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You could now have any combination you wanted, be it two strikers and two characters or even one character and three strikers. These combinations also affected how much damage your characters could take or receive. If you stacked your team with four playable
fighters, they would take more damage, but if you went with only one, that fighter would become much stronger. SNK vs. Capcom: Card Fighters 2 Expand Edition (2001, NeoGeo Pocket Color)
This is the follow-up to the first Card Fighter's Clash, but sadly, it only came out in Japan. All of the character cards were redrawn, and more animation was added to give the game a palpable Japanese manga-style look. For the sequel, SNK added 124 additional cards and implemented a reaction card system. When an opponent tried to attack, you could play a reaction card that might let you avoid some of the damage or put additional character cards onto the table. The King of Fighters 2002 (2002, NeoGeo)
Also appearing on: Dreamcast (2003), PlayStation 2 (2004)
Attempting to instill new life into the KOF series, the 2002 edition was a dream match, much like KOF '98 was. A lot of the characters were back with the
exception of a chosen few (King, the Sports team), and just about every character was put back onto the team it debuted on, so you could have the classic '96 team of Iori, Mature, and Vice once again. Also returning was the traditional three-on-three team format that has been a staple of the series since the beginning.
His romantic interest, Kumi Mashiba, is
your typical ideal domestic housewife and devoted fan. Her relationship with Ippo begins with a quick meeting at a flower shop very early in the show and, despite their insistent tendency to meet frequently, it never really progresses very far.
Regardless of Ippo's boring fights, there are moments of interesting boxing action. Specifically, the writing and choreography of the fights seem to become levels better when Ippo is not one of the participants. This shows in two places in the show - a short arc about Ichiro Miyata training in Mexico, and the subplot about Takamura Mamoru earning and defending his title. In both of these the viewer finds more complex characters and detailed, well-thought out fights that capitalize on everything their
respective subplots have to offer.
Rewatching a real NBA game, even when you know the outcome is
very rewarding because you can dissect so many little things all of the players do and the strategies involved within the game to learn more about the sport and to learn how to get
better at it yourself. You can really see everyones intent and purpose in the game. In Kuroko, there is no real strategy. It's just a rule of cool, with random shooting, running around, dunking, and overpowered abilities. This is why it’s so easy to get into this anime for people who don’t play basketball because it’s not actually basketball. The games are too lackluster and don't have enough strategy to be interesting to anyone who isn't just satisfied with seeing random dunking.