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* BigGood: Elisabeth Blanctorche serves the role in this chapter, as she aids the heroes stop both Ash and Those from the Past.
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The game would eventually be released for UsefulNotes/PlayStation2 on June 22, 2006.

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The game would eventually be released for UsefulNotes/PlayStation2 Platform/PlayStation2 on June 22, 2006.

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** ''KOF XI'' brings back the Blow Back attack, and Blow Back Guard Cancel does minimal damage like ''2002'', instead of not doing any damage in the other NESTS Chronicles games.

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** ''KOF XI'' brings back the Blow Back attack, and Blow Back Guard Cancel Blow Back does minimal damage like ''2002'', instead of not doing any damage in the other NESTS Chronicles games.games.
** ''KOF XI'' is the first game to give the counter type of Super Moves (e.g. Kasumi's Shingan Kazura Otoshi) a huge buff: they're no longer preceded by lighting effects like a regular Super, only showing after the move is made successful. It makes the counter moves more effective than before as you can perform them without giving the opponent a hint. This buff was also retroactively applied to remakes like ''[='98 UM=]'' and ''2002 UM''.



** Blow Back Guard Cancel is back, but it's nerfed from ''2002''. Its damage does not scale up when it connects as a counter, and you can't KO an opponent with the Guard Cancel version.

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** Blow Back Guard Cancel Blow Back is back, but it's nerfed from ''2002''. Its damage does not scale up when it connects as a counter, and you can't KO an opponent with the Guard Cancel version.
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Whip It Good has been disambiguated


* '''Team ''[[VideoGame/IkariWarriors Ikari]]'':''' With [[ReiAyanamiExpy Leona Heidern]] out of action following an Orochi flare-up, [[BashBrothers Ralf Jones and Clark Still]] call on [[WhipItGood Whip]] to help them continue their mission in her stead.

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* '''Team ''[[VideoGame/IkariWarriors Ikari]]'':''' With [[ReiAyanamiExpy Leona Heidern]] out of action following an Orochi flare-up, [[BashBrothers Ralf Jones and Clark Still]] call on [[WhipItGood Whip]] Whip to help them continue their mission in her stead.

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* '''Bonus characters:''' [[MsFanservice Mai Shiranui]], [[RichIdiotWithNoDayJob Robert Garcia]], [[MartialPacifist Hotaru Futaba]], [[OldMaster Tung Fu Rue]], [[TheDon Mr. Big]], [[BreakoutVillain Geese Howard]], NESTS-style Kyo

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* '''Bonus characters:''' [[MsFanservice Mai Shiranui]], [[RichIdiotWithNoDayJob Robert Garcia]], Garcia, [[MartialPacifist Hotaru Futaba]], [[OldMaster Tung Fu Rue]], [[TheDon Mr. Big]], [[BreakoutVillain Geese Howard]], NESTS-style Kyo

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TRS cleanup: Sinkhole


* '''Team ''VideoGame/ArtOfFighting'':''' Siblings [[{{Shotoclone}} Ryo]] and [[GenkiGirl Yuri Sakazaki]] return, this time joined by the bouncer [[{{Bifauxnen}} King]] rather than [[RichIdiotWithNoDayJob Robert Garcia]].

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* '''Team ''VideoGame/ArtOfFighting'':''' Siblings [[{{Shotoclone}} Ryo]] and [[GenkiGirl Yuri Sakazaki]] return, this time joined by the bouncer [[{{Bifauxnen}} King]] rather than [[RichIdiotWithNoDayJob Robert Garcia]].Garcia.
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* SuspiciousVideoGameGenerosity: In the [=PS2=] version, Challenges 5 and 6 are simple 1-on-1 matches where you have infinite Power and Skill gauges. Your opponents in both of these missions are [[SNKBoss Shion and Magaki]], respectively, so you're going to need it.
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* ThreeStatSystem: ''KOF XI'' implements comprehensive and complicated stat modifiers to player characters (which has done before in the series in part of damage scaling but never to ''XI''[='s=] degree). There're three of them in total: Damage Modifier (in relation to how much damage you receive), Guard Point Modifier (how much your Guard Point decreases from attacks before Guard Crush happens), and Stun Modifier (how much your Stun meter depletes from the opponent's attack). These modifiers multiply directly to whatever damage/attack point your character receive, which mean the lower the modifiers are, the better your character is at soaking them up.

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* ThreeStatSystem: ''KOF XI'' implements comprehensive and complicated stat modifiers to each player characters character (which has done before in the series in part of damage scaling but never to ''XI''[='s=] degree). There're three of them in total: Damage Modifier (in relation to how much damage you receive), Guard Point Modifier (how much your Guard Point decreases from attacks before Guard Crush happens), and Stun Modifier (how much your Stun meter depletes from the opponent's attack). These modifiers multiply directly to whatever damage/attack point your character receive, which mean the lower the modifiers are, the better your character is at soaking them up.
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* PromotedToPlayable: This game promotes Adelheid, a mid-boss in ''2003'', to a regular playable character should you meet specific conditions.

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* PromotedToPlayable: This game promotes Adelheid, a mid-boss one of the final bosses in ''2003'', to a regular playable character should you meet specific conditions.




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* ThreeStatSystem: ''KOF XI'' implements comprehensive and complicated stat modifiers to player characters (which has done before in the series in part of damage scaling but never to ''XI''[='s=] degree). There're three of them in total: Damage Modifier (in relation to how much damage you receive), Guard Point Modifier (how much your Guard Point decreases from attacks before Guard Crush happens), and Stun Modifier (how much your Stun meter depletes from the opponent's attack). These modifiers multiply directly to whatever damage/attack point your character receive, which mean the lower the modifiers are, the better your character is at soaking them up.

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* ArtEvolution: The arcade version runs on higher resolution as a result of jumping from the Neo Geo (320x224) to the Atomiswave (480p, 640x480), which makes for more detailed and dynamic stage backgrounds. The character graphics are still based on and often recycled from the Neo Geo games, but their animations also got an upgrade thanks to the new arcade board, like more vibrant effects of jumping SpeedEchoes.



** Jhun makes a background cameo appearance in Athena's concert stage added in the [=PS2=] version.



* NewWorkRecycledGraphics: The new characters in the [=PS2=] version mostly recycle their graphics from ''VideoGame/NeoGeoBattleColiseum'', only adding some new sprites to fit the ''KOF'' system.



* PromotedToPlayable: This game promotes Adelheid, a mid-boss in ''2003'', to a regular playable character should you meet specific conditions.



* SequelNumberSnarl: ''KOF XI'' is the first game to swerve NPlusOneSequelTitle that denoted each installment's release year, shifting to traditional NumberedSequels. This is because, after ''KOF 2003'', the main series skipped 2004 and ''XI'' was released in 2005.

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* SequelNumberSnarl: ''KOF XI'' is the first game to swerve NPlusOneSequelTitle that denoted each installment's release year, TitleByYear, shifting to traditional NumberedSequels. This is because, after ''KOF 2003'', the main series skipped 2004 and ''XI'' was released in 2005.
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* SuperSpecialMove: In ''KOF XI'', Leader Desperation Move can be upgraded into the Dream Cancel version, which can be easily chained into a combo (at the cost of often significantly reduced damage, however). Some [=LDMs=] also have different characteristics in their Dream Cancel version; Ralf's Galactica Phantom becomes blockable unlike its normal version, Kasumi's Shingan Kazura Otoshi tranforms from a counter move into a standard command grab, and so on.

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* SuperSpecialMove: In ''KOF XI'', Leader Desperation Move can be upgraded into the Dream Cancel version, which can be easily chained into a combo (at the cost of often significantly reduced damage, however). Some [=LDMs=] also have different characteristics in their Dream Cancel version; Ralf's Galactica Phantom becomes blockable unlike its normal version, Kasumi's Shingan Kazura Otoshi tranforms from a counter move into a standard command grab, and so on.

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!!This work shows examples of:

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!!This work
!! This video game
shows examples of:of:



* SuperSpecialMove: In ''KOF XI'', Leader Desperation Move can be upgraded into the Dream Cancel version, which can be easily chained into a combo (at the cost of often significantly reduced damage, however). Some [=LDMs=] also have different characteristics in their Dream Cancel version; Ralf's Galactica Phantom becomes blockable unlike its normal version, Kasumi's Shingan Kazura Otoshi tranforms from a counter move into a standard command grab, and so on.

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* SuperSpecialMove: In ''KOF XI'', Leader Desperation Move can be upgraded into the Dream Cancel version, which can be easily chained into a combo (at the cost of often significantly reduced damage, however). Some [=LDMs=] also have different characteristics in their Dream Cancel version; Ralf's Galactica Phantom becomes blockable unlike its normal version, Kasumi's Shingan Kazura Otoshi tranforms from a counter move into a standard command grab, and so on.on.

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''KOF XI'' takes [[TagTeam the tag battle mechanics]] from ''2003'' and cranks up their intensity. The Tag move is now separate from the Power Gauge and depletes its own resources, Skill Gauge, which can be charged two stocks at maximum and fills up gradually during a match. The Shift Attack is replaced by Quick Shift, which is much more lenient about creating a combo. Shifting while performing an attack will perform a [[LagCancel Quick Shift]], allowing you to continue your combo with a different character. Meanwhile, the defense can spend two Skill Stocks and perform a [[ComboBreaker Saving Shift]] when they're on the receiving end of a combo, allowing you to escape deadly combos. ''KOF XI'' also expands on Super Cancel system of ''2002'' by introducing Dream Cancel, which lets you chain a Super Move into Leader Desperation Move instantly.

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''KOF XI'' takes [[TagTeam the tag battle mechanics]] from ''2003'' and cranks up their intensity. The Tag Shift move is now separate from the Power Gauge and depletes its own resources, Skill Gauge, which can be charged two stocks at maximum and fills up gradually during a match. The Shift Attack is replaced by Quick Shift, which is much more lenient about creating a combo. Shifting while performing an attack will perform a [[LagCancel Quick Shift]], allowing you to continue your combo with a different character. Meanwhile, the defense can spend two Skill Stocks Gauge stocks and perform a [[ComboBreaker Saving Shift]] when they're on the receiving end of a combo, allowing you to escape deadly combos. ''KOF XI'' also expands on Super Cancel system of ''2002'' by introducing Dream Cancel, which lets you chain a Super Move into Leader Desperation Move instantly.



* ArcadePerfectPort: The [=PlayStation=] 2 version accomplishes this by offering an option to turn off the Arrange Mode, which balances the characters in this port, and play the game exactly as it was in the arcade version.



* ArcadePerfectPort: The [=PlayStation=] 2 version accomplishes this by offering an option to turn off the Arrange Mode, which balances the characters in this port, and play the game exactly as it was in the arcade version.



* SequelNumberSnarl: ''KOF XI'' is the first game to swerve NPlusOneSequelTitle that denoted each installment's release year, shifting to traditional NumberedSequels. This is because, after ''KOF 2003'', the main series skipped 2004 and ''XI'' was released in 2005.

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* SequelNumberSnarl: ''KOF XI'' is the first game to swerve NPlusOneSequelTitle that denoted each installment's release year, shifting to traditional NumberedSequels. This is because, after ''KOF 2003'', the main series skipped 2004 and ''XI'' was released in 2005.2005.
* SuperSpecialMove: In ''KOF XI'', Leader Desperation Move can be upgraded into the Dream Cancel version, which can be easily chained into a combo (at the cost of often significantly reduced damage, however). Some [=LDMs=] also have different characteristics in their Dream Cancel version; Ralf's Galactica Phantom becomes blockable unlike its normal version, Kasumi's Shingan Kazura Otoshi tranforms from a counter move into a standard command grab, and so on.

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''KOF XI'' takes [[TagTeam the tag battle mechanics]] from ''2003'' and crank up their intensity. The Tag move is now separate from the Power Gauge and depletes its own resources, Skill Gauge, which can be charged two stocks at maximum and fills up gradually during a match. The Shift Attack is replaced by Quick Shift, which is much more lenient about creating a combo. Shifting while performing an attack will perform a [[LagCancel Quick Shift]], allowing you to continue your combo with a different character. Meanwhile, the defense can spend two Skill Stocks and perform a [[ComboBreaker Saving Shift]] when they're on the receiving end of a combo, allowing you to escape deadly combos. ''KOF XI'' also expands on Super Cancel system of ''2002'' by introducing Dream Cancel, which lets you chain a Super Move into Leader Desperation Move instantly.

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''KOF XI'' takes [[TagTeam the tag battle mechanics]] from ''2003'' and crank cranks up their intensity. The Tag move is now separate from the Power Gauge and depletes its own resources, Skill Gauge, which can be charged two stocks at maximum and fills up gradually during a match. The Shift Attack is replaced by Quick Shift, which is much more lenient about creating a combo. Shifting while performing an attack will perform a [[LagCancel Quick Shift]], allowing you to continue your combo with a different character. Meanwhile, the defense can spend two Skill Stocks and perform a [[ComboBreaker Saving Shift]] when they're on the receiving end of a combo, allowing you to escape deadly combos. ''KOF XI'' also expands on Super Cancel system of ''2002'' by introducing Dream Cancel, which lets you chain a Super Move into Leader Desperation Move instantly.



* ArcadePerfectPort: The [=PlayStation=] 2 version accomplishes this by offering an option to turn off the Arrange Mode, which balances the characters in this port, and play the game exactly as it was in the arcade version.



* ComboBreaker: By spending two Skill Gauge stocks, you can perform Saving Shift to change characters instantly and potentially break free from the offense. While its use is similar to Blow Back Guard Cancel, the difference is that Quick Shift can be performed even if you're being attacked, effectively playing this trope.



* OffstageVillainy: Ash stealing the Yasakani no Magatama isn't shown onscreen. In the Kyo & Iori Team's ending, he's shown walking towards a Riot of the Blood-crazed Iori, then it cuts to a shot of the sky, then he walks away with no indication that anything happened. Then, in the Rival Team's ending, he shows off his new, violet flames before teleporting away.


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* OffstageVillainy: Ash stealing the Yasakani no Magatama isn't shown onscreen. In the Kyo & Iori Team's ending, he's shown walking towards a Riot of the Blood-crazed Iori, then it cuts to a shot of the sky, then he walks away with no indication that anything happened. Then, in the Rival Team's ending, he shows off his new, violet flames before teleporting away.

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* TheCameo:
** In Fatal Fury Team's ending, all of their former teammates who didn't participate in this year's KOF makes an appearance (Andy, Joe, Chang, Choi, and Mai; the last one came back as a playable in the [=PS2=] version).
** Psycho Soldier Team's ending features its former teammate and associates (Chin, Bao, Kaoru Watabe, and Baitang the panda) as they commemorate them as SkyFace, although [[NoLongerWithUs the way they talk sounds like they're dead]]. Also, Ron (and Lin) from ''KOF 2000'' makes an appearance at the end, apparently still taking interest in Kensou's "Dragon Spirit".
** Some endings take place in Pao Pao Cafe (from ''Fatal Fury'') so naturally its owners, Richard Meyer and Bob Wilson, both show up.



** In ''KOF 2003'', the Power Gauge was filled with three stocks in the beginning of a match, to encourage using the Shift system. Because the Shift now uses its own Skill Gauge in ''XI'', the Power Gauge starts from zero like before and you have to fill it up by connecting your moves on your opponent.

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** In ''KOF 2003'', the Power Gauge was filled with three stocks in the beginning of a match, to encourage using the Shift system. Because the Shift now uses its own Skill Gauge in ''XI'', the Power Gauge starts from zero like before and you have to fill it up by connecting your moves on your opponent.before.



* OffscreenMomentOfAwesome / OffstageVillainy: Ash stealing the Yasakani no Magatama isn't shown onscreen. In the Kyo & Iori Team's ending, he's shown walking towards a Riot of the Blood-crazed Iori, then it cuts to a shot of the sky, then he walks away with no indication that anything happened. Then, in the Rival Team's ending, he shows off his new, violet flames before teleporting away.
* OddballInTheSeries: A minor one regarding the control -- Blow Back attack is mapped to its own fifth button (the Atomiswave board supports six buttons), instead of pressing Heavy Punch and Heavy Kick together like the other games.

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* OffscreenMomentOfAwesome / OffstageVillainy: Ash stealing the Yasakani no Magatama isn't shown onscreen. In the Kyo & Iori Team's ending, he's shown walking towards a Riot of the Blood-crazed Iori, then it cuts to a shot of the sky, then he walks away with no indication that anything happened. Then, in the Rival Team's ending, he shows off his new, violet flames before teleporting away.
* OddballInTheSeries: OddballInTheSeries:
**
A minor one regarding the control -- Blow Back attack is mapped to its own fifth button (the Atomiswave board supports six buttons), instead of pressing Heavy Punch and Heavy Kick together like the other games.


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** The ending of Kyo & Iori Team and Rivals Team are connected to each other, with possibly Hero Team's ending set between them. At the end of Kyo & Iori's ending, Iori falls prey to the Orochi blood again, incapacitating Kyo and Shingo, after which Ash shows up and does something sinister off-screen. In Rivals Team's ending, Elisabeth and Benimaru find and rush to Kyo and Shingo, who are still bleeding out from the aftermath, while Ash taunts them and shows his new power (implied and later confirmed in ''XIII'' to be Iori's) before escaping.
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* '''Team K':''' [[NinetiesAntiHero K']] and [[{{Cyborg}} Maxima]] recruit the young [[AnIcePerson Kula Diamond]] into their team, as they investigate Those from the Past at the request of [[ColonelBadass Heidern]].

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* '''Team K':''' [[NinetiesAntiHero K']] and [[{{Cyborg}} Maxima]] recruit the young [[AnIcePerson Kula Diamond]] into their team, as they investigate Those from continue assisting the Past at the request of [[ColonelBadass Heidern]].Ikari Warriors in their mission.
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* '''Team K':''' [[NinetiesAntiHero K']] and [[{{Cyborg}} Maxima]] recruit the young [[AnIcePerson Kula Diamond]] into their team, as they investigate Those from the Past.

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* '''Team K':''' [[NinetiesAntiHero K']] and [[{{Cyborg}} Maxima]] recruit the young [[AnIcePerson Kula Diamond]] into their team, as they investigate Those from the Past.Past at the request of [[ColonelBadass Heidern]].

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