
I at least want you to have Wave Motion and Rising Dragon.
The thread image features a protagonist who either possesses or does not possess wave energy.
I definitely want the Rising Dragon.
I won’t acknowledge anyone as the protagonist if they don’t have a rising dragon.
>>1
It would have been dangerous without the air knee smash.
If it’s a character you usually play, it’s one thing, but when it comes to the protagonist, it becomes unclear…
What did I expect from the protagonist?
It’s something I expect not just from the protagonist but from fighting games in general.
Being cool.
I don’t really understand, so should I choose this one…? If I do, will I get to know the basics of the game…?
The fact that the thread image differentiated itself from the shrine by erasing the darkness release is good, but what’s up with it sometimes coming back?
It would be nice to be strong.
That’s about the third one from the top.
>>6
Because everyone uses the protagonist since they are strong and easy to use, rather than being weakened.
It’s better to have a protagonist with a strong personality but also strong capabilities, isn’t it?
>>18
6 Takashi…
Everyone! It’s no good if the main character is a throwaway character, right?
>>8
Power-up!
The game’s system is easy to use and the basics are easy to remember.
Hyperbore!
Yagami is easier to use than Kusanagi every time…
The four protagonists of KOF are all different, but they all have anti-air moves.
One person is a rising dragon or just a somersault, but…
Does Laguna’s Dead Spike count as a wave move?
I want a catchy coolness.
>>15
I see, Taro Yamada.
I suppose it’s because An has a more clearly defined performance as a standard fighting game character.
Why…?
>>19
Since we originally had similar skill builds, I decided to sharpen Kusanagi’s.
Despite being the protagonist, Jotaro is a character that aggressively pressures the opponent with wake-up and two-choice options.
>>22
Ava is the most standard, you know.
However, there is no invincibility in a reversal Shoryuken.
Kenshiro thinks that just because he’s the protagonist, he doesn’t have to force himself to use the Wave Rising Dragon…
Strength is average.
I hope the ultra-coolness is guaranteed.
>>23
Since it’s the origin of the dancing techniques, it’s fine to be standard.
The hut is really easy to use except when it was a claw.
There are almost no KOF players who can’t use or have never used Iori.
I haven’t seen Kyoto-san playing the koto very much.
>>30
With a speed so fast that it’s almost invisible, a charge attack that reduces health by a quarter is an overpowered move at level 95 or so.
There was an ultra-broken technique, but…
>>31
Outside of MAX mode, it’s just a normal guard counter, so I don’t think it’s an overpowered move or anything like that.
>>35
It’s normal to get punished for a counterattack while guarding!
The problem is the attack performance.
>>37
In a game where one-hit deaths are common, it was impossible to use tactics effectively.
There was also the circumstance that it wasn’t even necessary to use it in the first place.
Kusanagi-san’s protagonist is quite difficult despite being the main character!
But I feel that it has become a part of my individuality in a sense.
94 and 95 were the standard…
I thought so, but the super special move had a strong quirk.
In terms of the story, it feels like he lost to Ganytz, so he trained again and discarded techniques that don’t work.
Looking back now, Alex really took quite an adventure.
I think the GGST’s old man was strong even when played casually, and it was definitely rewarding to get into, making him a great main character.
It was a little too strong…
>>39
+2F +2F +2F +2F
Not being a cocky jerk.
Isn’t it rare to use something like a 95 Koto Tsuki outside of play, whether in Kyoto or anywhere else?
There are some suspicious-looking scrolling collaborations, but…
>>42
Isn’t a big jump and a big punch with Kotzuki basically the end?
>>46
If Jump Big hits, isn’t there no reason not to use the Type 75 Modified?
If it’s super far or at MAX, then the situation changes, but the strong Kotozuki is actually quite unstable, so if you want stability, you shouldn’t cast Dark Purge.
That guy is really overdoing it with the belly punches.
I think Kyo, K’, and Shun-chan are the main characters.
Ash thinks something is different, but it is indeed the Shoryuken wave motion… No, but technically it belongs to Sonic and Summer…
Simplicity and strength.
On the ground, 2A is strong as a low move, and you can almost anti-air with 5A, while in the air, JA can generally beat most aerial moves.
It’s amazing that Kusanagi was able to create a completely different performance with the 96.
Moreover, at that time there were no other similar ones in that direction.
>>47
Although KOF was designed with a relatively small number of anime patterns, it has a huge variety of rough bite-type techniques, showing the dedication put into it.
It seems quite common for the rival character to be stronger in performance than the protagonist character.
The change in Kyoto’s route is partly due to the presence of the hermitage, but it also seems significantly influenced by the presence of Terry and Ryo.
The performance is stable except for the 13 claw temples.
Other than the Eight Young Maidens, the super special moves are surprisingly unstable.
The jackal flower, which was added in 2001, has also kind of become established, but that’s a derivative of the eight young girls.