![]() |
![]() |
|---|
Last Update: Aug 29th, 1996
King of Fighters '96 is the third in it's series of "Dream Team" fighting games, beginning with -- King of Fighters '94. A few new players enter the scene:
Kasumi Todoh AOF1 Todoh's daughter from AOF3 Leona Joins Team Brazil as Heidern's replacement Mature & Vice Rugal's secretaries from KOF '95 replace Billy Cane and Eiji on Iori's team
As of King of Fighters '95, the rules are a little different. Now you choose three people to be ON a team; you're not stuck with players you don't want. That means you can choose your best fighters out of 27 different possibilities and team them up.
You will, using these three characters, try to beat each of your opponent's team members, one by one. When a team member loses his/her life bar, the next team member jumps in to pick up the fight and the victor gets a tiny bit of power back.
The first person to go through all three of their team members loses the match.
I don't believe if this game has been officially released yet, although it is at the Del Amo Mall in Southern California as well as Southern Hills Golfland in Stanton (also in Southern California.) The game is 50c/50c at Golfland right now.
Move the cursor amongst the different fighters, and choose three people that you would like to fight on your team.
You can choose between different colors for your characters by pressing either the A or D buttons when picking them.
You make this choice by moving the number right or left so it is under the fighter you want to be first, and then press a button. The number will switch to 2 and you choose who goes second in the same manner.
When describing moves in this game, I will use a standard Moves Legend so that there won't be any confusion.
Throughout the course of your match, you'll have to meters to keep an eye on:
Their use is pretty much self-evident. When your Life Meter is all the way down, you lose the round and the next fighter jumps in to take your place, unless you are the last fighter, in which case you lose the match.
Your Super Meter can be charged by attacking your opponent, or by purposefully gathering your "Ki" - done by holding down buttons A+B+C. (more on this later)
When your Super Meter becomes full, it will then turn blue and say "Maximum." That meter will then start counting down slowly, ticking away the time that you have to use your Super Meter.
You can use your Super Meter to do any of your character's 2 Super Moves. These moves are very powerful, and a very powerful version of these moves will be done if your Super Meter is filled to the top when you execute the move.

Pressing B+C together causes your character to taunt your opponent, reducing the opponent's Super Meter, if it hasn't already hit the Max.
Press C+D together causes your character to do a powerful attack that will knock your opponent down, this can also be done in the air.
For the rest of the characters, instead of dodging, you have the ability to roll through projectiles and some other attacks by pressing A+B together. This will cause you to roll forward while pressing b+A+B will cause you to roll backwards.

When your Super Meter has been charged to maximum, but while it's still in blue (your time hasn't run out yet) you can perform a Super Escape. All you have to do, to do this is to do a roll (whichever direction you want to go) after you've blocked.
When you do this, your character will flash and will roll away quickly, even if your opponent is in the middle of a multiple-hit attack. Run up behind 'em and get em!
However, there are some characters whose Super Moves will change slightly if you do a Super Desperation. Example: Terry Bogard to do 3 (not 1) Power Geisers in a row when he has a full Super Meter and a Flashing Red Health Meter. COOL!
I'll be building this whole Guide for a while, so if there's anything else you'd like to see, then E-mail me at jedi@tstonramp.com.