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* Orochi is playable in the UsefulNotes/PlayStation version. Without ArtificialStupidity holding him back, his Genocide Cutter-esque normal attacks, powerful projectiles, and screen-filling DM become much more threatening.

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* Orochi is playable in the UsefulNotes/PlayStation Platform/PlayStation version. Without ArtificialStupidity holding him back, his Genocide Cutter-esque normal attacks, powerful projectiles, and screen-filling DM become much more threatening.
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* The console ports make Mukai playable. His command grab leaves the opponent frozen and plops them right in front of him. Mukai can then do a close Hard Punch and cancel into another command grab. It's one of the easiest infinites in fighting game history.

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* Daimon and Clark can perform Evasive Dodge from ''[='95=]'', in addition to Evasion Roll added in this game. This is important for both of them as it can counter GameBreaker. Furthermore, their command grabs have not only great damage (Clark's Super Argentine Backbreaker got the elbow finisher in this game that, unlike later ''KOF'' games, deals a lot on its own) but quite long reach, grabbing the opponents at their Light Normal range. Because of their versatility in matchups and DPS, competitive ''[='96=]'' scene (if such exists) likes to include at least one of them in the team.

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* Daimon and Clark can perform Evasive Dodge from ''[='95=]'', in addition to Evasion Roll added in this game. This is important for both of them as it can counter GameBreaker. Furthermore, their command grabs have not only great damage (Clark's Super Argentine Backbreaker got the elbow finisher in this game that, unlike later ''KOF'' games, deals a lot on its own) but quite long reach, grabbing the opponents at their Light Normal range. Because of their versatility in matchups and DPS, matchups, competitive ''[='96=]'' scene (if such exists) likes to include at least one of them in the team.team.
* Yuri got a running command grab called Hyakuretsu Binta in this game. However, unlike later games, both its startup and recovery is unusually short, and Yuri recovers faster than the opponent's blockstun. Thus, even if the opponent blocks the move, you can spam this move to the opponent over and over without giving them a chance to escape, until Guard Crush happens and the opponent eats its damage. Hyakuretsu Binta in ''[='96=]'' has small damage when it connects and no chip damage at all, so it's not as devastating as most others, but it is still broken enough to make Yuri viable in the metagame.
* Geese's jumping Heavy Punch is a multi-hit RapidFireFisticuffs move, which is not notable in itself. However, when Geese enters the MAX Mode and does this with short hops, its hitstun becomes long enough to chain a jumping Heavy Punch into another jumping Heavy Punch, creating an easy infinite.
* Mr. Big's jumping Heavy Punch has a similar issue with Geese's. The MAX Mode boosts its damage significantly, and while it can't technically create an infinite, it fills up the opponent's stun meter considerably. Therefore, in the MAX Mode, performing a simple combo of short hop Heavy Punch, another short hop Heavy Punch, and a ground Heavy Punch stuns the opponent by 100% chance, in addition to depleting around 50% of a full health. Do the same combo again against the stunned opponent, and Mr. Big can finish the round in seconds.

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* Chang's Tekkyuu Daikaiten, his spinning ball move, was changed in ''[='96=]'' into a zoning tool with dangerous chip damage and it's at its best in this game. Tekkyuu Daikaiten's hitbox in ''[='96=]'' covers ground to great extent, so unlike later ''KOF'' games, it's difficult to punish it with crounching Heavy Kick. Tekkyuu Daikaiten also has a bug where you can use his command grab, Dai Hakai Nage, while still spinning his steel ball. Once Change pushes his opponent to a corner, it becomes nearly impossible to escape: Chang can use Tekkyuu Daikaiten all day to chip his opponent and if they try to Evasion Roll out of it, he can use Dai Hakai Nage on them for extra damage and put them back in the corner again.

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* Chang's Tekkyuu Daikaiten, his spinning ball move, was changed in ''[='96=]'' into a zoning tool with dangerous chip damage and it's at its best prime in this game. Tekkyuu Daikaiten's hitbox in ''[='96=]'' covers ground to great extent, so unlike later ''KOF'' games, it's difficult to punish it with crounching Heavy Kick. Tekkyuu Daikaiten also has a bug where you can use his command grab, Dai Hakai Nage, while still spinning his steel ball. Once Change Chang pushes his opponent to a corner, it becomes nearly impossible to escape: Chang can use Tekkyuu Daikaiten all day to chip his opponent and if they try to Evasion Roll out of it, he can use Dai Hakai Nage on them for extra damage and put them back in the corner again.again.
* Daimon and Clark can perform Evasive Dodge from ''[='95=]'', in addition to Evasion Roll added in this game. This is important for both of them as it can counter GameBreaker. Furthermore, their command grabs have not only great damage (Clark's Super Argentine Backbreaker got the elbow finisher in this game that, unlike later ''KOF'' games, deals a lot on its own) but quite long reach, grabbing the opponents at their Light Normal range. Because of their versatility in matchups and DPS, competitive ''[='96=]'' scene (if such exists) likes to include at least one of them in the team.

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* Chin got a StanceSystem move called Mochizukiyoi, which makes him fall onto his back. This makes him avoid any projectile that travels above ground, but it's his next moves that are broken beyond belief. Rigyo Hanpen makes him perform a backrolling kick from the Mochizukiyoi stance, which works as both anti-air and Normal punishing move. Rigyo Hanpen has much bigger hitbox than his hurtbox, to the point there is no real counching Heavy Kick or Air Normals that can win against it. The opponent then may want to counter him with ground projectiles like Iori's, but there's Ryuuda Hanpen, his other move that launches Chin toward the opponent to punish just that. This is unsafe on block, but its command input is simple enough to confirm it easily. Thus, many characters become nearly helpless in a matchup against Chin because there's no way to counter his Mochizukiyoi; the only characters with reliable methods are command grab characters like Daimon and Clark.

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* Chin got a StanceSystem move called Mochizukiyoi, which makes him fall onto his back. This makes him avoid any projectile that travels above ground, but it's his next moves that are broken beyond belief. Rigyo Hanpen makes him perform a backrolling kick from the Mochizukiyoi stance, which works as both anti-air and Normal punishing move. Rigyo Hanpen has much bigger hitbox than his hurtbox, to the point there is virtually no real counching Heavy Kick or Air Normals that can win against it.it (highlighted by [[https://www.youtube.com/watch?v=FbpXplP_WFE this video]]). The opponent then may want to counter him with ground projectiles like Iori's, but there's Ryuuda Hanpen, his other move that launches Chin toward the opponent to punish just that. This is unsafe on block, but its command input is simple enough to confirm it easily. Thus, many characters become nearly helpless in a matchup against Chin because there's no way to counter his Mochizukiyoi; the only characters with reliable methods are command grab characters like Daimon and Clark.



* Iori has many bugs in ''[='96=]'' that made him a HighTierScrappy, but the best of all is his command grab introduced in this game, Kuzu Kaze, which has an infinite. Once you connect Kuzu Kaze, you can walk toward the opponent, do a close Heavy Punch, and perform Kuzu Kaze again, because its hitstun is long enough to do all of this.

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* Iori has many bugs in ''[='96=]'' that made him a HighTierScrappy, but the best of all is his command grab introduced in this game, Kuzu Kaze, Kuzukaze, which has an infinite. Once you connect Kuzu Kaze, Kuzukaze, you can walk toward the opponent, do a close Heavy Punch, and perform Kuzu Kaze Kuzukaze again, because its hitstun is long enough to do all of this.this.
* Chang's Tekkyuu Daikaiten, his spinning ball move, was changed in ''[='96=]'' into a zoning tool with dangerous chip damage and it's at its best in this game. Tekkyuu Daikaiten's hitbox in ''[='96=]'' covers ground to great extent, so unlike later ''KOF'' games, it's difficult to punish it with crounching Heavy Kick. Tekkyuu Daikaiten also has a bug where you can use his command grab, Dai Hakai Nage, while still spinning his steel ball. Once Change pushes his opponent to a corner, it becomes nearly impossible to escape: Chang can use Tekkyuu Daikaiten all day to chip his opponent and if they try to Evasion Roll out of it, he can use Dai Hakai Nage on them for extra damage and put them back in the corner again.

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* Krauser becomes a monster when his health meter starts flashing and gains access to his Desperation Move, Kaiser Wave. Because ''[='96=]'' greatly shortened the recovery of [=DMs=], he can spam the slower version of Kaiser Wave (used with Light Punch) all day. You can't punish this with Evasion Roll, as its invincibility frames in ''[='96=]'' are too short to roll through it consistently. Unless you can dodge it without blocking (Daimon and Clark) or have a move that erases or deflects projectiles (Chang and Athena), you can call it a wrap and give up that round.
* Iori has many bugs in ''[='96=]'' that made him a HighTierScrappy, but the best of all is his command grab introduced in this game, Kuzu Kaze, which has an infinite. Once you connect Kuzu Kaze, you can walk toward the opponent, do a close Heavy Punch, and perform Kuzu Kaze again, because its hitstun is long enough to do all of this.



* ''[=KOF '98=]'' is the first game to have a "fail" recovery motion for every command grab, but this also introduces a bug that makes a projectile unblockable, giving you a free hit for any opponent recovering from knockdown. You just need to throw a projectile that passes the opponent just when they're getting on their feet, and perform a failed command grab on purpose. If successful, the opponent will take the hit even if they're holding joystick backward. This also works with any teleport move. ''Ultimate Match'' removed this bug, naturally, but for those playing the original ''[='98=]'', this is a real pain to deal with, as anyone who has both command grab/teleport move and projectile can use this bug (including Iori, yet another reason he is a TierInducedScrappy). A few stand out:

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* ''[=KOF '98=]'' is the first game to have a "fail" recovery motion for every command grab, but this also introduces a bug that makes a projectile unblockable, giving you a free hit for any opponent recovering from knockdown. You just need to throw a projectile that passes the opponent just when they're getting on their feet, and perform a failed command grab on purpose. If successful, the opponent will take the hit even if they're holding joystick backward. This also works with any teleport move. ''Ultimate Match'' removed this bug, naturally, but for those playing the original ''[='98=]'', this is a real pain to deal with, as anyone who has both command grab/teleport move and projectile can use this bug (including Iori, yet another reason he is a TierInducedScrappy).HighTierScrappy). A few stand out:
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%%[[folder:''The King of Fighters '96'']]
%%* Leona
%%* Mature
%%* Iori
%%[[/folder]]

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%%[[folder:''The [[folder:''The King of Fighters '96'']]
%%* Leona
%%* Mature
%%* Iori
%%[[/folder]]
''VideoGame/TheKingOfFighters96'' can be described as a war of GameBreaker where you balance the metagame with the abundance of unblanced moves. It's that bad.
* Mature's Blow Back has good hitbox and decent damage, but the real devil is its startup. With only 5 frames startup, her Blow Back is the fastest in the entire main series. Even on block, Mature can cancel it into Metal Massacre for extra chip damage and get enough pushback to avoid any punish. It's a good thing Mature has a terrible kit otherwise, notably lacking her Ebony Tears projectile that wouldn't be introduced until ''[='98=]'', so with enough observation, you might still win against her. However, the fact that her Blow Back alone rescued her from bottom-tier to a decent character is an indication how broken this move is.
* Chin got a StanceSystem move called Mochizukiyoi, which makes him fall onto his back. This makes him avoid any projectile that travels above ground, but it's his next moves that are broken beyond belief. Rigyo Hanpen makes him perform a backrolling kick from the Mochizukiyoi stance, which works as both anti-air and Normal punishing move. Rigyo Hanpen has much bigger hitbox than his hurtbox, to the point there is no real counching Heavy Kick or Air Normals that can win against it. The opponent then may want to counter him with ground projectiles like Iori's, but there's Ryuuda Hanpen, his other move that launches Chin toward the opponent to punish just that. This is unsafe on block, but its command input is simple enough to confirm it easily. Thus, many characters become nearly helpless in a matchup against Chin because there's no way to counter his Mochizukiyoi; the only characters with reliable methods are command grab characters like Daimon and Clark.
[[/folder]]



** You can summon a Striker while doing a Tech Grab. Your opponent becomes defenseless while recovering from Tech Grab, so your Striker can register a free hit on them for a Striker combo. Picking combo-friendly Strikers like Seth can set up Striker combos that do at least 50% of a full health, making Tech Grab extremely dangerous. House rules usually ban summoning Strikers in a Tech Grab because it makes Normal Grab too risky.

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** You can summon a Striker while doing a Tech Grab.Grabbing. Your opponent becomes defenseless while recovering from Tech Grab, so your Striker can register a free hit on them for a Striker combo. Picking combo-friendly Strikers like Seth can set up Striker combos that do at least 50% of a full health, making Tech Grab extremely dangerous. House rules usually ban summoning Strikers in a Tech Grab because it makes Normal Grab too risky.

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''The King of Fighters'' series originally started as an annual celebration as SNK kept renovating the game with new and exciting mechanics. Unfortunately, a combination of tight schedule between games and SNK's ambition meant that ''KOF'' games were often released with GameBreaker unchecked by QA.

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''The King of Fighters'' series originally started as an annual celebration as SNK kept renovating the game with new and exciting mechanics. Unfortunately, a combination of tight schedule between games and SNK's ambition meant that ''KOF'' games were often released shipped with GameBreaker unchecked by QA.


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* ''KOF 2000'' implements Active Striker system, where you can summon a Striker in a more unrestricted fashion than ''[='99=]''. This created a side effect of buffing other ''KOF'' systems to an absurd extent:
** You can summon a Striker while doing a Tech Grab. Your opponent becomes defenseless while recovering from Tech Grab, so your Striker can register a free hit on them for a Striker combo. Picking combo-friendly Strikers like Seth can set up Striker combos that do at least 50% of a full health, making Tech Grab extremely dangerous. House rules usually ban summoning Strikers in a Tech Grab because it makes Normal Grab too risky.
** You can also summon a Striker after Blow Back Guard Cancel. Like Tech Grab, your opponent is defenseless during it and picking Strikers like Seth can set up easy death combos in this situation. House rules like to ban this for the same reason.
** Due to an oversight in Active Striker, your character often doesn't hold their guard up when the opponent's Striker is summoned in certain situations, making Strikers' attack unblockable. Examples are plenty, but an easy one is to perform a purposely failed counter move or command grab while summoning a Striker. Because you can't block either counter move or command grab, the opponent does not put their guard up even if they're holding the joystick backward, taking Striker's attack in full.

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->''"Gato has no real flaws. That's it. Run."''
-->--[[https://www.dreamcancel.com/wiki/index.php/The_King_of_Fighters_XV/Gato Dream Cancel Wiki]] on Gato in ''VideoGame/TheKingOfFightersXV''

You might want to get some popcorn out for this one. It's gonna be a while.

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->''"Gato has no real flaws. That's it. Run."''
-->--[[https://www.dreamcancel.com/wiki/index.php/The_King_of_Fighters_XV/Gato Dream Cancel Wiki]] on Gato in ''VideoGame/TheKingOfFightersXV''

You might want to get some popcorn out for this one. It's gonna be
''The King of Fighters'' series originally started as an annual celebration as SNK kept renovating the game with new and exciting mechanics. Unfortunately, a while.
combination of tight schedule between games and SNK's ambition meant that ''KOF'' games were often released with GameBreaker unchecked by QA.



* Kyo's 75 Shiki Kai is a LauncherMove that is meant to be followed by other Special Moves. But its pushback is small enough to be chained into itself, and with some effort, it can create a simple infinite. Kyo already has a great kit with good anti-air and combo starters, and this infinite makes him broken to the point [[https://twitter.com/DISM_VEGA/status/1296879675298308096 he gets an entire tier to himself]]. This infinite is almost always banned in tournaments.

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* Kyo's 75 Shiki Kai is a LauncherMove that is meant to be followed by other Special Moves. But its pushback is small enough to be chained into itself, and with some effort, it can create a simple infinite. While it's easier to do in a corner, this infinite works even in midscreen. Kyo already has a great kit with good anti-air and combo starters, and this infinite makes him broken to the point [[https://twitter.com/DISM_VEGA/status/1296879675298308096 he gets an entire tier to himself]]. This infinite is almost always banned in tournaments.



* Foxy's crouching Light Kick is the ultimate GameBreaker. The reason is simple: it's unblockable. If you do a crouching Light Kick and input Heavy Punch or Heavy Kick after it, this crouching Normal becomes 2-hit move, and the second one is unblockable. It's worse when used on the opponent recovering from knockdown, as the first hit becomes unblockable when used on the correct timing, not even giving the opponent a chance to Gaurd Cancel out of it. This crouching Light Kick can work as a combo starter for any of her combos for huge amount of damage, and with the help of Strikers, this can end the round instantly. Foxy has other great moves in her kit, but this bug is the reason she's banned even in the official tournaments. This bug and her other Game Breakers are fixed in ''2002 UM'', which brought her down to just a decent character.

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* Foxy's crouching Light Kick is the ultimate GameBreaker. The reason is simple: it's unblockable. If you do a crouching Light Kick and input Heavy Punch or Heavy Kick after it, this crouching Normal becomes 2-hit move, and the second one is unblockable. It's worse when used on the opponent recovering from knockdown, knockdown in a corner, as the first hit becomes unblockable when used on the correct timing, not even giving the opponent a chance to Gaurd Cancel out of it. This crouching Light Kick can work as a combo starter for any of her combos for huge amount of damage, and with the help of Strikers, this can end the round instantly. Foxy has other great moves in her kit, but this bug is the reason she's banned even in the official tournaments. This bug and her other Game Breakers are fixed in ''2002 UM'', which brought her down to just a decent character.

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