Top 10 Broken / Annoying Moves in KOF

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Who hasn't been annoyed by a seemingly broken attack before? You know, those kinds of moves that seem incredibly unfair, and you don't know how to deal with them. KOF has plenty of moves and techniques that just make you want to quit gaming altogether. To make this video, I reached out to you, and you sure responded with a lot of bitterness. Today, I've gathered the 10 most annoying /  broken attacks in the series. However, keep in mind that I didn’t include any boss's attacks since an SNK boss is cheap  and broken by definition. The list would be exclusively populated by them otherwise. I will make a separate list just for them; but, for now, let's keep it exclusive to non-boss characters. Without further ado, here’re top 10 most broken  / annoying moves in KOF. K9999 and Nameless have solidified their reputation as top-tier characters throughout the King of Fighters series, and their dominance continues in KOF XV, despite K9999, now known as Krohnen, receiving significant nerfs. The key to their prowess lies in their extensive lists of normal and command normal moves, which not only pack a punch but also prove to be downright  annoying for opponents. A prime example is the jump C, a move that transforms their arms into a menacing drill, delivering multiple hits that leave opponents trapped in a frustrating stun animation. Adding to the irritation, the forward A command normal allows them to advance  significantly on the battlefield, all while remaining safe on block. The inclusion of a sliding move and a sweeping attack, performed with extraordinary arm range, further compounds the aggravation for those facing these characters. In an attempt to balance  their overwhelming strength, the developers initially made executing their super moves challenging. However, even this safeguard  has been lifted in KOF XV, as the simplified super execution renders Krohnen even more busted and aggravating to deal with. Ok, now this move is not broken or hard to deal with in the slightest. In fact, it’s a terrible move that the developers straight out removed it in recent games. The move is question is Whip’s Assassin strike in KOF 99. This peculiar move involves Whip grabbing something unseen off-screen, pulling herself into the sky, and then unexpectedly reappearing at a different location on the stage with a kicking attack. It's reminiscent of Billy's Kyoushuu Hishou Kon but lacks the speed and fluidity, making it more of a cumbersome and awkward maneuver. What truly grates on the nerves, however, are the loud, exaggerated and overly dramatic screams accompanying the execution of this technique. The agony is intensified by the fact that Whip's AI in KOF '99 seems to have a penchant for spamming this move relentlessly, adding an additional level  of annoyance for players. While not broken in any way, Whip's Assassin Strike stands out as a remarkably irritating technique, warranting its well-deserved spot on this list. This entry doesn't focus on a specific move but rather serves as a venting session about the entire existance of Choi in the King of Fighters series. Dealing with Choi has consistently been a source of frustration for opponents. His diminutive stature not only makes it challenging to land hits due to his small hurt box but also grants him exceptional mobility and air maneuverability. Choi's play style is marked by an awkwardness that involves striking from unexpected angles, adopting a hit-and-run approach that keeps opponents on their toes. To compound the irritation, Choi's voice and mimics, add an additional layer of annoyance. When controlled by a skilled player, you can brace yourself for what is likely to be the most exasperating King of Fighters experience imaginable. Mian was one of the new faces of KOF XIV that unfortunately didn’t  make it to the next game. While I’m saying “unfortunately”, some of you guys are certainly thankful that they no longer have to deal with her super frustrating  and annoying dive kicks. Mian main strength resides in her air control. She has an insane mobility while air born making her so hard to deal with. Attempting to punish her attacks can backfire as she sets cunning traps  for unsuspecting opponents. When you think you see an  opening to punish her attacks, it’s when you fall into her trap. Despite the aggravation  induced by these dive kicks, Mian's unique, albeit exasperating playstyle undeniably contributed to her success in KOF XIV, warranting consideration for a comeback in future installments. Facing a slow-moving, powerhouse grappler like Daimon in KOF inevitably triggers the  instinct to evade by jumping, considering the peril that lurks when standing in close  proximity to such a character. However, Daimon defies the  conventional expectations of a grappler by possessing multiple anti-air moves, creating a vexing predicament for opponents. Among these, his standing heavy kick stands out as particularly exasperating. With no need for intricate motion inputs, a simple press of a button is sufficient to thwart any opponent attempting an aerial assault. This straightforward yet highly effective move became notably potent in KOF '98, bordering on the edge of being broken. Daimon's immense damage-dealing capabilities further compound the frustration, as just two hits from his formidable kick are enough to instill second thoughts in anyone contemplating another jump. Which is exactly what a grappler wants: to keep opponents rooted in uncertainty, hesitant to make a move, until the inevitable and dreaded  embrace of his lethal hug. Honestly, I didn't anticipate this move to be labeled as particularly annoying, but upon careful consideration, I can understand why it might irk you. Yamazaki's Snake Arm is  undeniably his signature move, a swift mid-range attack capable of striking multiple  areas in front of him. What makes it especially vexing is its cancelation feature, allowing Yamazaki to retreat without risking punishment  while still gaining meter. In later iterations, this move can be seamlessly transitioned into his formidable poison super. The EX version delivers multiple hits before grabbing the opponent and drawing them closer to Yamazaki, setting the stage for a potential combo. It's undeniably a potent tool, dealing a respectable amount of damage and remaining relatively safe on block, provided Yamazaki maintains a safe distance from his opponent. Despite its potential for frustration, I find myself reluctant to wish for the removal or nerfing of this move; after all, it’s Yamazaki, Everything about him is perfect! In KOF '98, many characters had alternative versions with exclusive moves and techniques. One of these characters is Ryo Sakazaki, who regains his long-ranged projectiles as well as his air projectiles. However, the most significant change he undergoes can be seen in his Dragon Punch, where now his back faces the camera. This is far from being a cosmetic change. This DP is easily the best DP in the series, bosses not included. Actually, it’s superior to  many bosses' DPs as well. The light version is obviously the best. It’s remarkable how far it can reach, how much invincibility it has, and how quickly it recovers. Although it’s not safe on block, it recovers so fast that it's more likely you can execute another light DP and punish whatever your opponent was trying to punish you with. Ryo retained this alternative  DP in later installments, even after reverting to his old movelist. Unfortunately, he lost it  in the most recent games. I must admit, I love this move, when I’m the one executing it of course. I especially love its sound effect. Enter Athena, armed with a move that may  not be inherently broken, but it undoubtedly ranks among the most exasperating to endure. Athena's psycho balls, while essentially fireballs like  those of many other characters, distinguish themselves through Athena herself, particularly the way she utters them. Her voice, loud and high-pitched, possesses the uncanny ability to break the fourth wall, causing discomfort not just to the player's characters but also to the player themselves. For God's sake, Athena, you're a singer! One would expect a pleasant, melodic voice, not the grating tones accompanying  these cursed projectiles. While some of you vehemently express their disdain for Athena's entire existence, I find this a bit too harsh. And I'll reserve my annoyance and displeasure specifically for these super-aggravating psycho balls. An overhead is an attack that punishes low blocking. Since blocking low is the default and safest approach to take when defending, overhead attacks become a powerful tool to breach the opponent's defense. That’s why it was necessary for these moves to have a slower start-up animation than other types of moves so that players can react to them; otherwise, they’d be very cheap and unfair. K’s overhead in KOF 2002 UM didn’t get this memo, it seems. It remains to this day the fastest overhead in the series. Simply put, you are not reacting to this overhead. It’s disgustingly too fast. All you can do is guess, and if you guess wrongly, you can get hit by his low  light kick and get comboed by a much more devastating chain of attacks. The closest character to K’ in terms of fast overheads is Alice in KOF XIV, which can be followed with a Max mode activation. But she is still not as fast as K’ in 02 UM. What the heck were they thinking? Before unveiling the number 1 spot, here’re some honorable mentions. There are two types of jump attacks: one that punishes a jumping opponent and the other that targets a standing foe. The difference between the two is when you press the attack button. Pressing it just as you leave the ground will more likely give you the upper hand over a jumping opponent and hit them first, but it will leave you defenseless when descending if the opponent didn’t jump. Waiting until your character  is high enough in the air before pressing the attack will give you the advantage as you descend, but that leaves you open to your opponent’s own jumping attack. Now, imagine a jump attack that covers both scenarios. You'll hit a jumping opponent first, and if they didn’t jump, that’s also fine since that attack will remain active as you descend. That is Chris’s broken, annoying, and BS jump CD. It freaking remains active for far too long with very few opportunities to punish it. And, being a CD attack, it will either knock you down if it lands or, at the very least, push you quite far back if blocked. Add to that Chris’s insufferable  prepubescent screams when he performs this attack, and you’ll understand why everyone hates it. For these reasons, Chris’s Jump CD is the number 1 most annoying and broken attack in KOF. What is your personal most  annoying / broken attack in KOF? Or are you actually the one using these attacks against others? I'd love to hear your thoughts and opinions in the comments section below. Special thanks to my patrons for their support. Don't forget to give a thumbs up if you liked it and why not consider subscribing to the channel. Thanks for watching.
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Channel: ShoryuGame
Views: 37,541
Rating: undefined out of 5
Keywords: shoryugame, the king of fighters, kof top ten, kof top 10, kof 97, kof 98, kof 2002 um, athena, angel, top strongest females, shoryu ten, shoryugame top ten, kof xv, kof xiv, top ten broken moves kof, top ten annoying moves kof, top ten broken / annoying moves in kof, kof broken moves, kof broken techniques, chris, chris jump cd, k', overhead, k' overhead, psycho ball, athena psycho ball, ryo, ryo dp, daimon, daimon standing kick, mian, whip, krohnen, nameless
Id: 9d7T7D6HRSw
Channel Id: undefined
Length: 13min 47sec (827 seconds)
Published: Sat Mar 09 2024
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