KOF XII System Information

It lasts as long as your strikes glow green like near the end of this [media=youtube]pEnBY2IFvCU"[/media].

How is the button layout for the game?

Is it classic with A B C D across, or something else?

Some new scans: http://www.neogeofans.com/leforum/showpost.php?p=711065&postcount=1

Highest-damage CC for every character: http://img301.imageshack.us/img301/9836/86861171.jpg. I’ll ‘translate’ some more of these later.

If you need meterless CC, they are on each character’s individual page on the sidebar under the yellow text in front of the green background.

Best CCs - some of these might be a little off but I think they are correct.

Ralf: d/f+A xx qcb+C, qcfx2+P, d/f+A, CD xx qcb+C, qcb+C, f+C [68%]

Shen: qcfx2+P, stand C xx qcf+C, CD xx qcf+C~qcf+K, close D [66%]

Ryo: dp+C, qcf+P, f,hcf+P, dash, qcf+P, CD xx hcb+D~D, f,b,f+C [65%]

Terry: d/f+C xx qcb+C, qcb,hcf+P, f+A xx CD xx qcb+D, charge d,u+C [65%]

Clark: [d/f+A xx f+B+D] x3, j.C,j.C, close D xx d/f+A xx hcbx2+P [62%]

Iori: [qcb+B] x3, j.C, stand C xx hcf+C, dash, CD xx dp+C, qcf,hcb+P [62%] <-- I’m pretty sure you’re supposed to dash under them after the hcf+C

Kyo: f+B xx qcb,hcf+P, rdp+B, CD xx qcf+D~D, hcb+K [62%]

Joe: [f+B xx hcf+A] x2, j.D,j.D, close C xx CD xx qcfx2+P [61%]

Ash: b+D, dash, [b+B] x2, j.D,j.D, close D xx CD xx charge b,f+C, qcfx2+K [59%]

Leona: f+B, [charge d,u+A] x3, jump, qcf,hcb+P [59%]

Robert: f+B xx f+A xx dp+C, dp+A, dash, dp+A, CD xx qcf,hcb+P [58%]

Andy: f+A xx qcb+A, f+A, j.D,j.D, close C xx f+A xx qcb,hcf+K [56%]

Duolon: [f+B] x3, j.B,j.D, close D xx qcb,hcf+P [56%]

Kim: [charge d,u+B] x3, qcb+B, CD xx qcb,d/b,f+K [56%]

Raiden: charge d/b,f+C, crouch C, [charge d/b,f+C] x2, CD, CD xx dp+P [54%]

Benimaru: [f+B] x3, j.Bj.C, close C xx qcf+P, qcfx2+P [53%]

Daimon: close C, [close D] x5, j.C,j.C, close C xx hcbx2+P [48%]

Whoa, so you can do your super early on in the CC and then follow up with more special moves? Too damn awesome, I wanna see these in action now.

sorry if this is out of line,but can you do CC without having the green meter?:confused:

No.

That’s what the green meter is for

yeah i know,but dandy J in his post says “if you need meterless CC…”,just wanted to know what that was about?:confused:

I think he means a CC without using a DM in it.

Is the ralf one right? One of the images show him doing his CD attack so im going to assume you do it before you mash on P.

I read a little Japanese…

Ralf is just cancling out df+a into CD attack then qcb+C, qcb+C, and df+a for the finish. You are in CC mode, anything will cancel into anything.

That is not Valari-Valari that is his CD attack, I think Dandy J was just typing too fast that all.

Updated front page far standing CC indicators as well. Will continue to translate through the day.

Pharaonic edit: After translating and studying the CC system in more detail I now understand why there is a parry command in the game, it is to keep people from spamming CC starter. If you put the parry where you were suppose to have swung out of disadvantage into a counter hit you stop and replace it with a parry to avoid the counter hit trap, you don’t have to eat a standing C. Thanks for the balance SNK, much love.

It also helps that parrying brings more depth to the game, but remember that standing Cs and Ds with CC HAVE to stuff a move, so you could alternatively low sweep CC starters. I may be wrong though.

Yeah, I just noticed it says ‘ralf punch’ (qcb+C) on the last part. Thanks for clearing that up. Are the other ones correct? I was wondering iff the Duolon one was right, it seems like it said something about counter-hit on the jump B. I couldn’t understand Raiden’s either.

As for parry…I think all you have to do is delay your C/D input and you’ll CC the parry attempt. You can also just throw. So you can do like low A > throw -or- close C/D mixup.

Your cool. I love working with you guys in this thread. I have played KOF since I had a NEO-GEO CD and I love it so much. I will translate in 5 min for Duo-Lon combo.

That would be true if the parry only stopped mid and high attacks but the parry in KOF XII is a universal parry that stops all attacks at any level. Seen a couple vids of people doing low b and getting stuffed by a parry.

Duo-Lon combo correction:

first part says: “corner only” then goes on with
fwd+B x3, jump B(counter mode still active), jump D, standing D, CD, qcb,hfc+A or C

Nice triple post, but yeah he was talking about CCs not parrys. Also I’m pretty sure that the parry will always catch low attacks but not necessarily always hit depending on the opponent and just how low they are.

Ok?

It really will depend on the hit box of the parry return attack.

But I do understand your point.

Ugh, so much neckdunking :looney:. I was talking about stuffing CC starters with sweeps to prevent people mashing st.Cs and Ds when they get CC meter full. Nice info on it being a Universal Parry though. But what is the frame window for it? It can’t be very big I assume.

Donig a lot of research sorry…

[media=youtube]BGEfGxccpwI&feature=related[/media]
Time in vid: 2:47
Iori does a parry early to Duo-Lon’s low attack.
Looks like the parry counter has alot of active frames on it so it stays out there and it has an attack if you miss. SNK is so smart.

I am not sure about the parry start activation, I will only know that when the master guide comes out but it could have start up or worse be active on frame 1.:sweat:

But I think SNK would be smarter than to have a 1 frame universal parry in the game thus nobody would attack or do anything without the fear being parried countered.

More likely than not there looks like there is start-up and you will not be able to counter some animations on reaction thus reducing parry counter spam as well.

Later on in the vid at 3:56 you see Duo-Lon jump and fake an air attack and land and beat Kyo’s parry counter attack animation on start-up with a low A.

^^Sounds like this can lead to some very interesting mindgames. Nice job!