KOF XII System Information

Run recovery is not instant and you can be hit, but in KOF XII you can cancel the recovery with an attack or backward roll command.

Sorry if I overlooked a post, but has the any light been shed on exactly how long you last in critical counter once you’ve successfully landed one.

I don’t think there is a specific amount of time or number of hits that the CC state lasts for. It seems to vary depending on what attacks are used, and even how those attacks hit the opponent.

so after a few matches online its clear i’m about as uneducated at KOF as can be.

some questions.

how should i be playing this game?
i sure i read somewhere it pays to be aggressive and rushy downy, is that right?

is playing keep away with projectiles (like in sf) a good idea (it doesnt seem it)

any advice on how to avoid being CC’d ?

in sf when you’re getting up there seems to be a rock-paper-scissors feel to your choices.
in this game there seems to be a rock-scissors-paper-dynamite-lightsaber-nuke-interdimensional portal-fluffy bunny,
type plethora of options and outcomes.

is there a basic way to describe the combo system?

eg in sf4
normal x special
normal link normal x special

this game you can chain and then cancel to special,so its completely different.
how to super cancel in this game?

i can only random super atm,
anti-air is only real way for me to super atm.

Some characters play good rushdown, others are better at keepaway and zoning. But for the most part, due to the game mechanics, it’s more aggressive than SF.

Projectiles are much less effective than SF4 due to the fact there are a lot of ways around them and characters have the mobility to get in your face easier. You can roll through them, superjump/hop over them, clash against them with your own normal or special move and then cancel the clash into something else (run, special, super).

CC is triggered by being counterhit by a specific close range normal, so to avoid being CC’ed try not to throw or use slow moves when you are at a frame disadvantage. In fact if the opponent has CC gauge I wouldn’t try to throw or b+CD at all.

As for combo system I’ll give some common examples most characters share for BnBs:

  • Weak attack XX fast special
    e.g. Kyo c.B, c.B, c.B, s.B, rdp+B or Leona c.B, c.B, c.A, d~u+C or Raiden c.B, c.A, hcf+K
  • Weak attack xx Command normal xx Special
    e.g Joe c.B, c.B, s.B, f+B, dp+K or Andy c.B, c.A, f+A, hcf+B
  • Strong attack xx Command normal xx Special
    e.g. Terry s.C, df+C, qcb+A, Leona c.C, f+B, qcb+P
  • Strong attack XX CD attack XX Special
    e.g. Benimaru s.D, CD, dp+B, Terry s.C, CD, qcb+C

CD attacks knock the opponent into the air, allowing complex juggles in the coner, often involving another CD attack. Any of these combo types can be ended with a super instead of a special. Grappler type characters e.g. Raiden, Goro, Clark, Elizabeth, Iori etc. can combo into their command grabs. The only character with a super cancel is Shen Woo, and it has frame specific timing on it so it’s very hard to do. If you’re having trouble cancelling specials or supers, try doing after the attack hits, not as the attack hits like you would in most other FG.

If you’re looking for a guide how to play KoF in general, check out Dandy J’s tutorial vids on youtube. They can explain the gameplay and mixups that occur in an average match much better than I can here.

thanks that info is quite helpful.

i didnt know that you could cancel the clash from hard attacking projectiles.
that will come in handy.

also i was wondering how to use the cd attack (thats the guardbreak/crumple one right?)
i couldnt see how you were meant to find room for an opening with it before.
never occured to me you could put it into combos.

The gaurd crush can be use to bait parries and once you get parried you cancel the charged cd gaurd crush into a move that has invincibilty on it and you will beat the parry return attack everytime. If you do not have an invincible move then just cancel with a foward roll and when you recover out of the roll they will be a disadvantage and you will have a free opening to score a hit.

Also CD can be charged without holding C and D down at the same time. After pressing CD to start the charge you can let off of C or D and have access to cancel into supers or specials on C or D or A or B.
At a certain charge frame you can cancel into any command move for more mix up during guard strings.

Only sure parry in the game that is free damage is on a high jumping attacks and normals that can not be cancel into forward roll on the ground.