King of Fighter 12 is really that good!

To me, this game’s giving SF3 TStrike a run for it’s money!
I’m really loving it!

I’ve always felt KOF needed a few revisions to get the system right after making gameplay changes. I think the previous games show that.

Ralf is a monster in this game and Im not talking about his new body.

Wow, really? I rarely understand blatant contradiction, so maybe you can coach me through this one, yeah sport?
Sooo… WE have no idea if the game is really good or not, if it has balance or not from such little amount of playtime. I fully concur. My outpouring of love for this game is based on what I have played so far, and so far it’s all peaches in the gameplay department as far as I’m concerned.
But… YOU can asses the depth of this game from “high level” videos?? I hope that was a joke because I nearly shot rice out of my nose I laughed so hard at that.

So many characters have the same standing far/near C attacks? See, this is why you need to be careful when you decide to talk crap about a game that you’ve never played. EVERY SINGLE CHARACTER in this game have far/near Cs. It’s vital to the CC system. At any time you can f+C to get your far C, and b+C to get your close C. The close will also come out automatically if you are (you guessed it) close to your opponent, but much like Dhalsim, if you want to you can override that by pushing f+C. Not all characters have far/near Ds, but that really isnt much of an issue.

The only area I can agree with you in is that less moves does, in fact, equal less depth. But from what I have seen so far, less depth has equalled better balance. This game was quite literally made from scratch. It’s not based on any current KoF engine. The less moves a character has, the less balance issues they need to playtest for. I disagree with your proposal that the lessened movelist was done not to help gameplay, but because of laziness. I would argue that actually it HELPED the balance of the game by reducing the movelist. With this base movelist to work with, they can move on with the series (hopefully) and add 2-4 new moves per character without destroying the balance.

Despite the fact that I returned the game for a refund, I agree with this thread. The only reason I returned it is due to no local competition in the area, and since the arcade was extremely stupid, I couldn’t even garnish any enjoyment out of the single-player aspect of the game. Once (if) the online is fixed to a playable state, I will happily shell out another $60 for this.

I’ve got my fingers crossed that this game has it’s Netcode sorted by the Aussie release date late August.

I have played this game at the arcade and it was so much fun, it’s really just a brilliant looking game and the fighting system was fantastic, if they can get netcode as good as SFIV even, I’ll grab this game in a heartbeat.

pooping out 50% CC’s of off the same standing C for everyone that consist of doing three srk’s into a super just SCREAMS depth and innovation. This shit is pretty damn watered down if you ask me, its the sf4 version of kof. Even abel’s crappy ass seems more like an srk character now lol. And a big wtf to the guy that said he wasted money on Blazblue cause he thinks this arcade port is superior to it. Half of his post was about how lovely the graphics were anyways which really somes up this kyo clone of a thread, close this fanboy shit and post more in the actual character threads intstead of trying to get more a sales for a company that has no interest in you. I hate that shit with a passion, even more than the people that have av’s that say Transformers 2 is a great movie. Lying bastards can’t trick me, I am not a 12 year old. :rofl:

LOL And what, is there something wrong with the way that you activate a cc on a COUNTER hit? Forget the fact that you alone have to bait it out.
Abel a shoryuken character? Did you even play the game? Not to mention this is the KOF subsection.
You need to learn proper punctuation, at least basics anyway. You may not be 12 but you talk and act that way.
Stop posting please, you and affinity would make for good roommates.

Really? Really?? Pooping 50% is you excuse for not liking this game? I hate to poop on your analogy, but every fighting game that has introduced supers allows you to take away half of your opponents life. SF4? Full Ultra, qcfx2+PPP. SFA3? Full super qcfx2+PPP. KoF98? Activate stock, qcb, d/f, f+P. No matter how you slice it ace, all fighting games have this in some regard. At least in KoF 12 I have to execute more than one move successfully to pull it off.

As far a BB goes, this wasn’t the “Hate on BB thread” so I wasnt going to waste my time explaining why I dont like that game. I merely used it as an example in the graphics dept. because it is the closest thing to KoF out there, graphically speaking (ie 2d hand drawn style). Also, I cannot stress this enough “story” mode “survival” mode, “time trial” mode mean absolutely NOTHING to me for a fighting game. I never touch those unless the developers force me to play them by locking stuff up in there (I’m looking at you, SF4!). I never contested that KoF had more options than BB. I said that I like this game better.
Read the entire post next time, if your attention span allows you to. It’s very important that you realize I said “This world would be a very boring place if we all liked the same things.” Seems like some people don’t like BB as much as you, ace. I didnt come with this crap on the BB forums to troll. So swallow hard, repeat to yourself “I am NOT 12 years old.” and move on with the knoweldge in your heart: We are NOT all the same.

BTW, what the hell is Transformers 2? Is that V-13’s final form or something? :wgrin:

I have to agree with the opening post and granted the game is not perfect but here is why I think this game will eventually turn out great:

  1. There is a engaging simplicty to the game which means players will spend more time learning how to play the game as opposed to memmorizing the move list and various other gameplay sub-systems. This is probably the biggest reason why I can’t really get into VF5/GG/BB competitivly which isn’t to say that " complexity"is a bad thing but I’m more in the "SF2"approach.Thusly the lack of extensive moves per character don’t really bother me…I can have a intense and technical fight in SF2 using fei who only has 3 moves just in the same way I can have a intense and technical match in T6 with lei who has 60+ moves. It all depends on the quality of the moves…not quantity.

  2. The visuals are amazing, it is richly detail and moves beautifully…it might not be for everyone but I personally like the SNK style of animation. I can also appreciate the work in BB as well…but there is something to the aesthetic approach in KOF12 which is just visually stunning. Sadly, I can not share these sentiments for the likes of SF4 which IMO looks like a rather cheap imitation of 2D art.

  3. The bell’s and whistles are important, but we play these games for there competitive value and in this case…I think this game has a strong viability in terms of competitive play.

I don’t gotta make sense when I am drinking lol, but seriously, i meant to say that abel was more like a SNK character now than this games current cast.

Ryo and Robert are still cool, I like the fact that they tried to go back to the roots of the original characters some what, but then you have all these other characters that just seem really strange. GOD DAMN I LOVE RUN ON SENTENCES BITCH!!!

Overheat76: I am saying that people pretend like CCing some awesome thing that gives the game the depth of the Mariana trench when its super simplified to the point that anyone can easily take off half your life when you try to attack them, which really hurts in a game where most projectiles can be rolled thru or just stuffed by normals and alot of characters have specials that barely advance them forward.

In closing I am just mad that ralf doesn’t come out with his 40oz anymore, he was so fucking ghetto back in the day, I loved that shit lol.

After playing this game for a couple of weeks since launch both online and offline with some friends, KOFXII is an awesome game. It is the natural step that I thought the series needed to go in. I love the Sousai (Deadlock) system, since it reminds me of what was done in AOF series. The changes made to the Blow Back Attack are pretty good, so many options to do.

I have to admit, the Critical Counter mechanic is probably the best version of the Custom Combo mechanic I have seen those far. You have to be patient and wait for the opponent to make the wrong move (as I’ve experienced many times as well). The attacker is rewarded by allowing them to do whatever they want in the CC till it ends.

Graphically, the sprites are just amazing w/ fluent animation. It is like milk and honey or something like that. Looking at BB sprites, there nice, but they are not as fluent.

I really didn’t have a problem with the smaller movelist for the characters. If anything, it allows ya to get to know your character better. Since the game is simple to get into, yet is very deep.

Now I can’t wait for the DLC and the next patch to fix some of the current problems. We be all set after that.

You act as if the CCs in KOF12 work like they do in SFA2/3 or CvS2. You should play KOF12.
With 4 different ways of jumping, evasion dodge forward and back, and the deadlock system, a lot of these characters you speak about do not require a special move to move them forward. This isnt Street Fighter.

The sad thing is that this is a super solid tourney game but everyone hates on it so much that it can’t ever hope to become popular. Most areas this is gonna be a casual game only because so many people have dismissed it without giving it a chance.

Perhaps luck is on my side…only 1 bad connection the entire night.

Everything else ranged from playable to great.

I need to learn this game so I can beat on retards

I don’t know why anyone would think that the CCs alone give this game depth and I’m pretty sure no one here was saying that. They certainly add to the layers, but they, by themselves don’t do the trick. They really don’t. What I was saying is that several games have attempted custom combos and failed.

The way SNK did it creates a system where they can’t be abused. They become your “Level 3 super” or your full “Ultra” meter. Only it isn’t just given to you. You have to earn it. It’s not like you can just sit on it. You have to go on the offensive; opening up retaliation chances for your opponent, sucker them into doing something punishable, THEN hit em with the counterstrike. NOT easy and not a given by any stretch. You are simplifying it way too much.

It’s like saying Carl Clover is the cheapest character in BB because of the “clap” loop and leaving it at that. That is a gross misinterpretation of how truly difficult it is to get your opponent in that situation and then continue the loop. When CC is available, it’s no secret to anyone. There is no bonus incentive for you to attack someone who has one available. It is quite possible to turtle, toss projectiles, run away, rely on throws, etc until their time is up. In fact, if your opponent starts the blitz, you know damn well what he’s up to. It’s up to you to try and trick him into screwing up and losing precious time off of his CC meter.

As far as the combos themselves being too easy, well, like I said before, most games only make you do one command to take off half of someone’s life. This game leaves open the possibility for your opponent to screw up, even if they successfully land a CC hit on you. Also, not all the character can rely on several uppercuts. If fact, most of the CCs I know of (anyone feel free to correct me if I’m wrong here) that have you chaining several uppercuts require you to ALSO have you super meter at max to do that kind of damage. If you have no super meter and you do nothing but spam uppercuts, you wont actually do all that much damage. Large damage without a super generally requires you to mix up several moves because of the way the damage scales during CCs in this game. (Again, if I am incorrect here, please anyone let me know)

I wouldn’t give up hope. I know locally, some of the SF comm is getting into the game. All it needs is an Evo slot and it will survive, and I think it will get it- it’s not like Evo has to get anythiing special for it, and it has been well received on the gameplay end of things.

This. It’s our job to get this game noticed within SRK for what it is. This game could really shine, if the tourney scene builds up enough.

Contrary to popular belief, CCs are actually NOT that easy to get off. A close C or D, while fast, does NOT work like a DP in this game. If you’re thinking it’s similar to reversal DP -> FADC -> Ultra, you’re sorely mistaken. Also, the opponent has a VERY good idea about when you have your CC available, as your entire freakin’ lifebar is flashing like crazy when your CC meter fills. Also, the CC meter drains fairly quickly. It can get pretty hard to land a CC when for one, the opponent KNOWS you have it, and 2, you’ve only got like 5 seconds to get one in. Also, many times the opponent will also have a CC active when you do, so not only do you have limited time to get one off, you have to watch out for getting CC’d yourself. So there’s a whole new mindgame in play there.

Moral of the story, let’s stop it with the “CC makes the game stupid” talk. It doesn’t. End of story.

Plus CCs don’t happen on airborne opponents so unless u have godly reflexes and nail someone just as they are grounded AND attacking, it won’t happen.