Top 20 HARDEST Supers To Execute In The King Of Fighters Series

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
When fans learned about KOF XV standardizing the input command for all characters climax supers, they weren't all enthusiastic about it. It is true that in past games, one of the aspects that could make  a character unique and memorable is a tough as nail, hard to execute super, that, once it's perfectly done, rewards you with the most delicious feeling of accomplishment. That can't be said for all of them tough. While some of these supers can be really powerful or at the very least look pretty cool, others on the other hand,  seem to be overly complicated just for the sake of breaking your controller or bursting one of your veins out of frustration. And as someone who had to go through many of hypertension inducing motion inputs, I think that having the  same input for all climaxes isn't that bad of an idea. At first, this video was meant  to be a regular top 10 list. But the more I researched, the more questionable supers with  abominable inputs I discovered, not including the ones that  traumatized me personally in the past and refuse to be forgotten. There are just too many that I felt bad leaving behind so many nightmarish supers. So I decided to make it a top 20 list instead. With a substantial honorable mention section for those that didn't make the cut. And even with all that I'm confident that there are many others that aren't present, which I'm sure you won't fail  to mention in the comments. Without further ado, here's the top 20 hardest  supers to execute in KOF. As a new character of the UM version of KOF  2002, Xiangfei is a very fun character to   play. Her short ranged fire balls are quite  strong. She has a fast overhead, a decent Dp,   and a respectable number of supers. The best among  them in my opinion, is Cho Pai Ron, the number 20   of this list. But it can be tricky to learn its  execution though. To activate it, you only need   to press the A and C buttons simultaneously with  no motion input requirement. But that's only the   first step. After that you need to execute two  other motion inputs as quickly as possible if   you want all the attacks of the super to combo.  If you correctly landed the super, it will cause   your opponent to wall bounce and gives you the  opportunity to follow it with different attacks,   including other supers. But even if the super  gets blocked, it still causes a guard crash to   your enemy. I wouldn't say Cho Pai Ron is hard,  but it's certainly very unique and demands a   little bit of time to get it consistently right.  This is easily one of Xiangfei strongest assets. Iori Yagami had many supers throughout  the series. One of them stands out for   being quite unique though, as it serves as  a follow up move that can only be executed   at the very end of his classic super, Maiden  Masher. The super in question is Wolf Bloom.   To pull this bad boy out you need to perform 4  quarter circles forward + AC. The challenge is   not to enter this command quickly, as you have  enough time to do it during the Maiden Masher.   The real challenge is to time it so that you press  the AC buttons just as Iori finishes his attack.   Or you can do it my way, A.K.A the lazy noob way  and just keep rotating that stick as many times   as you can then press those buttons when the time  comes. Wolf Bloom is not a very damaging super,   but if it guarantees that it'll KO the opponent,  then there is no reason for you to hold back   from doing it. I think it's still worth it  just to hear that mad laughter from Iori. It comes with no surprise that one of  the hardest characters to play in KOF,   good girl Angel, has also the most  unorthodox supers in the franchise.   Her Blue Monday Parade and Loyalty  Test for Liberalists are weird enough,   execution wise. But the one that takes the cake  is her hidden desperate move, Survivors Banquette,   also known among her fans as the people's elbow.  Now to be honest, the command itself, albeit not   the most common combination, is not difficult.  You need to push down 3 times + the CD buttons.   However, the super will only work against already  knock down enemies. And since people get one their   feet pretty quickly in these games, you have a  very strict short window of time to execute it,   hence its difficulty. When it's perfectly  done, you'll get to see Angel make a cool   reference to the Rock's famous wrestling move.  In recent games, this super is still kinda there,   but instead of being its own thing, it had  became part of her other counter super. Benimaru is a main stay in the KOF series and he  is not necessarily known for being a difficult   character to play. Yet, for some twisted reason,  they gave his hidden desperate move one of the   most awkward motion inputs in 2002, both vanilla  and UM. Many characters had strange inputs for   their supers in 2002 vanilla, but they got  simplified in UM. Benimaru's is NOT one of   them. At first I thought we were dealing with  some kind of relative of the Pretzel input until   I realized that there is an easier way to execute  it. I just did a Forward, Half circle Forward   motion (just like a Haoh Sho Ko Ken for example)  and back forward. It's still a bit complicated,   but it's a lot more manageable if you look at it  this way. Depending on what button you'll press,   an electric orb will be created somewhere around  Beni's body, acting as a shield and a mean to   pressure the opponent. Though creating the orb  on his foot is the best option in my opinion. This place goes to multiple supers belonging to  three different characters. Namless's Shakuhou and   Zetsuei, K9999's The Moon and You Get Lost Too!  (Yes, that's a super's name) and Geese's Raging   Strom. You guessed it! The one thing in common  between these supers is their input command,   the infamous Pretzel input. There might be other  supers using this input, but only these ones   come to my mind now. I don't know how or why they  came up with such a convoluted motion. It's super   awkward. The way I learned to do it is to charge  Down Backward for a bit before I continue with the   rest of the input. I know it's not mandatory  to charge it at first but I realized that it   somehow make things easier and I manage  to pull it out more frequently this way.   This input requires you to be fast and consistent  as many of the supers with the Pretzel input   act as Anti air moves, meaning there is no  room for mistakes. The fact that it's so   low in the list means that the best is  yet to come. Brace yourselves everyone. Let's stay with K9999 for a while with one of the  weirdest supers in probably all fighting games.   The weirdness comes from its name, the way it  looks and the input to execute it. To perform   K9999's hidden desperate move in vanilla  2002, you need to be in the air and push   back then forward 4 times. No additional  button press is needed to confirm it.   Because of how gravity works, I never managed  to pull this super out as it was intended. K9999   always touches the ground before I could push  all the buttons. There is an easier way to do   it though, inconstant but doable. Just spam back  and forward while on the ground and watch K9999   performing this silly dance. At some point  he will back dash and the game considers that   as being air born. With little luck, the  input will be registered and the super   executed. I'm not sure how effective that  would be against a human opponent though. And now with the first type of  supers that I like to call QTES,   short for Quick Time Events on Steroids.  Like quick time events in action games,   you have to push specific buttons during a  short period of the time. The twist with KOF   is that the timing is a lot tighter and you  have no button prompt on the screen telling   you what button to push. You have to memorize the  whole sequence, and it's often pretty lengthy. So   get that memory of yours to work. Richard Meyer,  who made an appearance in KOF Maximum Impact 2,   uses this kind of inputs in his level 3 super,  Wild Dance. What makes his super even harder,   is the fact that you need to enter entire  motions and not just simple buttons. Thankfully,   the Maximum Impact series is pretty forgiving when  it comes to registering motion inputs, making Wild   Dance one of the easiest supers in this category.  Otherwise, it would be a lot higher on the list. How about we take a dive through time, and go  back to simpler but aggravating times with KOF 94.   Even though what I'm about to say is true for most  supers in this title, I think that Kensou's is a   good representative for the total B.S we had to  deal with. What Makes Shin Ryuu Tenbu Kyaku hard,   other than pronouncing its name, is KOF 94.  Pretty much everything is hard to do in that   game. The supers being the worst. Some  are more manageable than others of course,   but the harder ones are going to make you pull  your hair out of frustration. For instance,   the motion of this super, although not very  common, doesn't look that complicated. Yet   for some sick arbitrary reason, it just refuses to  register. I did manage to pull it out sometimes,   but I'll be damned if I know what I did  differently from the times where I failed.   It's so random. The best part is, it's far  from being the hardest to execute in 94. Don't you just love it when the developers decide  to give a character an air super that is also a   throw super, with an input motion that looks  like this. That's Vice's Overkill. Just how am   I supposed to have the speed, reflexes and skill  to execute this abomination of input efficiently.   A simple air throw requires a good deal of  reflexes let alone this thing. To capture   footage for Overkill I just kept jumping like an  idiot hoping that the opponent jumps towards me   and having enough time to execute the super. Which  is easier said than done obviously. I either kept   missing the input execution or getting it  right when the opponent was far from me.   I just can't see how Overkill can be  done how it was meant to be in 2002 UM.   Thankfully in recent games, the super fits  better in Vice's move list, as it can be   done after cancelling her plunging attack,  Splash. The execution is still hard though. Going back to Maximum Impact 2, Luise  Meyrink, the well meaning alien who serves   as the sub boss of the game, has an unnecessary  complicated and infuriating super to execute.   Minuet of Damnation, I'm not even sure if  that's how it's pronounced, is a throw super   that requires you to be close to the opponent.  The problem is that the input looks like this.   You can see it right? that ugly arrow pointing  up? Whenever you see an input command with an   upward arrow, you know a rough time is awaiting  you. Your character is always gonna jump before   you push the final button to confirm, making the  execution of the super impossible. The only times   I can think of where this kind of supers are  doable are when you are already knocked down,   entering the command before you stand up  can prevent your character from jumping   or you can jump on your own beforehand,  perform the input while you are air born,   and hit the conform button just as you land.  However, the Maximum Impact series are 3D games   and the jumps there are very limited. Thankfully,  Luise has an air dash allowing her to stay in the   air a bit longer, and because I needed to stay  close to the opponent, I had to do those air   dashes around them. You're right! This is  not gonna work outside the training mode. Remember when I told you that we're not  done yet with KOF 94's supers? Well,   here's what I meant. Athena's desperation move,  Shining Crystal Bit, is notorious for being   one of the hardest things to do in all classic  fighting games. And for those who had discovered   the series recently and don't understand what I'm  talking about, because Athena's super is just a   double half circles backward, I envy you. This  is how Shining Crystal Bit used to look in its   infancy. Just look at this chaos. Why  the input ends with a upward back arrow,   this is plain evil from the developers. It's as  if you're telling Athena to stay away and go home.   And you don't want her to stay away. She needs  to be close to the opponent for her super to hit.   It just defeats its whole purpose. Cherry on  the cake, you need to confirm with two buttons.   And let me remind you, this is a retro game,  the timing is super tight. If you push one   button a fraction of a second before or after the  other, the command won't register. And of course,   you can't map those two buttons to a  single one like in recent games. In KOF 95,   this super exists with the same inputs.  But I find it much more doable there.   The timing and the input registration are far  more forgiving. But in 94, it's a true nightmare. "Is there a way to make an input command  more aggravating and exasperating than the   one we made for Athena's super?" is probably the  question the developers asked themselves before   coming up with the motion input for Heidern's  super, Final Bringer. They probably were like   "Oh! you figured out a way to execute her super  by jumping beforehand so you can avoid that she   jumps at the end of the execution! Let's us  ruin that for you". And so they made the first   input in Heidern's super a charge motion. And  the last input an upward arrow, because of   course they did. I'm sure that they already  knew that most players aren't gonna be able   to do those supers. That's why in the Orochi  collection, they had the generosity to include a   demo option that lets you watch how the special  moves and supers look like. How kind of them. You'd be sorely mistaken if your think that Raging  Storm and its Pretzel input is the hardest thing   they include in Geese's move list. Let me  introduce Deadly Rave, another recurring super   of the Southtown boss. Not as famous as Raging  Storm, but far more complicated to do. And yes,   it is one of the aforementioned QTES. From  now on, we're gonna see a lot of those.   Starting with command throw like motion,  you'll need to activate the super with   the B,C and D buttons together. And then the  real fun begins, You'll have to push A twice,   B twice, C twice and D twice. Then,  assuming you got the timing right,   you'll need to do a quarter circle backward  + CD to perform the final blow of the super.   What makes Deadly Rave harder than Richard's  wild dance is the incredibly precise timing   required during those button pressing. And  trust me, it's a very easy thing to mess up. What can be harder than a super  that's called Deadly Rave?   Peach Combo Doremi of course. And it's  just as cutesy as it sounds. Actually,   it's not cute at all. This is how it looks. To be  fair, you don't need to press all those buttons,   far from it. Peach Combo Doremi has 7 variations  but you only need to execute one of them.   Of course, Momoko, the owner of this Desperation  Move, will perform different attacks depending on   the buttons that were pressed. I did go through  all the variations for the sake of capturing   footage, but if you want my advice, just pick  one with an easy to remember combination for you.   What makes this super harder than Geese's, is  KOF 11. There is a fifth button in that game   that is integrated in the super and makes  things a little bit more complicated. That   and the order of the button pressing that  is not as obvious as Geese's Deadly Rave It's pretty ironic that one of the nicest and  cutest characters in KOF has some of the toughest   and cruelest supers in the series. After her  Shining Crystal bit was updated with a much more   manageable execution input in 96, Athena comes  back in 2002 with a hidden desperate move that   will put your memory, skill and sense of rhythm  into a harsh test. After a simple Quarter circle   forward + all four buttons, comes a sequence of  button pressing with a strict timing and order.   Make a simple mistake, and Athena falls on her  butt in a clear tell that the super failed, and   then, you better brace yourself for the punish.  However, if you get everything right including the   last finishing move with quarter circle forward,  then you'll get to see a pretty cool display of   Athena's every costume from 2002 all the way back  to 94. Then she goes even beyond that, becoming   princess Athena, school girl Athena, Bikini  Athena, and whatever that is Athena. There are two   options to end the super, one prioritizes healing  Athena, while the other goes for an explosive   finisher. Just for its show, I think this super  is actually worth the trouble learning it. Making just one appearance in the KOF series, Duck  King didn't forget to bring his weird moves and   supers with him. His Break Spiral has the same  awkward motion input that it had in Fatal Fury.   But I found it easier to do in 11, especially  after a roll or a jump, Even with the arrow   pointing up forward. That's why this place  actually goes to his other super, Beat Rush.   Admittedly, this super looks just like Athena's  in the previous entry with some small differences.   Beat Rush starts with a Half Circle Backward  Forward motion, requires 8 button pressing   instead of 7, meaning one potential occasion to  screw things up, and finally, it ends with a DP   motion. A DP is technically more complicated than  a quarter circle. Taking all that into account,   that makes Beat rush harder than Psycho Medley.  But I still think Athena's super looks better. Remember Richard Meyer and his Wild Dance. What  if we took that super and integrated it in a game   with a lot less forgiving timing? That's the  closest thing we can use to describe Clark's   hidden desperate move in 02 UM, Roaring  Sphere. Unlike Athena and Duck's supers,   with Clark we have to perform entire  motions instead of just button pressing,   in a specific order and precise timing. After  the initial double Half circles Forward + BD,   you'll need to execute a Dp + D just as Clark  reaches his opponent. After that it's gonna be   a chain of Half Circle Punch, Half Circle Kick,  Double Down Kick, and Finally Double Down + All   four buttons. Needless to specify that you  need to be quick and you need to be precise.   If you are familiar with Clark's moveset then  that would definitely ease things up for you,   as those motions are his special moves. Something  that helped me out personally when I noticed it. You thought we're done with Geese Howard? Wrong!  His nightmare version has still some unpleasant   surprises for our arcade sticks. Raising  Storm, not to confuse with Raging Storm,   is the other level 2 Desperation Move that  he has, and by far the most convoluted super   in his move list. No input command for any  other super looks like it, and it doesn't fit   in any category. Starting with a Forward, Half  Circle Forward + BD, You need to press Down + C.   After that you press C again and then you perform  a last motion with a Quarter Circle Backward,   Forward, + CD. This seemingly random combination  of motions, directional buttons and simple button   pressing makes the input so hard to remember and  extremely easy to drop. But I guess it's just   fitting for the alternative version of Geese  to have such a nightmarish super to execute. In all honesty, I think this entry is the worst  of the worst in the QTES category. And until the   very end of the making of this video, I was  convinced that this is the hardest and most   annoying and frustrating super in KOF. This honor  goes to Gai Tendo's Rush. So what makes Rush more   aggravating than the likes of Deadly Rave, Psycho  Medley or Roaring Sphere? Three things in fact.   The first is the rhythm in which the buttons must  be pressed. Unlike the aforementioned supers,   Gai hits his opponent in different rhythms.  For instance, the two jabs at the beginning   come out pretty fast, after that his attacks  get slower. This change in tempo will mess up   your button pressing rhythm more often than  you think. The second thing that make this   super harder, is the fact that you need to press  directional buttons. Yep, it's those ups, downs,   rights and lefts, and even diagonals, because  why the heck not. I don't know if it's just me,   but I find it a lot harder to remember the  correct order of the directional buttons than   the regular ones. This is the only super where  I actually had to take a picture of the input,   and use it to execute the super. I just  couldn't remember the order. And finally,   you may have already guessed it, if you  perform this super from the player 2 side,   then the inputs become inverted. Of course  they do! But not all of them mind you,   Ups and Downs are still ups and downs in both  sides, obviously. But the diagonal one becomes   the other diagonal. You can see why this becomes  unbearably confusing. Seriously, F this super. Before unveiling what could possibly top Gai  Tendo's rush, here's some honorable mentions.   Orochi Yashiro's Armageddon in Vanilla  2002 is pretty unorthodox to execute.   It's true that you won't need to use your stick of  D pad, but if there is some latency in your button   pressing or if you can't map several buttons to  a single one, you may struggle with this super.   Still in the same game, Whip and Maxima have  similar input commands for their supers.   They're not very hard per se but they demand a  bit of time to get used to. Krauser's Gigantic   Cyclone in 98 UM, requires a third half circle  backward to execute. It may not sound that bad,   but that extra motion makes the super a lot  harder to do than one may think. The input   for K''s Crimson Star Road looks simple enough,  but if you don't how much time you need to wait   before you push that last button, you're gonna  struggle. Once you figure out the right timing,   it's pretty easy. Some supers necessitate that  you press a sequence of buttons very fast without   using the stick. The timing can be tricky, and  some of these supers, like Duo Lon's requires   you to be close to your opponent to activate,  which they forgot to tell you in the move list.   Daimon has a three steps super where you have to  execute extra motion inputs in a very specific   timing. Otherwise, you won't see the super at its  full potential. Finally Ralf's in 02 UM doesn't   require much input wise. But the frame perfect  timing that that Galactica Phantom at the end   requires, makes the super insanely difficult  to land, but so much enjoyable if you succeed. I have something to confess to you. Before  starting making this video, I didn't even know   this super existed. When I asked you in that post  what super is the hardest to execute for you, it's   when I learned of its existence. And at first, I  thought it was troll. I mean, Ryo Sakazaki has a   hard super, I know Ryo's moveset, and none of his  supers is hard, or so I thought. But then I saw   more of you people mentioning it, so I wanted  to know what it looked like. And this is what   I got. And then I was what the heck? that's  just Ryuko Ranbu : Rage his hidden DM in 02,   that's not hard to do at all. Only then I noticed  that Ryo has actually 2 hidden desperate moves   that seemingly look the same but have different  inputs. Ryuko Ranbu : Destroy has a deceptively   easier input command. I mean it's just a quarter  Circle Forward + C and then you press A. How hard   can this be? Well if you try doing the super  as it's told in the move list, you'll just keep   spamming fire balls all day long. I was confused.  I was wondering may be it's a counter super. May   be it acts as a follow up. None of that is right.  This is the only super where I had to look it up   to know what the heck am I supposed to do. It  turns out, this super can only be done if you   cancel it from another move. Of course they never  mention that in the move list. But even knowing   that I spent a ridiculous amount of time trying  this method and finally succeeded in doing it once   after I canceled it from a Max mode activation. I  tried doing it again later, but just couldn't. The   question that you are probably asking yourself  now is, why even bother? Just execute the Rage   variation with its straightforward motion input.  It's true that Rage and Destroy look exactly the   same and probably deal the same amount of damage,  there is one crucial difference between the two.   Ryuko Ranbu : Destroy is unblockable.  And because it looks the same as Rage,   you can see why this is a huge advantage as  you can easily trick your opponent with it.   Because it's so mysterious and sneaky and because  its input looks simple at first but is actually   incredibly hard to do, Ryuko Ranbu: Destroy wins  the title of the hardest super to execute in KOF. So, which one of these supers haunts  your nightmares? or is there others   that I didn't mention in the list? Share  your answer with us in the comments.  Special thanks to my generous patrons for  their support. Don't forget give a thumbs up
Info
Channel: ShoryuGame
Views: 156,059
Rating: undefined out of 5
Keywords: shoryugame, the king of fighters, kof 98, kof 2002 um, kof xiii, kof xi, kof vice, kof top ten, kof top 10, k9999, kof k9999, kof iori, vice, iori yagami, kof supers, kof hardest supers, hardest supers in kof, top ten hardest supers to execute, top ten hardest supers kof, ryo sakazaki, athena asamiya, geese howard, deadly rave, raging storm, pretzel input, nameless, psycho medley, nightmare geese, kof maximum impact 2, Ryuko Ranbu, heidern, final bringer, kof 94
Id: fQJXP2hERws
Channel Id: undefined
Length: 26min 52sec (1612 seconds)
Published: Mon Dec 06 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.