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I'd like to introduce you to the furry king himself,
STATS: HP: 4320 (+350)
ATK: 1629 (+200)
RCV: 137 (+50)
CAPTAIN ABILITY: Boosts ATK of FighteShooter characters by 4x and their HP by 1.5x, and makes their PSY and INT orbs count as matching. Inherently resists 10 turns of Special Bind (Silence) and Special Rewind.
SPECIAL ABILITY: Boosts ATK of FighteShooter characters by 2.5x for 1 turn. Reduces Bind duration by 10 turns.
SAILOR AB. 1: Boosts stats for FighteShooter characters by 75.
SAILOR AB. 2: Makes his own PSY/TND/RCV orbs have matching slot effects.
LB ABILITIES: - RCV Bind resistance up to 1/2/3/4/5 turns.
- Critical Hit up to 40%-4%, 50%-5%, 70%-6%, 80%-8%, 90%-10% (Chance - Value added)
- Barrier Penetration - Ignores barriers if you are above 99%-90%-70%-50%-0% of your MAX HP.
SUPPORT ABILITY: Attaches to Luffy and Sabo
Grants 1/1/2/2/3 Extra Bind Reduction, procs whenever you're inflicted with Bind status.
MY OWN GRADES TO HIS ABILITIES: CA: A+ - His CA is VERY strong, but the classes he boosts require some extra support. The resistance to rewind and silence is very useful though, but remember it won't work if the enemy despairs you on top of applying those debuffs.
SA: S - Really useful special. Giving a flat 2.5x to 2 different classes unconditionally, as well as reducing 10 turns of Bind is really nice in many situations.
Sailors: B - They're not bad but just average. He doesn't provide anything crazy with his Sailors.
LB Abilities: A - They're good, but not too crazy either.
Support Ability: S - It's a very good support ability and can attach to many good characters, namely all Luffy legends, Sabo/Koala and DEX Sabo (to name a few).
COTTON CANDIES: This one is easy. With a 1.5x HP boost as Captain it's quite obvious to give him +100 ATK/HP straight away. This doesn't apply if you play on JP though, since you can give him the full set.
Best Supports for him
- Stat boost wise: V1 Snakeman, Douglas Bullet 6+, V2 Shanks, LRR Marco, V3 Katakuri
(JP Only)
- Free affinity boost on last stage: Towel Nami (INT characters 1.3x), 6+ Blucci (Shooters 1.5x)
- Own orb matching on last stage: Story mode Vivi, RR Rakuyo (PSY is considered matching with his CA and sailor)
- Despair reducing effect: QCK Whitebeard (
Support available on JP Only, reduces despair by 3t max when applied)
Friend Captains with Synergies
Double Halloween Ace is the obvious choice, since then you get a huge boost to your HP as well as a 20-turn resistance to Silence/Rewind. But he has some other really good legends you can pair him with:
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Luffy/
Law: They are a rainbow captain with a huge rainbow orb boost, as well as giving 2 extra orbs as matching with their special. Also, both Luffy and the dual form are Fighters. Be careful though, as Law won't be boosted by Ace.
-
Carrot: If by any reason there's a lot of defensive buffs on the enemy that you can't / don't want to take care of, Carrot is an excellent choice. It restricts your team quite a bit, but what you get in exchange is quite worth it if you really need it.
Cons: Limits your team to characters with both classes from between FighteStrikeSlasheShooteCerebral.
-
Capone: Even when he's arguably a worse version of Halloween Ace as a Shooter Captain, if by any reason you need to deal with death hits or blow aways he's your man, since he can easily avoid those mechanics with his Special.
Cons: Limits your team to Shooter characters.
-
Franky: Similar to the above, he has some mechanics that may be useful from time to time. He's not a go-to FC though, more like a lifesaver in certain situations (Blowaways, Big AOE damage requirement, etc).
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DEX Sabo: He has a special that combines perfectly with Ace, as well as boosting the same classes he boosts (plus Free Spirit). It's a very good FC to run if you lack good orb boosters in your team. Just remember to kill at least one enemy every turn if you don't want to lose his ATK bonus.
-
Douglas Bullet: He provides a lot. When you combine Bullet with Ace, you will have STQCK/PSY/INT orbs count as matching for your team, as well as a very good team-core with them both as captains.
Cons: Limits your team to STQCK/INT characters.
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V1 Snakeman: Pretty good combination, with a multiturn orb boost that helps a lot to take on multiple bosses. Also adds orb manipulation and chain boost on his kit, with a very good Rainbow CA.
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Stampede Luffy: Even when Ace himself isn't boosted by him, this combination is pretty good resisting up to 10 turns on 4 annoying debuffs: DespaiParalysis/Silence/Rewind. Plus, with Ace you have 10 turns of Bind reduction on his special too, which frees up a lot of space in your crew.
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V3 Rayleigh (JP Only): He has a quite good CA for Fighter characters, but if you really want to use him as FC then it's probably because you need his special. That's what makes him quite unique, giving a 2x ATK/Orb boost for FighteCerebral characters as well as making their attacks go through all defensive effects (except Defense).
Cons: Limits your team to Fighter characters.
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V2 Akainu: Not a bad pairing, specially if you have a LB+ on your FC (on JP only). He provides an orb boost as well as a full board manipulation, which works pretty well with Ace's special. He's a good FC to run if you need to deal with a lot of Resilience enemies, for example.
Cons: Limits your team to STINT characters.
-
V2 Snakeman (JP Only): The beast himself is a Fighter character, so if you want to abuse his abilities you can always use him as your FC with your own Ace. Ace provides some cool things to that team though: the resistance to the 2 nasty debuffs as well as a higher ATK boost.
-
V3 Katakuri (JP Only): This one's pretty good too. Katakuri being a Fighter and Ace being INT makes it the beggining of a fruitful relationship between those 2. Cons: Limits you to INT characters.
Sub Lists
Since Ace is already an ATK booster, he basically needs subs that provide boosts other than his as well as utility. The sub pool is quite large (approximately 25% of the game characters), so I will only list what I consider the best subs (the ones you should look for) for every role.
I haven't included characters that are boosters but don't boost Halloween Ace themselves. Example: V3 Kuzan has a great special boosting STDEX/QCK characters, but not boosting your captain himself is a big downfall imo. That doesn't mean he's not usable, it's just that there are better choices for Ace teams.
Orb Boosters
Rank S: The best orb booster subs.
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Luffy/
Law: 2.5x rainbow orb boost as well as 2 natural orbs counted as matching for 1 turn. Amazing sub for big 1 turn bursts.
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V1 Snakeman: 1.75x to 2x rainbow orb boost (after hitting 3 PERFECTs) and a 0.7 chain boost for 3 turns. Pretty good unit.
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DEX Sabo: 2.25x orb boost to FS/FighteShooter and a 3x chain lock. Amazing orb boost, and he also makes 2 extra orbs beneficial as a sailor (RCV/TND).
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LRR Koala: Her special (provided the enemy has Delay or Full Immunity) provides 2 amazing things: a 2x Fighter orb boost and a full board orb manipulation for Fighters (including BLOCK). On top of that, as a sailor makes QCK orbs beneficial for Fighters.
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TM Boa: She provides a lot by herself, and is quite an amazing sub for Ace-Shooter teams. She provides a 2x shooter orb boost, a 1.75x self procking Def-Down conditional as well as a big heal (~20k HP) and 4 turns of Resilience-Threshold Damage reduction. Her only downside is you need to either have a PSY or an INT orb on your captain, which shouldn't be too hard to achieve.
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V2 Snakeman (JP Only): The best character in the game is obviously among the best orb boosters for Halloween Ace. Normally though, you'd want this guy as your captain and Ace as a sub (unless you don't have a way around Silence/Rewind).
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6+ Marco (JP Only): Since Ace teams have such a huge HP pool I feel this guy deserves to be here. He grants an unconditional 2x rainbow orb boost as well as (most of the time) a full heal. Really good to increase your survability and resistance against stuff like HP Cuts or Despairs, which will significantly reduce your HP pool. He also adds the nostalgia component on old SW Ace teams.
Rank A: Good orb boosters, but more situational or straight worse than the ones above.
-
V2 Akainu: 2.25x orb boost for STINT characters as well as a full STINT orb board.
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LRR Doffy: He's quite similar to LRR Koala but for Shooters. He will provide a 2x orb boost as well as a BLOCK/RCV/TND orb manipulation. However, his orb manipulation is not complete, that's why he's not in the S Rank. He also makes QCK orbs beneficial for Shooter characters.
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Halloween Sabo: A goodF2P alternative. He works really well combined with Halloween Luffy, so depending on your special order you can choose from a 2.25x orb boost for 1 turn or a 1.75x orb boost for 3 turns, as well as an orb lock. Also makes STR orbs beneficial as a sailor.
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TM Smoker: 2x orb boost for FighteDriven and 0.7x chain boost. Also makes DEX orbs beneficial as a sailor.
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V2 RR Elizabello: Amazing special, giving 3 turns of a 1.75x Orb boost for FighteDriven characters as well as reducing 3 turns of Damage Reduction and Damage Threshold, 2 really annoying debuffs.
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LRR V2 Urouge: He grants a lot of great effects: Reduces Paralysis and Burn by 3 turns as well as providing a 1 turn 80% DR. Then if you hit 4 PERFECTs he will provide a 2.25x Fighter orb boost on the following turn. Very useful unit if the enemy has an orb boost interrupt, for example.
-
RR Opera (with Double Special maxed): If you have this guy with double Special maxed he is pretty good: he can grant you a 1.75x orb and a 1.75x affinity boosts for FighteShooter characters for 1 turn. You can also choose to use him on 2 different stages for a 1.75x orb boost on each of them.
Chain Lockers/Boosters
Rank S (Chain Lockers)
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DEX Sabo: 3x Chain Lock as well as 2.25x Orb boost.
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V2 RR Ideo: 2.75x Chain Lock for 3 turns as well as orb manipulation (G/EMPTY/BLOCK to matching) and a 2t Delay.
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Halloween Luffy: Great F2P unit that provides a 25% HP Cut to 1 enemy, full orb manipulation as well as a 4 turn Despair reduction and either a 3x chain lock for 1 turn (if you have activated an orb boost) or a 2.75x chain lock for 3 turns (if you don't). His real cons is he's a Luffy unit, so you might prefer to bring another Luffy instead of him. He also Binds himself for 7 turns, which isn't a real cons considering Ace's special.
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RR Kizaru: Reduces PSY/INT special cooldown by 1 turn, changes adjacent orbs to matching and locks the chain to 3x for 1 turn.
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LRR Moria: Huge AOE damage if you have a way to delay enemies. He also sets the chain to 3x for 1 turn and removes 5 turns of Increased Dmg Taken.
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Kizuna Boa: Changes all orbs into DEX/PSY, locks the chain at 3x for 1 turn and deals a 20% HP Cut to 1 enemy.
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RR Holdem: He has a weak 2.5x chain boost for 1t, but he also removes 3 turns of Damage Reduction, Threshold and Barrier duration on the enemy, so he might come in handy for those situations.
Rank A (Chain Lockers)
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V1 5+ Niji: 2.75x chain lock for 2 turns. Useful if you want to avoid worse chain locks to be applied.
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V1 Kuzan +: 2.5x chain lock as well as a 1 turn ATK/Orb boost extension. Works really well specially with bosses that revive.
-
Raid Boa /
Neo Boa: 2.5x chain lock for 2 turns (3 turns on Neo) and a 1 turn Delay. The neo version also changes own and Captain orb to matching.
Rank S (Chain Boosters)
-
V1 Snakeman: Amazing special providing a multiturn Orb boost as well as a +0.7 chain boost for 3 turns.
-
V1 Sanji +: Changes BLOCK, own and adjacent orbs to matching, deals 100k fixed AOE damage and boosts the chain by +0.8 for 1 turn.
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Colo Jinbe: +0.5 chain boost for 2 turns, significantly reduces damage over 3k HP for 2 turns (97% reduction) and completely removes enemy threshold damage reduction.
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LRR Usopp: 15% HP Cut to 1 enemy and 7 turn Threshold / ATK UP / EOT damage reduction. If the enemy has Delay or Full Immunity, he also boosts the chain by +0.75 for 3 turns and makes STDEX/QCK orbs beneficial for shooters for 3 turns.
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Kizuna RR Monet: If you're at full HP she provides a self procking 1.75x conditional boost to delay as well as a +0.7 chain boost for 1 turn.
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Kizuna Carrot (JP Only): 1.75x ATK boost for all characters, +0.65 chain boost for 1 turn and removes Def Up completely.
Rank A (Chain Boosters)
-
RR Chobro: +0.6 chain boost for 1 turn, reduces defense of the enemies by 80%, reduces Enrage/Threshold reduction on the enemies by 5 turns and makes DEX/PSY/INT orbs matching for 1 turn.
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Raid Kizaru /
Neo Kizaru: +0.5 chain boost for 2 turns, changes own orb to matching and reduces cooldown for ShooteFighter characters for 1 turn. It's a good unit for speed runs.
Color Affinity Boosters
Rank S:
-
TM Halloween Nami: 1.75x Rainbow Color Affinity for 1 turn, that turns into a 2x Rainbow Color Affinity for 1 turn after hitting 3 PERFECTs. Quite a useful unit, specially for stages with multiple bosses or Color Affinity interrupts.
-
6+ Blucci: A 2x Color Affinity for Shooters, as well as a Paralysis remover (4 turns) and a Def Down effect (80%). Very useful unit.
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Colo Gladius: Despair is one of the most annoying debuffs for Ace. That's why having a guy remove 2 turns of Despair (and Bind) and provide a 1.75x Color Affinity for Shooters is quite good when you have to face that debuff.
-
Stampede Robin: Locks your orbs and grants a 1.75x Color Affinity for STQCK/INT characters for 3 turns. A very good (and very used, at least by me) character. She also makes RCV/TND orbs count as matching for the same 3 colours.
-
RR Opera (with Double Special maxed): Grants FighteShooter characters a 1.75x Orb boost and a 1.75x Affinity boost by himself.
- Raid
Magellan /
Hannyebal: A 2x Color Affinity for QCK/INT characters. They also randomize your orbs into either QCK or INT orbs, as well as poisoning the enemy. Key unit for big 1 turn bursts (Kizuna mostly).
-
LRR Kimono Kuzan: Amazing unit, giving a 1.75x Color Affinity to STINT characters (provided you have 4 or more STINT characters, not too hard to achieve) for 2 turns and also reducing the 3 annoying enemy buffs for 5 turns: Def Up, Damage Reduction and Threshold Reduction. If that wasn't good enough, he also provides a substantial heal (30x his RCV).
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Kizuna Big Mom (JP Only): Very good unit if you need to get rid of unwanted positive buffs on your team. She removes them and applies a 2x Rainbow ATK boost and a 1.75x Color Affinity boost to STQCK/INT characters.
Rank A:
-
Neo Akainu: 1.75x Affinity boost for INT characters as well as changing their orbs to INT. A good special when you fight against a PSY boss.
-
RR Zeff: 1.75x Affinity boost for Fighter characters that you can use on multiple rooms thanks to his CD reducing sailor. He also has own CD reduction LB, so you can use his special right at the start of the fight, which can be (but normally isn't that much) useful.
Conditional ATK Boosters
I will use this format on parenthesis: (ATK Boost, Status inflicted, Self Procking or NOT).
Rank S:
-
V1 Katakuri (1.75x 2t, Delay, NOT SP): On top of that changes all color and BLOCK orbs to matching and reduces your cooldowns for 1 turn.
-
Colo Magellan: (1.75x 1t, Poison, SP): On top of that he also reduces enemies def to 0 and reduces 2 turns of DR and Threshold. Amazing unit.
-
TM Boa: (1.75x 1t, Def Down, SP): She also heals by around 20k, reduces up to 4t of Threshold and Resilience Buffs and can provide an extra 2x Orb boost to Shooters.
-
Raid Lucci: (1.75x 1t, Delay, SP): The condition for him to work is to have only 1 enemy, which is usually the case against bosses.
-
WCI Carrot: (1.75x 1t, Def Down, NOT SP): She also Delays for 1 turn, changes color orbs to PSY (counted as matching by Ace) and reduces Paralysis/Despair by 4 turns. An old RR but really good still.
-
RR Camie (with Double Special maxed): (1.75x 1t, Delay, SP): She also reduces 4 turns of Burn/Paralysis/Silence/IncreasedDmgTaken.
-
Kizuna Magellan: (1.3x forever, Poison, SP): The good thing about him is the continuous effect procs before Immunity from pre-emptives apply, so you can technically use a conditional on full Immunity bosses (unless they remove their poison).
-
Kizuna RR Monet: (1.75x 1t, Delay, SP): The condition you need to fulfill is being at MAX HP. She also reduces your CDs by 1t and applies a +0.7 chain boost for 1t.
-
V3 Katakuri (JP Only): (2x 1t, Delay, SP): The condition to fulfill is being below 30% HP to launch his super-typing, which should be easy enough to achieve by tanking damage.
A list of other useful units
-
V2 Katakuri: We already know how good this guy is. Amazing AOE special as well as a huge tap-timing bonus. He gets rekt by NAO and MegaBuff Clear, so be wary of those 2 when using him, though.
-
Colo Kid: The god of speed runs, providing a big AOE EOT damage for 2 turns as well as reducing shooter specials for 2 turns. Also, his special is ready just at the beggining thanks to his LB.
-
Ambush Garp: He's a no-brainer when an enemy has a revive mechanic to equal or below 25% HP. He basically insta KO's them, no matter how many nasty debuffs/barriers they may have.
-
Legend Magellan: He's the classic "I stall you while you die slowly" type of character. He can be useful sometimes if you are able to stall a lot of turns on a boss (or on a Garp challenge, for example).
Utility Subs
BEST ENEMY DEF UP / DR / THRESHOLD REDUCERS:
-
Stampede Lucci: (DR 5t) Condition: you need 4 or more QCK/INT characters,
-
RR Ain (With double Special maxed): (DR and Threshold 4t, Bind/Despair 4t, 20% HP heal, 70% DR 1t)
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Colo Magellan: (DR and Threshold 2t + Conditional Poison)
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LRR Kimono Kuzan: (Def Up, DR and Threshold 5t + Affinity to STINT)
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Colo Kuma (DR and Threshold 3t)
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RR Holdem (DR, Threshold and Barrier 3t, 2.5x chain lock)
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RR Wano Usopp (JP Only, on global shortly): (Def Up, DR and Threshold 5t + 1t CD reduction + 2t Delay)
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WJ Luffy (DR and Threshold 3t, BLOCK orb manipulation)
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RR Pekoms (Def Up Complete Removal)
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Colo Jinbe (Damage Threshold Reduction Complete Removal, +0.5 chain boost for 2t)
-
WJ Hancock (Def Up 5t, Chain Debuffs 5t, Bind 5t)
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6+ Jinbe (Def UP and DR 5t, All fighter orbs to matching)
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Colo Oars (Def Up and Threshold 4t, ATK Down 4t, Extends ATK boost buffs for 1 turn if you have 6 Fighters)
-
RR V2 Elizabello (DR and Threshold 3t, 1.75x 3t Orb boost FighteDriven)
-
TM Robin (DR and Threshold 3t, Paralysis/Silence/Bind 3t, Nullifies damage from STPSY if your HP is over 50%)
-
TM RR Marco (Threshold 4t, Despair 3t)
-
RR Trebol (Def Up, DR and Threshold 4t)
-
LRR Carrot (DR and Threshold 3t, Bind 5t, BOMB/EMPTY/G orb manipulation)
BEST OWN DEBUFF REDUCERS: I'm not going to consider here Bind / Cooldown / Silence reducers because it misses the whole point of Ace's CA and SA. I will form this list with reducers for the rest of the debuffs.
-
WCI Carrot (Paralysis and Despair 4t, Color orbs to PSY, 1.75x to Def Down, Delay 1t)
-
RR Ain (With double Special maxed): (DR and Threshold 4t, Bind/Despair 4t, 20% HP heal, 70% DR 1t)
-
RR V2 Kuma (With double Special maxed): (Bind/Despair 14t, 40% HP heal, Low chance to insta-defeat enemies)
-
TM Robin (Paralysis/Bind/Silence 3t, DR and Threshold 3t, Nullifies damage from STPSY if your HP is over 50%)
-
RR V2 Don Sai (Bind/DespaiBurn 3t, Enemy ATK UP/Enrage/Resilience 3t)
-
V1 Rayleigh 6+ (Bind/DespaiParalysis 7t, Delay 1t, PERFECTs easier to hit 1t)
-
Colo Enel (Paralysis/ATK Down/Chain Limit 5t)
-
Blucci 6+ (Paralysis 4t, 2x Affinity for Shooters, 80% Def Down)
-
Legend Chopper (Paralysis/Bind/DespaiSilence/ATK Down/IncrasedDmgTaken/RCV Down/Blindness 5t, Removes Poison, Big EOT heal for 3t)
-
Stampede Chopper (Paralysis/DespaiChain Debuffs 5t, Medium EOT heal for 3t)
-
RR Reverie Coby (Paralysis/Despair 5t, Medium EOT heal for 3t, Nullifies damage from QCK/DEX if your HP is over 50%, resists 10 turns of Blindness as a sailor)
-
LRR Bonney (Paralysis/Bind 10t, Big Heal, BOMB/BLOCK orb manipulation)
-
Stampede Buggy (Paralysis/Silence/ATK Down 5t)
-
RR O-Tama (Burn/Paralysis/Chain Debuffs 7t and Big Heal)
-
RR Halloween Reiju (Burn/Paralysis 3t, changes all ShooteCerebral orbs to matching, increases matching orb rate for 2 turns)
-
RR Chiffon (Paralysis/DespaiSilence/ATK Down 3t, Medium EOT heal for 3t, If you have a DR o Threshold effect heals to full)
-
LRR Kimono Akainu (Paralysis/ATK Down 5t, Reduces Def to 0, If you manage to get 4 QCK/PSY characters grants a 1.75x conditional, but it's a hard condition to fulfill).
-
RR Camie (With double Special maxed) (Paralysis/Burn/Silence/IncreasedDmgTaken 4t, Self-Procking 1.75x 1t Delay conditional)
-
RR Pudding (Bind/DespaiParalysis/IncreasedDmgTaken 4t, 5k heal, 80% DR, changes all orbs into her own)
-
RR Sengoku (DespaiATK Down 4t, 2x orb boost if you get 4 QCK/PSY characters, but it's a hard condition to fulfill)
-
Ivankov/
Bon Clay (Bind/Despair 5t, Removes Poison, Blindness and RCV Down, Medium EOT Heal for 5t, Reduces Paralysis by 1t and grants a 20% DR on switch)
-
Halloween Luffy (Despair 4t, Binds self for 7t, Changes all orbs to TND counted as matching with his sailor, locks chain for either 2.75x for 3t or 3x for 1t, 25% HP Cut)
-
Colo Opera (DespaiBlindness/IncreasedDmgTaken 7t if you have 5 or more Fighters, 20% HP Cut)
Final Notes
Halloween Ace is a very good overall unit. His CA is very good (his ATK bonus might fall a little bit short for nowadays standards, but a 4x is still good - plus he's got a huge HP pool) and his special is even better. The only thing that keeps him from being one of the best legends in the game is the fact he boosts Fighters and Shooters. While Fighters have a very good pool of great units (most of them not even centered around that class, though), Shooters are arguably the worst class in the game.
However, in my opinion his CA and SA mechanics will keep him relevant for quite a good time.
Thanks for reading through, and if you think I left some important information/unit out let me know, as it's more than probable since there's a lot of stuff to write and search for.