Strong Punch version. Good luck trying to figure out which version's which while Magaki is actively spamming all of them.
*** If you somehow manage to get through all of the fireballs, he can simply use Exploding Sphere to send you back to square one. It's huge, completely invincible, and sends you flying, allowing him to keep spamming his fireballs. Also, it can reflect projectiles. [[SarcasmMode Because he totally needed that]].
*** His LDM, Universe Distortion, covers the entire screen. That alone would be bad enough, but it also lasts long enough to KO one of your characters, then hit the next one as they're coming in.

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** * [[SNKBoss Magaki]] has three:
*** ** Phantom Sphere fires a projectile that's incredibly large, beats all other projectiles, and deals a lot of damage if it isn't blocked. There are moves that can go through them, but they only work consistently on the Strong Punch version. Good luck trying to figure out which version's which while Magaki is actively spamming all of them.
*** ** If you somehow manage to get through all of the fireballs, he can simply use Exploding Sphere to send you back to square one. It's huge, completely invincible, and sends you flying, allowing him to keep spamming his fireballs. Also, it can reflect projectiles. [[SarcasmMode Because he totally needed that]].
*** ** His LDM, Universe Distortion, covers the entire screen. That alone would be bad enough, but it also lasts long enough to KO one of your characters, then hit the next one as they're coming in.
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* ThatOneAttack:
** Ryo's LDM, Tenchi Haoh Ken. It's an instant stun on hit, and is one of the few [=LDMs=] that can be Quick Shifted out of, allowing for just about any kind of followup. Punishing it is also much harder than it looks since Ryo is invincible during startup and the attack itself pushes you far away if you block it.
%%** Kula's jumping strong punch
%%** G. Sklaven
%%** Tenryuu Retsu Kiba
%%** Joker


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** [[SNKBoss Magaki]] has three:
*** Phantom Sphere fires a projectile that's incredibly large, beats all other projectiles, and deals a lot of damage if it isn't blocked. There are moves that can go through them, but they only work consistently on the Strong Punch version. Good luck trying to figure out which version's which while Magaki is actively spamming all of them.
*** If you somehow manage to get through all of the fireballs, he can simply use Exploding Sphere to send you back to square one. It's huge, completely invincible, and sends you flying, allowing him to keep spamming his fireballs. Also, it can reflect projectiles. [[SarcasmMode Because he totally needed that]].
*** His LDM, Universe Distortion, covers the entire screen. That alone would be bad enough, but it also lasts long enough to KO one of your characters, then hit the next one as they're coming in.
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[[/folder]]

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[[/folder]][[/folder]]
----
--> [- Genocide Cut your way back to the main page [[YMMV/TheKingOfFighters here]]! -]

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[[folder:''The King of Fighters '97'']]
* [[LightEmUp Marukare]] is probably the first thing to come to mind when one thinks of Orochi, although his Harue special (the projectile-esque attack that can't be nullified by ''anything'') is pretty bad too. Just be thankful that they didn't have him spam his Honosu Sori like Goenitz's Yonokaze.
[[/folder]]



[[AC:'98: The Slugfest]]

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[[AC:'98: ''[[AC:'98: The Slugfest]]Slugfest]]''



* Chris' air Blowback (C+D, both Strong attacks). Fast startup, [[HitboxDissonance very deceptive hitbox]], and is advantageous on block like most Air [=CDs=]. There's a reason why this move became a meme in and of itself. Thankfully {{nerf}}ed as of ''XV'' where it's now a lot slower than it was before.




[[folder:''The King of Fighters '99'']]
* Krizalid, who could be considered NESTS' equivalent to Rugal in several aspects, has Typhoon Rage, as noted in the [[GameBreaker/TheKingOfFighters Game-Breaker]] page. Better get to writing your will while he's juggling you to death.
[[/folder]]



* Foxy's crouching light kicks are unblockable if they connect during the last few active frames. While this alone may seem too impractical to take advantage of, pressing the Heavy Punch button immediately afterwards causes the unblockable period to last throughout the entire duration of the move [[GoodBadBugs for some reason]].

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* Foxy's crouching light kicks are unblockable if they connect during the last few active frames. While this alone may seem too impractical to take advantage of, pressing the Heavy Punch button immediately afterwards afterward causes the unblockable period to last throughout the entire duration of the move [[GoodBadBugs for some reason]].






[[AC:2002]]

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[[AC:2002]]''[[AC:2002]]''


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''[[AC:Unlimited Match]]''
* Heidern's Neck Roller. It's unblockable, has a deceptive hitbox, does quite a bit of damage, and is quite difficult to react to.


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[[/folder]]

[[folder:''The King of Fighters XI'']]
* Shion has an invisible projectile in ''XI'' (Sinking Wing Bolt) that comes out insanely fast and can also be used in the air. What's amusing is that even ''this'' isn't as cheap as, well, Magaki himself.
[[/folder]]

[[folder:''The King of Fighters XV'']]
* [[spoiler:Otoma=Raga's tendril attack. Hits you full screen, causes a wall bounce (which she may or may not combo you from) does a crapton of damage ''and'' comes out instantaneously, making it difficult to react to. This is pretty much what makes her a pain in the ass to even ''approach'' her.]]
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* Command grabs [[note]]specifically, Daimon's ''Tenchi Gaeshi'', Ralf and Clark's ''Super Argentine Backbreaker'', and Heidern's ''Stormbringer''[[/note]] are incredibly powerful due to a bug -- if you combo into them, you can walk or dash back into range and grab the opponent again as they're getting up. If you're fast enough, you can just keep grabbing the opponent until they're KOed.

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* Command grabs [[note]]specifically, Daimon's ''Tenchi Gaeshi'', Ralf and Clark's ''Super Argentine Backbreaker'', and Heidern's ''Stormbringer''[[/note]] are incredibly powerful due to a bug -- if you combo into them, you can walk or dash back into range and grab the opponent again as they're getting up. If you're fast enough, you can just keep grabbing the opponent until they're KOed.[=KOed=].
* ''Genocide Cutter'', used by [[SNKBoss Rugal Bernstein]]. It's an incredibly strong anti-air attack that takes away anywhere from 40% to [[OneHitKill all]] of your health if it connects. Also, unlike later incarnations of the move, it's ''fast'', to the point where Rugal can potentially use it again the moment he returns to the ground.

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* Goro Daimon's MAX2, ''Furinkazan''. It's the strongest attack in the game, taking away roughly 75% of the opponent's health. That alone is bad enough, but the glitch that allows for unblockable Jiraishin setups affects this move too, although the setups for this move don't work on as much of the cast.

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* Goro Daimon's MAX2, [=MAX2=], ''Furinkazan''. It's the strongest attack in the game, taking away roughly 75% of the opponent's health. That alone is bad enough, but the glitch that allows for unblockable Jiraishin setups affects this move too, although the setups for this move don't work on as much of the cast.cast.
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[[folder:''The King of Fighters 2003'']]
* Duo Lon has ''Shaki Juuryuu''. It's a [[ThreeStrikeCombo rekka]] with two branches, both of which are incredibly powerful. The first branch[[note]]quarter-circle forward + punch three times[[/note]] ends in a LauncherMove, allowing for juggles or incredibly disorienting mixups involving his teleport. The second branch's[[note]]forward + light kick, then quarter-circle backward + punch[[/note]] ender deals a lot of hitstun, allowing it to link into light normals, which can in turn cancel into Shaki Juuryuu, where you can then... well, [[CycleOfHurting you can probably see where this is going]]. If that wasn't enough, all parts of it can be cancelled into his projectile or his teleport, making it incredibly safe on block.
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''The King of Fighters'' is no stranger to ridiculously overpowered attacks. They're not exclusive to bosses either -- everyone gets to join in on the fun!

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[[foldercontrol]]
[[folder:''The King of Fighters '94'']]
* Command grabs [[note]]specifically, Daimon's ''Tenchi Gaeshi'', Ralf and Clark's ''Super Argentine Backbreaker'', and Heidern's ''Stormbringer''[[/note]] are incredibly powerful due to a bug -- if you combo into them, you can walk or dash back into range and grab the opponent again as they're getting up. If you're fast enough, you can just keep grabbing the opponent until they're KOed.
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[[folder:''The King of Fighters '95'']]
* ''75 Shiki Kai'', used by Kyo Kusanagi. It's a two-part LauncherMove with two distinct versions -- the light version comes out incredibly fast, and the heavy version juggles. By taking advantage of [[GoodBadBugs Special Move Morphing]], you can combine the two, creating a LauncherMove that's both fast and capable of juggling, and unlike later appearances of this attack, where you're limited to one follow-up, there's effectively no limit here. [[CycleOfHurting You can probably see where this is going...]]
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[[folder:''The King of Fighters '96'']]
* Goenitz has two:
** ''Yonokaze'' spawns a tornado at one of four positions depending on the button used, ranging from right in front of Goenitz to roughly half a screen-length away. These tornados come out incredibly quickly, and cover the entire vertical length of the screen, stopping any attempt at approaching him unless you're playing as one of the few characters who have moves that can bypass them. They're also incredibly safe on block, allowing him to trap you in blockstun indefinitely, or tick-throw you to death with his Yamidoukoku DM.
** Speaking of ''Yamidoukoku'', Goenitz's ability to [[TheComputerIsACheatingBastard use DMs whenever he wants]] makes it very annoying. While the damage is relatively low for an SNKBoss super, it's a command grab, giving him an unblockable tool to punish you for the crime of making it past his tornadoes.
[[/folder]]
[[folder:''The King of Fighters '98'']]
[[AC:'98: The Slugfest]]
* ''Ichimen 85 Katsu Reigi no Ishizue'', used by Chizuru Kagura. She sends out a dancing clone that hits multiple times. If the attack hits, Chizuru can still move around, allowing her to tack on additional damage with her normals. If you block it, you're trapped in blockstun for an incredibly long time, allowing for free mix-ups.
* ''Gravity Smash'', used by Omega Rugal. It's a chargeable projectile, similar to normal Rugal's Kaiser Wave. However, unlike Kaiser Wave, the charging animation has a hitbox that covers almost all of his body, making it very difficult to hit him out of it. The projectile itself is also fairly large, making it somewhat difficult to dodge.
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[[folder:''The King of Fighters 2001'']]
* Foxy's crouching light kicks are unblockable if they connect during the last few active frames. While this alone may seem too impractical to take advantage of, pressing the Heavy Punch button immediately afterwards causes the unblockable period to last throughout the entire duration of the move [[GoodBadBugs for some reason]].
* Original Zero has [[AssistCharacter Ron]]. His attack is unblockable and tracks your position to an extent, allowing for free damage from just about anywhere on the screen. It is fairly telegraphed, but Zero likes to deploy him shortly before using [[UnrealisticBlackHole White Destroyer Spirit]], so you're probably going to be too focused on blocking that to dodge it.
* Igniz has two:
** ''Cain Blade Transaxial Slice'' has huge range and launches you upwards. However, unlike other attacks with similar properties, it never ''stops'' being able to do this, allowing for fairly easy infinites.
** His SDM, ''Brutal God Project'', takes away roughly 80% of your health if it hits. That alone would be bad enough, but Igniz's damage output is so high that the other 20% can disappear very quickly. [[YouAreAlreadyDead If he combos into it...]]
[[/folder]]
[[folder:''The King of Fighters 2002'']]
[[AC:2002]]
* Goro Daimon's MAX2, ''Furinkazan''. It's the strongest attack in the game, taking away roughly 75% of the opponent's health. That alone is bad enough, but the glitch that allows for unblockable Jiraishin setups affects this move too, although the setups for this move don't work on as much of the cast.
[[/folder]]

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