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Source and evaluate candidates, track applicants and collaborate with your hiring teams. Most command moves usually enjoy special properties such as hitting overhead or low. Particularly in The King of Fighters , if a normal attack is cancelled into a command move, the command move loses its special properties but becomes cancelable themselves into a special move, while there are others that are immediately cancelable into special or super attacks when performed alone without previous canceling.
A command grab or command throw differs from normal throws. Normal throws can be teched , while command throws are untechable and can also be more damaging than normal throws. The only drawback to this is the fact that most of them require some complex directional inputs to be performed, and may come out slower than normal throws. An advanced tactic that describes the act of making the opponent become familiar and habitual in response a certain course of action by means of repeated exposure to the same situation. For example, one can condition the opponent to block low on wakeup if they always attack low after a knockdown; this can then be useful if one wishes to take advantage of some strategy that requires starting with an overhead.
Players that hit an aerial opponent can convert the resulting juggle into a combo. Conversions are harder to successfully execute than ordinary combos , because players must react to the less predictable motion of the juggled opponent using carefully timed and often improvised moves. A counter hit is a term for an attack that hits another player while they are in the process of performing an attack. In The King Of Fighters , aside from adding damage, counter hits are given juggling properties, meaning that an opponent caught in a counter hit is immediately eligible for a followup attack.
For example, a jumping CD attack that hits as counter, can be followed up by a second CD attack of the same nature, or a special, or super, or other moves that have other juggling properties. Counter Mode is activated by pressing ABC. It costs 3 stocks to use, and when activated, the character will pose momentarily and flash red for a short period of time indicated by the timer at the top of the screen. During this time there is no Power Gauge and the player cannot amass Power Gauge energy or stocks.
While in Counter Mode, all attacks inflict more damage, and even though there is no Power Gauge, Desperation Moves can be performed infinitely: no stocks are required. Furthermore, the character becomes able to cancel the Dodge Attack into command attacks, special moves, and DMs, just like a normal punch or kick. A unique feature of Counter Mode is that the character can interrupt a special move with a DM, the same way they might cancel a normal attack into a special move. Once this mode ends, the Power Gauge will not reappear for a period of time , and the character will still be unable to collect energy and by extension stocks until it reappears.
Counterpicking is when the player picks a character with a statistical advantage over that of the opponent's chosen character. Some people tend to look down upon this practice because it is easy to argue that the player has an unfair advantage over their character, whilst counterarguments claim this is a strategic choice and a matter of opinion, as well as skill among both players. Despite its obvious advantageous nature, counterpicking is usually allowed in tournaments, provided the counterpick character themselves is not actually overpowered or broken by default. Criticals are moves that may cause more than the default damage, resulting in critical or more damage.
In the games that utilize such a feature, criticals usually occur at random. One example of a character able to use criticals is Shingo Yabuki from the The King of Fighters series, whose attacks always result in a "critical" in The King Of Fighters 97 and The King Of Fighters 98 , doing more damage than normal. Not to be confused with Mix-Up. A cross-up is a situation where it is more difficult for the player's opponent to determine whether they must block left or right.
Most commonly, this is done by attacking while jumping over the opponent so that it hits as one passes over them. Cross-ups are most easily used in many games after knocking the opponent down, as the opponent will be unable to move or attack while the attacker begins the cross-up see okizeme.
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Cross-ups are usually not available in games where blocking is bound to a dedicated button, rather than moving backwards from the attacker, such as the Mortal Kombat series. The term 'cross-up' generally refers to jumping attacks, but is sometimes applied to any situation in which an opponent may have difficulty in determining which direction to block in. In particular, when a dash passes through the opponent it can create cross-up opportunities on the ground.
Starting combos with a cross-up is preferred because it makes the combo more difficult to defend against, as well as providing an extra hit.
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Cross-ups originated from Street Fighter II as a glitch, though much like combos, they were later intentionally maintained by the developers to add depth to the game, and eventually became a regular features in fighting games as a whole. Cross-ups were not only implemented into the system, but, for example, Iori from The King of Fighters' air Back B command actually has him kicking backwards after jumping over an opponent, and ideally only usable for easy cross-ups.
There are also characters like Felicia and Sasquatch from the Vampire series who have dashes that can cross-up with out having to be performed in mid-air. A dash either executed from a crouching position or involving a crouching movement at some point. Seen most often in 3D fighters, particularly the Tekken series, where its command is usually forward, return stick to neutral, down, down-forward. Many characters in Tekken have several different moves available from the crouch dash, and a few the Mishima family characters in particular can actually link one crouch dash into another, which creates a move known as the wavedash Not to be confused with the Super Smash Bros.
Melee version of wavedash. Crouch dashes in Tekken usually have the property of automatically evading high attacks, and some have automatic low parries. Damage scaling refers to the fact that in the majority of fighting games, attacks may sometimes inflict less or occasionally more, as seen in Guilty Gear than normal damage due to any number of reasons. Damage scaling can be a result of the number of hits in a combo Many games; numerous , the specific move used to start a combo Guilty Gear , the amount of damage that has been inflicted so far in the combo Last Blade , the type of move Third Strike , number of uses of the attack, or other factors.
Damage scaling may also be referred to as proration. In most of these cases, damage scaling's main purpose is to reduce to overall potency of combos by, while not negating damage completely, reducing the damage of individual attacks and moves as the combo progresses. This severely hinders the ability of a player to perform infinites or Touches of Death , and is a standard of balancing in fighting games as a result. A specific feature in the video game Vampire Savior , describing a special state in which the player character activates an alternate fighting mode at the cost of one stock.
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This state has a limited duration and the effects are character-dependent. A dash is a movement which is both faster than normal movement and requires some sort of input more complex than simply holding one direction on the joystick. Dashes were first implemented in the Art of Fighting series. Many types of dashes exist, depending on the game, such as air dashes, and some games even include special properties into dashes e. Slayer from the Guilty Gear series is invulnerable during certain portions of his dash. There are often variations on the basic dash, such as the crouch dash executed from a crouching position or wavedash a type of dash in the Tekken series specific to certain characters , and in some games mastering the execution of a certain dash is pivotal to winning strategies.
A super move in which a player must press a series of buttons traditionally, eight button presses and a quarter-circle move after execution in order to complete the move.
Each button press must be performed with precise timing. Examples include the cliffs and pits in the Soul Calibur series which may be used to obtain a "ring out", and the various death traps in Mortal Kombat: Deception. A hard attack, usually airborne, that causes the attacker's sprite to overlap far into the opponent's own sprite.
This results in the attacker being sufficiently close to the target upon completing the attack to allow for the next hit to be part of a combo. Initially used to describe moves that can only be performed when one's health was critically low, it has since expanded to include any super move. It is often abbreviated to DM. This term is effectively exclusive to SNK games, more particularly to The King Of Fighters and Fatal Fury , where it was a known feature to be able to perform unlimited supers when a character's energy bar was reduced to a point where it started to flash in red.
The King of Fighters 96 , 97 , 98 , 99 , , and featured both kinds of SDMs, one is the normal SDM which requires the player to either have their stocks at MAX, or in , in "MAX Mode", or in some cases, a combination of the older feature of red bar described above and the power gauge system where one needs to have both a power stock and their energy flashing red, and the other being Hidden SDM which adds low life as an additional requirement.
However, unlike SDM which can be used by any character in previous The King of Fighters games, only one out of three characters chosen in the team can use LDM this character is called the leader. Since the bosses usually do not form teams, they are already capable of doing LDMs as well.
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Whenever a character's energy bar turns red, a Desperation Move can be executed which will result in a critical hit to the opponent if successfully done. Desperation Moves are a big part of these fighting games and will most often determine the victor at high-level play. Both players are knocked out at the same time, requiring a trade against each other when both players are at critically low health. Double KOs may award wins to both players or losses to both players, and the behavior is dependent on the game. In older Mortal Kombat games, it was a known trick to cause this to continue playing extra rounds.
In the case of Guilty Gear , if wins to both players would result in the end of the match, a win is given to the player with the lesser number of wins only. If there is a draw in that round, the game ends in a draw. If there is a DKO on the final round of a match in Soul Calibur , a sudden death round will occur, in which the stage area is shorter. Also in Street Fighter III: 3rd Strike , if both players each have the same amount of wins and are in the final round, a DKO will incur a Judgement, the first of its kind in the fighting genre.
In this case 2 of the 3 judges must turn over a "paddle" with the player's character's face on it based on fighting prowess i. To download one's opponent is to analyze the mannerisms, calls, and habits of said player in order to gain the advantage over them. Sometimes, a player will dedicate an entire round to testing and observing their opponent without actually trying to win, using the rounds ahead to capitalize on that time they used to gain information on said opponent. A type of match where two teams of characters are fighting each other, all of whom are fighting at the same time.
The first instance of this was in the original Fatal Fury , the term is derived from the Street Fighter Alpha series, where two characters fight a single usually stronger character at the same time. An endurance match is a match where a limited amount of opponents must be defeated, one after another, on a single life bar.
These matches are similar to survival matches , where a player continues to play until defeated with the timer being reset after defeating an opponent , or time attacks , where a player continues to play until time runs out or is defeated. Unlike survival matches or time attacks, endurance matches are not one-round affairs, but are typical three-round matches. A dramatic endurance match is similar, but incorporates elements from dramatic battles.
Endurance matches were first introduced in Mortal Kombat , where three such matches each with a single character facing two characters were played before facing the game's bosses. Aside from extra damage, an enhanced special move has bonus effects. These can include, but are not limited to, setting up combos where the normal version of the move would not; allowing combos to be continued with more ease; performing the move faster, making it more difficult to react to, punish , or otherwise affecting the timing of the move; having super armor or even invincibility during the move's execution.
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This type of special move was first used in the Darkstalkers series, but eventually became a staple feature of fighting games. In the Street Fighter series and related Capcom six-button fighters , a heavy punch. The method in which a player is knocked out. For example, a player knocked out by a special move is called a special finish. A dedicated special move that knocks out an opponent in spectacular fashion is called a finishing move.