Difference between revisions of "The King of Fighters 2006"

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(Characters)
(Game Mechanics)
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== Game Mechanics ==
 
== Game Mechanics ==
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Basically it's a 4-button game: LP, HP, LK, HK. Pressing buttons in different combinations will result in additional techniques. Here a list of stuff:
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f+HP = Throw
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f+HK = Throw
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LP+LK = Sidestep (into the background)
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d+LP+LK = Sidestep (into the foreground)
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[LP+LK] or d+[LP+LK] = Sidestep into Sidewalk*
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*As long as you are holding LP+LK you will continue to sidewalk in the initial direction.
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b+LP+LK = Roll Back
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f+LP+LK = Roll Forward
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b+LP+LK or f+LP+LK (During Guard) = Counter Roll*
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*Costs 1 meter
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*Can also be done after being Sabaki'ed (still costs 1 meter)
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HP+HK = Power Attack*
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*Can also be done in air.
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*Can also be done after being Sabaki'ed (still costs 1 meter)
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HP+HK (During Guard) = Guard Break* (actually it's an Alpha Counter)
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*Costs 1 meter.
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b+LK+HP = High/Mid Sabaki (Parry basically)
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db+LK+HP = Low Sabaki
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LP+LK (when hitting ground) = Break Fall (basically backwards tech roll)
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LP or HK (when on ground) = Quick Getup
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HP (when on ground) = Quick Getup (into the background)
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LK (when on ground) = Quick Getup (into the foreground)
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In addition to all that stuff, there are also numerous command normals for each character. You'll have to learn those on your own.
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Meters:
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There are 3 meters: Health, Guard, and Super.
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Super meter can be filled up 3 times during round one (unless options have been changed). However, if a player loses the first round, they will be able to build up 5 supers in the next round. So, if both characters lose a round, in the third round they will both be able to build up 5 meters.
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Super Cancels are done by doing a SC-able move into a super. A SC costs an additional meter on top of the normal super cost. For example: Terrys QCB,DB,F+P takes 1 meter, but canceling Burn Knuckle into it will cost 2 total (QCB+LP -> SC QCB,DB,F+P).
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If you guard, your guard meter goes down. Pretty straightforward. However, from what I've seen so far, it doesn't ever go back up (for that round) until you've been guard-broken. When you run out of guard meter, the meter begins filling back up but it's red (instead of green). During this time, you can be constantly guard-broken. Ow.
  
 
== Tier List ==
 
== Tier List ==
  
 
== Characters ==
 
== Characters ==

Revision as of 23:48, 21 June 2007



Wiki for The King of Fighters 2006



Introduction

Game Mechanics

Basically it's a 4-button game: LP, HP, LK, HK. Pressing buttons in different combinations will result in additional techniques. Here a list of stuff:

f+HP = Throw f+HK = Throw

LP+LK = Sidestep (into the background) d+LP+LK = Sidestep (into the foreground)

[LP+LK] or d+[LP+LK] = Sidestep into Sidewalk*

  • As long as you are holding LP+LK you will continue to sidewalk in the initial direction.

b+LP+LK = Roll Back f+LP+LK = Roll Forward

b+LP+LK or f+LP+LK (During Guard) = Counter Roll*

  • Costs 1 meter
  • Can also be done after being Sabaki'ed (still costs 1 meter)

HP+HK = Power Attack*

  • Can also be done in air.
  • Can also be done after being Sabaki'ed (still costs 1 meter)

HP+HK (During Guard) = Guard Break* (actually it's an Alpha Counter)

  • Costs 1 meter.

b+LK+HP = High/Mid Sabaki (Parry basically) db+LK+HP = Low Sabaki

LP+LK (when hitting ground) = Break Fall (basically backwards tech roll) LP or HK (when on ground) = Quick Getup HP (when on ground) = Quick Getup (into the background) LK (when on ground) = Quick Getup (into the foreground)

In addition to all that stuff, there are also numerous command normals for each character. You'll have to learn those on your own.


Meters:

There are 3 meters: Health, Guard, and Super.

Super meter can be filled up 3 times during round one (unless options have been changed). However, if a player loses the first round, they will be able to build up 5 supers in the next round. So, if both characters lose a round, in the third round they will both be able to build up 5 meters.

Super Cancels are done by doing a SC-able move into a super. A SC costs an additional meter on top of the normal super cost. For example: Terrys QCB,DB,F+P takes 1 meter, but canceling Burn Knuckle into it will cost 2 total (QCB+LP -> SC QCB,DB,F+P).

If you guard, your guard meter goes down. Pretty straightforward. However, from what I've seen so far, it doesn't ever go back up (for that round) until you've been guard-broken. When you run out of guard meter, the meter begins filling back up but it's red (instead of green). During this time, you can be constantly guard-broken. Ow.

Tier List

Characters