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Has nothing to do with Attack on Titan (which has the Japanese name of Shingeki no Kyojin), despite sharing the same initials. The surviving boss from ’96, Chizuru Kagura, is also added to the regular roster along with with four original characters: Chris, Yashiro Nanakase, Shermie, and Shingo Yabuki.įans of the video game company have taken to using the company's new names (SNK Playmore, then SNK Corporation/SNK Entertainment) because of the potential confusion. Shingo is something of a joke character: a guy who idolizes Kyo Kusanagi and his fighting style. At the same time, he’s actually fairly powerful and a lot of fun to play as. His gimmick being that his moves are similar to Kyo’s but without the magical flames and super powers he just hits really hard.Ĭhris, Yashiro and Shermie are a new team of characters from the same clan as Goenitz. Chris focuses on lots of aerial kick attacks and combos, while Yashiro focuses on pure power. You would think Shermie would then fall into the weak but agile stereotype to complement the other two characters, but she’s actually a fast grappler with some pretty powerful moves.
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The new characters are all a deliberate mechanical shift compared to other fighting games, as none of them actually have projectile attacks at all. After all of the game changing alterations to King of Fighters ’96, it was smart of SNK continue to embrace its uniqueness by adding characters that generally focus on getting up close to their opponents quickly to keep the aggressive feel they nailed with that game. SNK also once again has a good balance here between injecting bits of story and character information into the game without it interfering with the game proper. It’s good to see them not going back to things like the unselectable teams in King of Fighters ’94 or the drastically reduced roster size in Samurai Shodown 3 for the sake of the plot. They also get a lot of mileage out of the sprites for Chris, Yashiro and Shermie by using versions of them as bosses at the end of the game. The cool thing is that instead of just reusing the sprites verbatim, the boss versions of the characters have completely different special moves, voice acting and new animations even for things they didn’t need to change like a character’s standing animation. Iori Yagami and Leona receive similar treatment, appearing towards the end of the game as possessed maniac versions of themselves with new sprites, moves and voice overs. All of these bosses even have their own theme song separate from the regular versions of the characters. The big change to the mechanics here is that you can actually choose a style, a concept inherited from Samurai Shodown III, though it doesn’t work the same way in execution as the Bust/Slash designations from that game. Before selecting your characters, you’re given the option to choose either “Extra” or “Advanced” mode. Extra is similar to King of Fighters ’94 and ’95, as it’s more suited towards defensive play as you get only one power gauge like in those games and cannot run. You can instead sidestep to avoid incoming attacks.
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You can also perform unlimited super moves when your energy is low.
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Advanced mode gives you the evasive roll introduced in King of Fighters ’96, and lets you store up to three full power gauges at once. This lets you choose whether or not you want to expend one to get a damage boost instead of it happening automatically. It also lets you use more than one to do an even more powerful version of your super moves instead of having to wait until your life is low. You can also expend a gauge to quick roll out of an attack after successfully blocking it, letting quickly get the drop on your enemy. The rest of ’96’s mechanics like being able to hop a short distance instead of jumping also make a return here.
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