Game
Capcom vs. SNK Ultimate Match
1 year ago

Introducing: The Hero Team


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The first team on SNK's side will be the Hero Team!


Team Members

  • Kyo Kusanagi (The King of Fighters '94)

  • K' (The King of Fighters '99)

  • Ash Crimson (The King of Fighters 2003)

In the KoF games, the main protagonists' team is often called the "Hero Team". This team consists of the first three main protagonists of the KoF games. Let's briefly go over each member.


Kyo Kusanagi

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Kyo is the very first protagonist in The King of Fighters, originating back in 1994. Kyo's movelist in this game is mostly the same compared to his series of origin.

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One of the defining moves that Kyo has is his rekkas. For those who don't know, rekkas are special moves that allows the player to do a follow up after the initial move activates. By doing a quarter circle forward with Light or Medium Punch, Kyo will perform his 114 Shiki: Aragami. Doing it with Heavy Punch will instead make Kyo do 115 Shiki: Dokugami. Both of these moves have different follow ups.

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Doing a quarter circle forward with any kick will make Kyo do 75 Shiki: Kai. After the inital move lands, press any kick button to do another attack that can launch the foe into the air. This can be a perfect confirm for one of Kyo's supers, Ura 108 Shiki: Orochinagi.

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The R.E.D. Kick is an overhead kick that can allow Kyo to avoid projectiles and instantly hard-knockdown the foe. The heavy versions goes pretty high, but be careful, you can easily be anti-aired by your foe.

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This is the super I mentioned earlier, the Ura 108 Shiki: Orochinagi. When performing the super, you can hold the punch button down to delay the attack. While you can do that, you sadly can't perform this mid-air like in the KoF games. Still, this is a veyr solid super, especially if you can confirm into it.

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The Saishu Kessen Ougi "Mu-shiki" is Kyo's other first level super. The fire pillar at the beginning of the move can hit the foe similar to the counterpart seen in the CvS games.

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524 Shiki: Kamukura is Kyo's third level super. This move is a command grab, so the foe can't block it. The only tricky part is actually trying to grab them. The best way for this to work is to bait your foe into blocking the super, or get them into a block string and cancel into the super.


K'

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K' is the protagonist of the NEST Chronicles, which is the second story arc of the KoF games. K' was originally supposed to replace Kyo, but fan reception during KoF '99's local testing was negative, so Kyo (and his rival) were added as hidden unlockable characters.

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Black Out is a teleporting special, allowing you to phase through your foe. You can cancel into this move from Ein Trigger.

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Speaking of which, Ein Trigger, similar to Kyo's 114 Shiki/115 Shiki specials, is kind of a rekka. After performing Ein Trigger, you can shoot a fireball with Second Shoot, kick upwards with Second Shell, or teleport with Black Out. The fire ring K' creates does have a hitbox too, so keep that in mind.

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Crow Bite is K's anti-air. The move also goes really high too, so even the highest jumps will struggle against this move. Upon hitting the foe, you can follow up with Secondary Bite, which is a kick that slams the foe down to the ground.

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This is one of K's first level supers. This one is called Chain Drive. K' initially throws his shades at his foe. In order to get the full super, the thrown shades HAS to hit the foe. But hey, this is one stylish way to finish your foe.

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Heat Drive is the other first level super K' uses. Similar to Kyo's Ura 108 Shiki: Orochinagi, you can delay the attack by holding the punch buttons down. And just like that move, it works best if you can confirm into it.

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This is K's third level super, Hyper Chain Drive. This is a really great anti-air to use against jump happy foes. But other than that, your best bet is to cancel into this super if you want to make use of it.


Ash Crimson

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This guy. This... guy... take what you love about the first two characters and multiply them by ASSHOLE!

Sorry, got a little heated. This guy isn't really a hero, or a villain. Add on the fact that he plays completely different from the other two and you have yourself a unique addition to the roster

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Instead of being up close and personal like Kyo or being more mid-ranged like K', Ash prefers to be far away from his foe. I should really also mention that he's also a charge character. Anyways, think of this move like you doing Guile's Sonic Boom.

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This is literally flash kick. Enough said.

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Unlike Guile, Ash can wall his foes off with a simple air kiss that spawns a dinky little flame that'll be the bane of your rushdown existence. Luckily, it's there for only a moment.

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For Ash's first level super, he creates a big fireball. It heavily reminds me of Dhalsim's Yoga Catastrophe. Other than that, it's pretty basic .

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Multiple "flash kicks". Enough said.

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So this is another command grab third level super. Lore wise, Ash steals the sacred treasure of Iori Yagami, which rids Iori of his riot of the blood as well as his unique purple flames. What a dick.


Hero Team Stage: Neo Osaka

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This stage is the home stage of the Japan team in The King of Fighters XIV. Personally, I feel this stage fits for a team filled with nothing but the protagonists of KoF.


That's it for this post. Stay tuned for the next team, which will be a Capcom team. Until then, later!



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