It wasn’t many years ago when I was still intimidated by
most fighting games, despite being a hardcore and seasoned gamer. I looked at people playing, and it looked
like the stereotypical constantly-moving button-mashing you would see on TV
representations of games. All the
buttons and the way special moves had to be used with quarter circles and half
circles in games like Marvel vs. Capcom and Street Fighter Alpha made them look
like they controlled like operating advanced construction machinery. The only fighters I was used to were the more
simplified ones like Naruto Shippuden: Clash of Ninja Revolution 3 and the
nunchuck configuration of Tatsunoko vs. Capcom.
I never got any of that advanced move input stuff. I thought games shouldn’t control that way,
and that they scared away anyone who wanted to try them. I still think I was partially correct, but my
line of thinking changed when one of those construction-controlling games came
into my possession.
On my birthday one year, my mom got me a little something
called The King of Fighters Collection: The Orochi Saga on the Wii, and, as you
can probably guess, I was really skeptical.
For one thing, the box art is awful.
It doesn’t reflect the colorful art of the game at all. For another, the games in the collection were
from the 90s, so I knew they wouldn’t be exactly cutting edge. But the biggest scare was that I knew it was
going to be one of those advanced construction machinery fighting games I so
feared. On the other hand, companies
don’t usually release game compilations unless the games in them are loved, I
got it for free, and it was an opportunity for me to try a genre I was
unfamiliar with.
In the actual games, there's a lot of color, Mature and Vice are secondary characters, and Kyo looks fairly masculine. |
Naturally, I started from the beginning, with King of
Fighters 94. After a little practice in
training mode to learn which button does what, I jumped into arcade mode on the
lowest difficulty. Since I was an utter
noob, I was only able to fight my opponents using the basic buttons, learning a
few simple special projectile moves a few matches later (and spamming
them). After losing around 10 times, I
finally made it to the first cutscene, but that’s when things took a turn for
the worse.
Outrageous difficulty spike in 3.... 2.... |
Suddenly, the game was heinously kicking my ass even worse
than it was before. The computers could
read my every move, block my every attack, evade any projectile, and perfectly
counterattack with their overpowered special moves they seemed to have used
with the press of a button rather than a special command. This was on the LOWEST DIFFICULTY! After dying about 20 times on the match right
after the cutscene, I finally gave in.
Even today with all my accumulated fighting game skill, I can’t beat King
of Fighters 94, and not because it’s legitimately hard, but because it is an
awful, broken game. The computers cheat,
the difficulty spikes, the combat doesn’t flow well, the graphics hurt my eyes
to look at, the sound is muffled, and I now have a burning and seething hatred
for Chin Gentsai. Frustrated, I just
looked at someone’s playthrough online to see what the story was and how it
ended. I’d rather do that than sacrifice
another 2 hours of my life.
But I didn’t want to stop playing the series with the first
game. In my experience, game series get
better with each sequel, so I had hoped King of Fighters 95 would be an
improvement… It wasn’t.
Well I wouldn't if you played fair! |
Every single one of the same problems from 94 was carried
over, aside from a slight graphical improvement. It was practically the same game, just with a
new team added in and an old team removed.
Just like its predecessor, I rage quitted, watched it online, and this
time developed a burning hatred for Heidern.
I was willing to give this game series one more chance to stop being an
ass. If all the games were going to be
like this, I was going to give up on those kinds of fighting games as a
whole. With that in mind, I moved onto
King of Fighters 96, where the game series stopped being an ass.
King of Fighters 96 took me by surprise. Every problem I had with the previous games
had been abolished. The art style and
graphics were vastly improved and looked great.
The computers played fair, the combat felt far tighter, the sound
effects were more satisfying, and the music was awesome as all hell. It was at that point I actually started to
learn how to play properly. Since the
computer wasn’t being an unbeatable cheater, I was given chances early on to
look at my character’s movesets and try them out. At first, I only knew how to properly make
quarter circles in both directions, meaning there was a lot of Ryu En Bus and Powaa
Weivs being thrown. Still, I was able to
use such moves tactfully; they became second nature after a while, and with
some perseverance, I got to the final boss for the first time. I think it was around that point I realized
how intensely I was playing. All those
people I saw playing fighting games, rapidly pressing different buttons and
making circle movements with the controllers I was now a part of, and I was
having fun with it. There was a sense of finesse in the way the
fights played out, and the great music and art design made each match as much
fun to watch as it was to play so long as I didn’t rely of cheap tactics. King of Fighters 96 was the game that
introduced me to my first SNK final boss, and one of the biggest badasses I
have ever faced in a game: Goenitz. Using
my experience, practice, special quarter circle moves, and careful footwork
(necessary considering his spam attack), I was able to beat Goenitz on my
second try. Cue the Rocky theme.
I call it the ebugam! |
After 96, I moved on and beat King of Fighters 97 and 98
(both on the lowest difficulty, natch), and over time went back to play all 3
regularly because they were fun and I wanted to know more about the characters
by viewing the team endings. Since the
games consist of match after match, I was given more than enough time to
practice playing, and eventually learned how to properly use attacks utilizing
the half circle. After about a year of
going back to play the games every once in a while, I finally learned how to
input commands for the super special attacks that required two quarter circles
or a quarter circle followed by a half circle, driven by my desire to unlock Goenitz
as a playable character, because in the collection, you need to beat a special time
attack challenge to unlock him.
Goenitz gives the term "overpowered" a whole new meaning. |
With that, I had fully learned how to play the King of
Fighters games. I’ve played through the
games with a number of different teams, slowly upping the difficulty and
utilizing all my experience to win. I
may not be a hardcore fighting game elitist (honestly those guys tend to ruin
the fun), but I do know the ins and outs of the King of Fighters games, and I’ve
adapted better to fighting games like it.
Since then, I’ve gotten Super Street Fighter 4: 3D Edition, Dead or
Alive Dimensions, and Capcom vs. SNK 2.
Needless to say, I’m no longer a pushover.
If there’s anything I learned from the experience, it’s 2
things. First, as cliché as it sounds,
practice makes perfect, and second, there is no shame in playing on an easy
difficulty if you’re new to something. As
long as you’re having fun, that’s what matters.
And even on the lowest difficulty, it can get fairly challenging. If you beat one of the King of Fighters games
on any difficulty, I classify you as “skilled”.
At least Rugal can't get any stronger, right?
Oh..... sh |
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