The King of Fighters MIRA: Difference between revisions

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Wiki for The King of Fighters 2006
{{Infobox Game
| gamename    = The King of Fighters Maximum Impact Regulation A
| abbreviation = KOFMIRA
| image        = KOFMIRA Logo.jpeg
| developer    = SNK
| system      = Arcade<br>JP: July 7, 2008
| system2      = PlayStation 2<br>JP: July 26, 2008
| system3      = PlayStation Network<br>JP: May 20, 2015
| netcode      = Parsec; PCSX2
| resources    = [https://w.atwiki.jp/kofmia/ Japanese Wiki]
| resources2  = [https://game.snk-corp.co.jp/official/kof-mi-ra/command/index.html Official Command Lists]
| resources3  = [https://archive.org/details/kof-maximum-impact-regulation-a-positive-workout-arcadia-extra-vol.-47 Positive Workout Gamest Mook]
| resources4  = [https://game.snk-corp.co.jp/official/kof-mi-ra-plus/hikaeshitsu/01/index.html Fighters' Anteroom Character Guides]
| community    = [https://discord.gg/Sstkxbr KOF Maximum Impact Series Discord]
}}


== Introduction ==
== Introduction ==
The King of Fighters: Maximum Impact Regulation A is a Japanese only team-based, 3D fighting game developed by SNK, released in arcades on July 7, 2008, followed by the PS2 on July 26, 2008. It is both the sequel and remake/expansion of The King of Fighters: Maximum Impact 2, and is the third and final game in the Maximum Impact spinoff series. A sequel, Regulation A2, was in development, but was eventually cancelled. It diverged away from Maximum Impact 1 and 2's 1-VS-1 gameplay, and re-introduced the 3-VS-3 teams that King of Fighters is most famous for. Along with it, MIRA introduced 4 new characters: Ash Crimson, Blue Mary, Makoto Mizoguchi, and Xiao Lon, however MIRA removed Armor Ralf from Maximum Impact 2's roster.


The Maximum Impact series was SNK's attempt at bringing the KOF name into the 3D realm of fighting games. The core KOF mechanics, such as rolling, hops, Blowback, etc. have all remained intact, but with some modifications. Sidestepping has been introduced, blowbacks now launch the opponent across (nearly) the entire stage instead of the other end of the screen, and a revision to how combos function.


== Game Mechanics ==
{{Shoryuken Wiki:Roadmap/KOFMIRA}}
 
{{Navbox-KOFMIRA}}
Basically it's a 4-button game: A = LP, B = LK, C = HP, D = HK. Pressing buttons in different combinations will result in additional techniques. Here a list of stuff:
[[Category:The King of Fighters MIRA]]
 
f+C = Throw
 
f+D = Throw
 
A+B = Sidestep (into the background)
d+A+B = Sidestep (into the foreground)
 
[A+B] or D+[A+B] = Sidestep into Sidewalk*
*As long as you are holding LP+LK you will continue to sidewalk in the initial direction.
 
b+A+B = Roll Back
f+A+B = Roll Forward
 
b+A+B or f+A+B (During Guard) = Counter Roll
*Costs 1 meter
*Can also be done after being Sabaki'ed (still costs 1 meter)
 
C+D = Blow-back Attack
*Can also be done in air.
*Can also be done after being Sabaki'ed (still costs 1 meter)
 
C+D (During Guard) = Guard Break (actually it's an Alpha Counter)
*Costs 1 meter.
 
b+B+C = High/Mid Sabaki (Parry basically)
db+B+C = Low Sabaki
 
A+B (when hitting ground) = Break Fall (basically backwards tech roll)
C (when on ground) = Quick Getup (into the background)
B (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.  In team matches, however, loss of one round would only allow you to go up to 4 super bars and losing two rounds would allow you to go up to 5 bars.
 
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.
 
== General Strategy ==
 
The Badguy of G3 Evolution:
Quickly looking at the situation and your opponents reactions are essentials skills in any fighting game, this game is no different.
 
Sabaki and Counter Sabaki Tactics
So your opponent is really good with sabaki and often does the pattern sabaki > attack.
In this game its essential to learn counter sabaki, for most attacks you actually have a higher chance of doing c-sabaki (counter-sabaki) by crouching and simply hittin sabaki unless they use an overhead or a jumpin attack. If your opponent follows sabaki > attack, your practical options are:
 
 
c-sabaki > attack
 
c-sabaki > attack (C+D)
 
c-sabaki > evade (A+B)
 
c-sabaki > overhead (if possible)
 
c-sabaki > walk-in throw * (i've come to realize this is a very safe path its hard to escape the throw on time and many people dont see it coming not very damaging but very safe, its really good for characters like billy and K' since they can combo out of their normal grabs)
 
 
If you follow c-sabaki > attack and you realize your opponent is also skilled in c-sabaki, another good tactic is to bait out the c-sabaki so the pattern follows like this
 
enemy sabaki > attack
 
you c-sabaki > do nothing
 
enemy sabaki >
 
While the enemy is in the whiffed sabaki state you can punish him nicely =D. Personally I find this a good time to do lvl3 specials (so you get the full damage) or even combos that only work on crouch opponents (if you know any) this is also a great set up for special command grabs. you can also do my personal favorite which is c-sabaki > jump-in attack. This total throws of peoples sabaki's and you can do big damage this way.
 
== Tier List ==
 
== Characters ==
[[Alba Meira]], [[Athena Asamiya]], [[Ash Crimson]], [[Billy Kane]], [[Blue Mary]], [[B. Jenet]], [[Chae Lim]], [[Clark Still]], [[Duke]], [[Fio Germi]], [[Hyena]], [[Iori Yagami]], [[Jivatma]], [[K']], [[Kim Kap Hwan]], [[Kula Diamond]], [[Kyo Kusanagi/Kyo-Classic]], [[Leona]], [[Lien Neville]], [[Lilly Kane]], [[Luise Meyrink]], [[Mai Shinranui]], [[Makoto Mizoguchi]], [[Maxima]], [[Mignon Beart]], [[Nagase]], [[Nightmare Geese]], [[Ninon Beart]], [[Ralf Jones]], [[Rock Howard]], [[Ryo Sakazaki/Mr. Karate]],  [[Seth]], [[Soiree Meira]], [[Terry Bogard/Wild Wolf]], [[Yuri Sakazaki]], [[Xiao Lon]]
 
[[Category:SNK Fighting Game]]

Latest revision as of 09:09, 1 September 2024

The King of Fighters Maximum Impact Regulation A
(KOFMIRA)
KOFMIRA Logo.jpeg
Developers

SNK

Systems

Arcade
JP: July 7, 2008

PlayStation 2
JP: July 26, 2008
PlayStation Network
JP: May 20, 2015
Online Play

Parsec; PCSX2

Player Resources

Japanese Wiki

Official Command Lists
Positive Workout Gamest Mook
Fighters' Anteroom Character Guides
Community Channels

KOF Maximum Impact Series Discord

Introduction

The King of Fighters: Maximum Impact Regulation A is a Japanese only team-based, 3D fighting game developed by SNK, released in arcades on July 7, 2008, followed by the PS2 on July 26, 2008. It is both the sequel and remake/expansion of The King of Fighters: Maximum Impact 2, and is the third and final game in the Maximum Impact spinoff series. A sequel, Regulation A2, was in development, but was eventually cancelled. It diverged away from Maximum Impact 1 and 2's 1-VS-1 gameplay, and re-introduced the 3-VS-3 teams that King of Fighters is most famous for. Along with it, MIRA introduced 4 new characters: Ash Crimson, Blue Mary, Makoto Mizoguchi, and Xiao Lon, however MIRA removed Armor Ralf from Maximum Impact 2's roster.

The Maximum Impact series was SNK's attempt at bringing the KOF name into the 3D realm of fighting games. The core KOF mechanics, such as rolling, hops, Blowback, etc. have all remained intact, but with some modifications. Sidestepping has been introduced, blowbacks now launch the opponent across (nearly) the entire stage instead of the other end of the screen, and a revision to how combos function.

Template:Shoryuken Wiki:Roadmap/KOFMIRA

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Alba Meira
Ash Crimson
Athena Asamiya
B. Jenet
Billy
Blue Mary
Chae Lim
Clark Still
Duke
Fio Germi
Hanzo Hattori
Hyena
Iori
Jivatma
K'
Kim Kap Hwan
Kula Diamond
Kyo
Kyo-C
Leona
Lien Neville
Lilly Kane
Luise Meyrink
Mr. Karate
Mai Shiranui
Makoto Mizoguchi
Maxima
Mignon Beart
Nagase
Nightmare Geese
Ninon Beart
Ralf Jones
Richard Meyer
Rock
Ryo
Seth
Soiree Meira
Terry
Wild Wolf
Xiao Lon
Yuri Sakazaki