Critical Counter
The Critical Counter gauge is filled by attacking and receiving damage.
You cant use Critical Counter attacks if you or your opponent is airborne.
Once the Critical Counter gauge reachs ‘MAX’ it start to deplete until the gauge goes back to zero-
You can defend yourself of Critical Counter attacks using Sousai among other alternatives.
If you install the game, I have only been getting a few seconds between menus and loading characters in the match. It’s annoying, but not too awful.
Critical Counter is activated by a HP or HK counter hit when your green counter gauge is full. It stuns the opponent and lets you bust out a custom combo that will last until your green gauge runs out.
Deadlock happens when 2 attacks of the same strength hit at the same time. It will dash you back as default, but the dash can be followed up with a jump, normal, or special to continue attacking. It can also be used to “parry” projectiles.
After playing it a bit more, the netplay isn’t as bad as I thought- but it’s barely SCIV level. Two bar connect= playable usually.
The game needs more stuff though- it feels a little underdeveloped, especially with certain chars, but the foundation is good- this game if it doesn’t die will be a good EVO game.
I like to think of myself as an expert when it comes to Xbox Live fighting games.
It’s not horrible as people are playing it up to be. I played Guilty Gear Reload on Live for a long while…and this is infinitely better. It’s not as good as many of the high-profile fighters of late, including VF5, SC4 and SF4…but it’s better than many of the early Xbox Live titles like GG#R, SF3 and CVS2.
It should be better, but it’s not cripplingly bad. I will be sorely disappointed if it isn’t improved significantly, though.
I got to play some more and the game seems pretty balanced so far. Even if I lose online, i don’t feel like I am cheated. Once I got used to how a lot of the characters played now, I just selected random for most of my online fights. It sucks that the game does not have a story mode because KOF is one of the few fighting franchises that has a storyline that’s worth following. I also wish the game had a ridiculous boss like Rugal in addition to wanting K’ and Kula on the roster.
Despite all that, the roster’s strengths and weakness for each character end up making things pretty equal. I hope there won’t be a need to have tiers in this game because that shit needs to leave the genre like quick-time events need to leave action games. The game is colorful and vibrant and the characters animate more fluidly in this game than in any KOF. In all honesty, I prefer a smaller roster for a fighter if the developers are going to put in so much effort to make each character fun, have an interesting move set, look visually appealing, and balanced. In the case of KOF XII, its quality over quantity, and they value gameplay mechanics over extras like cutscenes.
Ignition already said the game will be patched so I’m not to concerned about that, but i was hoping that this game would have modes like Survival Mode and some of the challenge modes that KOF XI on the PS2 had. I’d like to see these available for download in the future if it’s possible.
Anyways, SNK did an awesome job with the fighting system and artwork for this game. Sousai, guard attacks, and critical counters have made the fights interesting and the attacks feel like they have more impact than ever. I hope that some of the naysayers strip their blinders so that this game can be popular enough to be at next year’s EVO.
let just leave this kind of comments away please, since is only a matter of tastes at the end, nothing factual, and it only can bring a lot of fagatory and butthurts from both sides and thats something that i think that we dotn wish, thanx