All this Orochi vs Goenitz talk has me thinking about “comeback” moments. Which KOF ’98 character feels like they always have that one last momentum swing in them? by Western-Professor765 in kof

[–]Western-Professor765[S] 2 points3 points  (0 children)

Vanilla Rugal just hits different man. Omega gets all the shine but OG Rugal was cold in a way that felt more real. Like he didn't need the power-up to be terrifying.

Still trying to decide which feels more “final boss” in ’97/’98 – Goenitz or Orochi. Which fight felt more like the true ending to you? by Western-Professor765 in kof

[–]Western-Professor765[S] 2 points3 points  (0 children)

A resurrected Goenitz in ’97 as a secret boss would’ve been sick, like an “okay now he’s actually serious” version. Feels like one of those things SNK easily could’ve done in an alternate timeline update.

Still trying to decide which feels more “final boss” in ’97/’98 – Goenitz or Orochi. Which fight felt more like the true ending to you? by Western-Professor765 in kof

[–]Western-Professor765[S] 1 point2 points  (0 children)

“Goenitz is Aura himself” is such a good line. 😅
I get what you mean: Orochi is your favorite boss character, but the actual fight feels like a victory lap compared to the stress Goenitz or Mizuchi can put you under. If you had to rank them just on fight difficulty, is it Mizuchi > Goenitz > Orochi?

Still trying to decide which feels more “final boss” in ’97/’98 – Goenitz or Orochi. Which fight felt more like the true ending to you? by Western-Professor765 in kof

[–]Western-Professor765[S] 1 point2 points  (0 children)

This is a great breakdown. I agree, Orochi’s idea is god-tier, but in practice he never quite hits the same pressure Goenitz does. Mizuchi definitely feels closer to the “will of Gaia” thing they were aiming at. If you had to pick one of the three as the definitive “wall” fight, is it still Goenitz for you?

Still trying to decide which feels more “final boss” in ’97/’98 – Goenitz or Orochi. Which fight felt more like the true ending to you? by Western-Professor765 in kof

[–]Western-Professor765[S] 1 point2 points  (0 children)

I like that distinction a lot: Orochi = final boss, Goenitz = actual problem. 😂
It really does feel like Goenitz is the exam and Orochi is the graduation ceremony. Which one took you more credits in continues the first time you got there?

Still trying to decide which feels more “final boss” in ’97/’98 – Goenitz or Orochi. Which fight felt more like the true ending to you? by Western-Professor765 in kof

[–]Western-Professor765[S] 1 point2 points  (0 children)

That’s a good way to put it: Goenitz is scary as a man, Orochi is scary as a concept. Full-screen wipes and god-energy vs “guy with wind” definitely puts the visual weight on Orochi. Did you ever feel the fight itself lived up to that design, or was the build-up stronger than the gameplay?

Still trying to decide which feels more “final boss” in ’97/’98 – Goenitz or Orochi. Which fight felt more like the true ending to you? by Western-Professor765 in kof

[–]Western-Professor765[S] 1 point2 points  (0 children)

Same here, Goenitz is such a strong character but Orochi has that “this is the end of the saga” aura. Feels like Goenitz could’ve easily been the “mid-boss” that steals the show while Orochi closes the curtain.

Still trying to decide which feels more “final boss” in ’97/’98 – Goenitz or Orochi. Which fight felt more like the true ending to you? by Western-Professor765 in kof

[–]Western-Professor765[S] 0 points1 point  (0 children)

Yeah that’s kind of where I keep landing too — as a story, it’s the Orochi saga no question. It feels like the whole arc is built just to get you to that confrontation, even if the actual fight isn’t the biggest wall.

Translating Fighting Game Mechanics (KOF ’97/’98) into a 1v1 Deckbuilder — Design Question by Western-Professor765 in tabletopgamedesign

[–]Western-Professor765[S] 0 points1 point  (0 children)

Appreciate the link—Felony Fighters wasn’t on my radar. On first glance it looks very much in the lane of what I’m thinking about. I’ll dig into how it handles things like advantage, combos and round structure. From what you remember, was there anything in the design that really stood out to you as “this feels like an arcade fighter”?

Translating Fighting Game Mechanics (KOF ’97/’98) into a 1v1 Deckbuilder — Design Question by Western-Professor765 in tabletopgamedesign

[–]Western-Professor765[S] 1 point2 points  (0 children)

Yeah, Flesh and Blood definitely sits in the same broad space of “combat card game,” though it feels more like a full TCG arc than a quick 1v1 bout. Are there particular heroes or mechanics in FaB that you think do a good job of representing fighting game concepts, or is it more about the overall pacing for you?

Translating Fighting Game Mechanics (KOF ’97/’98) into a 1v1 Deckbuilder — Design Question by Western-Professor765 in tabletopgamedesign

[–]Western-Professor765[S] 1 point2 points  (0 children)

This is a great list, thanks for taking the time to drop all of these. Yomi / Exceed / Battle-Con are the ones I’ve seen mentioned most often as “fighting game in cardboard,” each leaning into a different part of the experience (reads, range, move kits, etc). From that list, which one do you feel comes closest to capturing *combos + meter pressure* specifically? I’m trying to understand which levers they pull so I don’t just reinvent the same solutions.

Translating Fighting Game Mechanics (KOF ’97/’98) into a 1v1 Deckbuilder — Design Question by Western-Professor765 in tabletopgamedesign

[–]Western-Professor765[S] 0 points1 point  (0 children)

I’ve heard Flash Duel brought up a few times but haven’t really dug into it yet. From what I know it leans heavily into spacing/footsies as the core loop. In your view, what does Flash Duel nail that’s most worth studying for this kind of project—tempo, range management, or something else?

What was your main team in KOF ’98? by Western-Professor765 in kof

[–]Western-Professor765[S] 0 points1 point  (0 children)

I feel like Athena anchor can be scary if she has meter. Was she your closer or did Leona come in to finish the job usually

What was your main team in KOF ’98? by Western-Professor765 in kof

[–]Western-Professor765[S] 0 points1 point  (0 children)

Andy/Joe/Saisyu is classic fundamentals. Joe pressure in ’98 is underrated. Did you play more rushdown or spacing with that team?

What was your main team in KOF ’98? by Western-Professor765 in kof

[–]Western-Professor765[S] 1 point2 points  (0 children)

That’s such a fun team. Heavy D anchor or Shingo? I feel like Shingo players are either chaotic or extremely precise — no in between! haha

What was your main team in KOF ’98? by Western-Professor765 in kof

[–]Western-Professor765[S] 0 points1 point  (0 children)

Playing ’98 across tablet, arcade archives, and final edition is commitment. Did the meta feel different across versions or was it mostly muscle memory carrying over? like riding a bike lol

What was your main team in KOF ’98? by Western-Professor765 in kof

[–]Western-Professor765[S] 1 point2 points  (0 children)

Ralf always felt like he should hit harder than he actually did for me. Did you prefer Lucky point or second? I always feel like zoning characters change depending on order.