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Furthermore, since it’s not possible to choose your members of the team, along with choosing their favourites, players also have to deal with getting stuck with some less capable fighters. Simply put, some teams rule over the rest, while others are just… useless. The biggest issue with this, however, is how unbalanced these teams turn out to be. the next one in line would take a fighter’s place, unlike more modern examples that enable combined moves, assists, and so on. Of course, while it seemed to be impressive back then, it’s wasn’t exactly a very revolutionary system, as it just meant that after a K.O. The King of Fighters ’94 offers a selection of teams with three fighters each. It had a couple of mechanics of its own that were more than welcome, such as an evasion move, as well as the chance to power-up a character by going into a “concentration” stance, but other than those, it didn’t offer any really new things… apart from a simple tag mechanic. Visuals put aside, this is a pretty standard fighting game that didn’t really deviate from the formula of the time: light and hard hits, simple inputs for special moves, more complex ones for “supers,” and lots of combos to learn.
The Hi-Score and Caravan modes remain, although as we’ve said before, these make less sense in a fighting game than they do in a title like Metal Slug 3 or Shock Troopers, as getting the best score isn’t always your key concern in this kind of title. It goes without saying that as part of the ACA Neo Geo range King of Fighters ’94 benefits from modern-day features such as screen filters, online leaderboards and save state support. The music is also excellent, mixing traces of hip-hop with the usual high-energy fighting game tracks.
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While subsequent entries in the series look better – not just in the detail of the visuals but in terms of animation as well – this is still a handsome game. Visually, the game retains its ability to surprise – when it arrived in 1994 it was slicker and more striking than pretty much any other one-on-one brawler available. King of Fighters ’94 may be light on content and features, but there’s no denying that it’s a real challenge.
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The CPU opponent is rarely caught napping, and you have to string together effective combos to open up a crack in its defense. Despite these shortcomings, King of Fighters ’94 certainly puts up a good fight on its default difficulty setting it’s a lot tougher than King of Fighters ’98, and gives an insight into why the series became so popular during the ’90s – it really did separate the amateurs from the professionals. That wouldn’t be possible until the sequel, King of Fighters ’95. There’s no mid-air blocking and you can’t even edit the members of each team The Journey Down: Chapter Two Switch NSP
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Embellishments include special “Super” moves which require your “Pow” gauge to be full (this is done either by manually charging it by holding down all four buttons or taking damage) and the ability to duck into the background to avoid incoming blows (a throwback to the days of Fatal Fury), but this is a very bare-bones experience in terms of mechanics – as you’d expect from a fighting game from 1994. This arrangement means that instead of focusing your attention on a single fighter you have to master the moves for three, giving bouts a lot more variety and depth.
When a character is defeated the match pauses for the next combatant to rise to their feet, and the damage taken by the winning party is largely retained, small top-up notwithstanding.
The setup is simple you have to knock out all three of your opponent’s team members before they do the same to yours. Regardless of what has happened in the genre since, King of Fighters ’94 was groundbreaking when it first appeared in arcades, offering players the opportunity to use not one but three different characters per battle.
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