I dunno, when I played WHP. The controls were just :looney: for me. Even qcfx2 was more strict than it should be. Then there’s motions like Muscle Power’s Ultimate that was something like this: :qcf::l::db::d: which I can’t seem to get out consistently. Maybe it’s the fact that I’m using a pad and this game just isn’t pad friendly.
I’ma give it another try, but damn I’m too used to KOF style to get used to it.
Generally speaking they can at least throw you if you tried to roll behind them, if not mash c.A/c.B and hit-confirm something. If you rolled away, you CAN be punished but you can probably get away with it… though of course you lose all your initiative by doing so.
That is kinda correct because it depends on the character’s normal. Beni’s s.B is a far standing poke much like the older KOFs whereas Kensou’s s.B is a closer hitter; Every character has only one type of light attack (far vs close).
Except for Beni and Kim who has two far normals, most ppl only have one far attack for their strong hits.
Some characters have their s.D as the old far D sprite (like Goro’s) and hence can’t be cancelled out of and some have their close D sprite (like Shen’s). It’s just character dependent, but everyone has at least one extra normal which always is a far hit (usually their old far+C/D).
While we’re on the subject, only Athena’s far C is the only one cancellable.
I have the Arcadia cancel charts for everyone’s normal if you guys have specific question.
i just played this weekend at Portland Tilt and their setup is
A B
C D
. Just set it to whatever arcade you play in. Otherwise just whatever is comfy with you. Part of me still likes the classic straight acoss layout though.
i met someone at the Tilt on Wednesday and cant remember his name for the life of me. we played CvS2 for about an hour and then switched to KOF. dont suppose he’s on here somewhere? prolly a thread for it but havent seen it.
Can you confirm if my research is on or off with the clash system from what you have found in play?
normal clash normal: Lose life
special clash special: Lose life
normal clash projectile:No damage loss
special clash projectile: No damage loss
special clash normal:Lose life
Yes, that’s corrects. Its been this way in almost every KOF series. It normally works on moves that are single hit that knock an opponent down, as opposed to knocked away in the older ones. For example people used to do jump CD -> rush supers/raikoken/another jump CD or whatevers.
In KOF XII seems like you can do it off hard hits as well as CD attacks and special attacks that knock down. The most applicable use of it would be jump CD’s and some special attacks and in although harder to land C or D’s as anti air. That’s why in some of the videos you see people use s. C, s. D, or d. C as anti air and cancel into CD attacks (charge and wait for them to be in the right height and let go). You pretty much can make it up on the spot what you want to do.
To clear up some minor confusion, it may be prudent to put in a more detailed explanation of the combo system. I saw mention of it in the thread, but nothing too detailed.
I haven’t had a chance to play XII yet. From what I can gather, is my assumption correct that if you want to cancel a normal into a special, that normal can’t have been canceled into?
It may be best to describe it in terms of SF IV’s combo system.
You can always cancel a normal into a special. What are you going to cancel into a normal anyway? Do you mean command normals or just normal normals? KOF does have a system kind of like that with certain command normals, but it is the exact opposite. For example, Duolon can cancel his f+A or f+B if they were canceled into, but not by themselves.
Also in special cases you can cancel some command attacks if used by itself into special attacks/supers.
There are some special exceptions as well where you can cancel CD attacks into command attacks like Ash and Athena. You just gotta try them out and memorize which are the exceptions.