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This is performed by pressing + + while dizzy. When you do eventually get dizzy you can call in a teammate from the background to jump in and attack your opponent. I will post updates after some expirimentation what exactly causes it and weather it's duaration is variable. I will up date the properties of dizziness, i.e. In this state your opponent is at your will and is completely defenseless. If you pummel your adversary enough, they will go 'dizzy' and green crescents will materialize and dissipate above their head. These moves have complex and varied motions to execute them. MAX moves can also be performed at will when you have such low life that your life bar is flashing. After your meter is fully charged you can unleash a very powerful MAX move. MAX moves are KOF's equivalent to Street Fighter's Super moves. Secondly by holding + + you can, like Goku, charge up your meter. While building meter isn't an attack per say, the only way to utilize your meter is by unleashing a powerful MAX attack, so I think it falls under the offense category.įirstly you gain meter by taking damage, this is very slow. + while close is Ralph's Super Argentine Back Breaker, it's a more powerful throw, but a special move nonetheless. Hold, then + P is the command for Terry's Rising Tackle. + P is a projectile attack for Kyo, Terry, Ryo and others. Special moves generally involve some kind of stick movement and then a button press. These moves are 'special' because each one has unique properties. This attack knocks then enemy back and can be done while standing or jumping. Pressing + will result in a high damage attack. Will throw the opponent in the direction chosen. Kyo's Geshiki: Naraku Otoshi : + in the airĪt close range you can throw the opponent in either direction: These are 'extra' normal attacks, performed by a button press + a direction In these cases P will represent or and will represent or It might be noted that sometimes it's only important to differentiate between punches and kicks and not their strengths. Normal attacks have three variations: standing, jumping and crouching. I might add that this dash mush be inputted very quickly for it to come out. You can also do a retreating back dash by quickly inputting Quickly inputting, will have your character quickly dash towards your opponent, it's almost a tiny fast hop. You can also jump towards your opponent with and you can jump away from your opponent with Will make your character jump straight up, this is often called a 'neutral jump'. Will make your character crouch, while crouched you can not walk unless you are using a fatal fury character.įatal Fury characters in KOF '94 can slowly inch their way towards the opposition while crouched. This guide will assume you are on player 1's side as the round starts. If you are player 2, when the rounds starts will have you walk away from your opponent So if you are player 1, when the round starts, will have you walk towards your opponent. It is better to think of walking in terms of walking 'towards' or 'away' from your opponent. Holding or makes your character walk left or right. = half circle back (f, df, d, db, b = 63214 motion) = half circle forward (b, db, d, df, f = 41236 motion) = quarter circle back (d, db, b = 214 motion) = quarter circle forward (d, df, f = 236 motion) I believe this is what most players use nowadays, and makes things a little easier. To kick in new school it's best to use the 'capcom' button scheme. If you want to be a Neo-Geo purist, then your button layout for KOF '94 will use the classic Neo-Geo style layout: You simple choose a preset 3 man team and then you can choose your character order. Unlike it's sequels, in KOF '94 you can not choose individual characters. The plot features the creation of a new King of Fighters tournament created by the criminal Rugal Bernstein, but this time with teams composed of three members unlike the ones from Fatal Fury, which had no teams. The game is a fictional crossover featuring characters from SNK's previous fighting game properties Fatal Fury and Art of Fighting, as well as revised versions of characters from their pre-Neo Geo games Ikari Warriors and Psycho Soldier, and original characters created specifically for the game. In 2004, to commemorate the tenth anniversary of the series, SNK released a remake titled The King of Fighters '94 Rebout, which featured the original game and a new version with high definition graphics. The game was originally ported to the Neo Geo AES and Neo-Geo CD following its original arcade release.
#The king of fighters 94 series
It is the inaugural game in The King of Fighters series by the same company. The King of Fighters '94 (officially abbreviated KOF '94) is a 1994 fighting game released by SNK for the Neo Geo arcade and home console.