that first one's one incredible bookmark!
I was wading through massive FAQs on Gamefaqs.com but they have so much information that I really will never care about (like plot).
I've noticed that SNK movesheets tend to list individual arrows for in their instructions instead of single sweeping movements--it's about the only part that rubs me wrong about SNK--quite a minor detail.
Why I like the arrows (or direction letters) better… don’t worry, I’m not bashing anyone here.
Using the same sweep symbols as Capcom games typically do for in-game movelists in SNK land has a few problems. Unlike Capcom, SNK has a habit of using very non-standard movement commands, some of them unique to certain characters, some are very hard to understand and some border on pure randomness.
When you get to things like Geese's Raging Storm (db, f, df, d, db, b, df + P) or one of Duck King's super throws (d, df, f, uf, u, d + BC) you’re seeing some commands that are incredibly hard to streamline. Especially since the latter more or less forces you to jump as part of the move (meaning the timing for the d+BC is *very* lax)
Add to the fact that SNK-games typically allow for quite a few ”short” commands that will change the pace of your game dramatically. Here's a few examples from KOF2001
The command HCF (typical command throw command) can be entered as simply b, d, f
The command QCF (typical projectile command) can be entered as simply d, df
This means that inputting HCF doesn't necessarily have to produce the same move as QCF would even though it "should" end the same way. Explaining this using the sweep symbols would be difficult to say the least.
Actual application in games…
Now, while Street Fighter uses something called Negative Edge to shorten commands, this means that holding a button down while performing the command and then letting go will still produce the move, KOF-gamers more frequently rely on a plethora of additional strategies to get what they want. Partially because the commands are typically much more complex and as such are in bigger need of more reliability. I was thinking of explaining K9999’s ”cheat” combo but I decided I should start with something more basic because it shows my point and should be easier to read… (this movement strategy should work in any KOF produced so far)
Say you want to combo Ryo's close C into his Kou Ho (his anti-air dragon punch-like move) you can either write it such as this...
C - Kou Ho
or this
close C - dp + P
- The Capcom styled sweep command
or this
close standing C - f, d, df + A
- The command type I am promoting here, note that the “standing” is added because some SNK games actually use different crouching attacks depending on range, not just standing.
The reason why you would prefer the later, and hopefully my main point, is because of these extra rules that apply to KOF (and many other SNK fighters)
- If you just press P like it says you might as well hit C for the stronger version of the Koh Ho which is NOT a guaranteed knockdown. There's a definitive advantage of always applying the right button, A version (which always knocks down), here rather than just hitting P.
- If you mess up the command you might accidentally press C and f almost at the same time which would produce a throw and mess up your combo. (more on this below)
Now here's where it gets more complex hopefully I don't lose everyone who reads this; in KOF you can't perform regular throws when you are running. This means that you can use the running animation to your advantage; if Ryo is running you can just keep holding f and press C to always produce the close hit no matter what. Also, because you're already holding forward, the command for the Koh Ho is shortened and thus the commands becomes like so...
f, F - close C - d, df + A
(Start running, hit a close C and then finish the command for the Koh Ho which is now shortened to two directions and a button instead of three.)
This kind of scenario is simply impossible to describe with the simplified sweep commands like HCF, DP and QCF. And there’s why I want to encourage learning the more complex “arrow” commands even though it means sometimes having to visualize the commands in order to understand them. It takes practice but when you get better and actually start applying some of this, you will learn new things much quicker.
Of course I also need to add that there are some uses for the old sweep system still, such as when applying the infamous Capcom-styled 360 and 720 commands; spin the joystick one or two circles respectively. No general directions are given here because it simply doesn't matter where you start or where you end, as long as you pull one full circle the move will come out.
Note: This isn't entirely true either but it works best for beginners so more on that some other time when someone asks about the standing (without jumping) 360 or standing 720.
Any questions, let me know.