
In result, KoF ended lengthy fireball exchanges and instead made accent on hops, pressure, and close combat in general, and personally, I find the results of this change incredibly satisfying. In KoF, since '95, characters had proximity unblockables which launched the opponents into the air, throws which dealt no damage but left the opponent open, or simply attacks like Power Charge, Kyo's qcf+K, or Takuma's Hien Shippu Kyaku. Also, they toned down AoF team by limiting their projectiles' ranges,introduced Kyo's rekkas, and gave most characters good damage options and abilities to do more than one conversion in a combo. They added hopping, running and defensive rolls. They made some drastic changes to the gameplay which distanced them from SF. So Capcom went one way-they made Hadoken do way less damage, making it more of a zoning tool, and toned down Shoryuken too. I think that basically, in 1994 after Super Turbo came out, everyone got sick of projectile wars. It's an interesting topic, I wanted to make a post about it but I thought few would reply. I think often their most popular characters have them-Kyo, Iori, MotW Terry, sometimes Kim.

I don't know, but in my mind rekkas are very strongly associated with SNK "style" in fighting games. Coliflower's KoF XIV Quick Combo Guides.Constant trolling about how terrible KoF games are.Follow reddit rules and let's keep things civil around here.
