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YMMV / The King of Fighters '99

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  • Contested Sequel: KOF '99 makes many gameplay changes that substantially alter how players approach the metagame, the most controversial being the Strikers reminiscent of Marvel vs. Capcom: Clash of Super Heroes. Naturally, this didn't sit well with some fans who think they disturb the foundation of KOF. In addition, KOF '99 makes various sweeping changes to the established characters in gameplay, some of which were popular enough to stick around for the rest of the arc, while others were phased out. Also, Kyo and Iori, two of the most recognizable characters in the series, are secret characters that have to be unlocked with a cheat code. While KOF '99 has a dedicated fanbase, this initial mixed reception would continue for the rest of the NESTS games.
  • Franchise Original Sin: This game saw the debut of the rather divisive striker system, which allows players to call in an assist character in the middle of battle. Detractors of the NESTS games treat the Strikers with disdain because they can work as a "linker" that connects combos without losing a streak, giving access to death combos easily. But in KOF '99, the Strikers' role in gameplay was limited, and such death combos were a rare occasion, while two subsequent entries put more focus on it, thus making those death combos even more common.
  • Older Than They Think: While Vanessa and Seth made their playable debut in the sequel, their actual first appearance was as a striker in the home port of this very game.
  • Polished Port: The King of Fighters: Evolution, first released on Dreamcast, is a good "Director's Cut" kind of update. This fixes lots of balances issues in the Neo Geo version (the most infamous of all, Kensou's Senkyuu Tai infinite), introduces the Extra Strikers, and more exclusive contents. There're a few changes that are now viewed poorly in hindsight, like the stages being 3D (they're a reasonable recreation of the 2D stages, but still pale in comparision), but they're minor issues.
  • Scrappy Mechanic: While KOF '99's Power Gauge system is based on '98's Advanced Mode, it does not keep the rule of your next fighter inheriting Power Gauge stocks from their predecessor, so losing a round will reset the Power Gauge meter entirely regardless of how many Power Gauge stock you had. The Power Gauge stock succession system was seen as a Comeback Mechanic that adds more strategic element to team order, so this change was regarded as a regression that can make a match too one-sided. Subsequently, KOF 2000 would revert it back to the old rule.
  • They Changed It, Now It Sucks!: This is the first game to remove teammates from the side, and it stayed that way in the main series ever since. From a gameplay perspective, their role has become increasingly irrelevant as the series continues, culminating in '98 UM that only lets you summon them when you get stunned. But for those who value the external aspect of KOF, they added to the impression that you're working as Power Trio and removing them is a disservice to the series.
  • Visual Effects of Awesome: The famous "rainy park" stage appears in this game. It's so acclaimed that even non-fans or enthusiasts of pixel art in general often praise it as one of the most gorgeous 2d backdrops in all of gaming, sometimes without even knowing its origin.

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