I think Kevin is way too similar to Ralph and Clark Steel to appear in KOF
Though he is similar, he would compliment their styles perfectly. They would make very good team. He could be a bit younger and he is being trained by Ralph and Clark, which would explain his fighting style. On the other hand, we already have a team where everyone has a similar set of moves. (Art of Fighting team.)
- -Very solid online stability and search options etc.
-A larger cast (including new face team)
-2D sprites
-Good fighting engine
Hopefully I’ll be able to get into the new KoF I wanted to get into 12 but the online play deterred me. *
http://image161.poco.cn/mypoco/myphoto/20100227/00/54686879201002262357151370303364544_030.jpg
new entries? Kula,Maxima,K … if it’s true K’s users must be over excited by now
I just want a fast-paced, aggressive, and balanced fighter with 10 new characters and good netcode.
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That’s no me dude.
That’s just fan art that holds no clarity to it (much like most of the posts in here) but I’m sure K’ in the next game wouldn’t really be a surprise to anyone.
Some things that would help this game find a new audience:
An actual story, a boss character (playable, don’t give me shit about a boss being overpowered, just look at Rugal in KOF 98), character bios, cut scenes (nothing too in depth, just a still showing us character motivations, endings, etc), Survival Mode, one on one vs mode, bonus stages (possibility but not absolutely essential).
Gameplay-wise it doesn’t need much except more than 1 super bar, fixing some characters, I think the CC (custom Combo) system should stay, it has enough risk/reward to it, and not an instant win like the Ultras in SF4. It’s all about player Skill in executing a damaging combo that can take half life. Maybe the Super Cancels should be introduced?
Give it a super cancel system similar to KOFXI or 2003. That way, you can think about your options.
So Ultras are instant wins in SFIV? Really? REALLY?! I worry about some of you.
I’m simply saying that CC’s take greater skill, and are not as easy as doing as QCF X2 motion. No need to troll dude.
CC’s should become the new MAX Mode if SNKP decides to keep CC and retain the single stock gauge. One would have the choice of comboing, at anytime, into a DM that on its own does around 300/400 damage or activate MAX Mode that increases the damage of st.C and st.D and gives a chance at landing a 500-700 damage combo. Adds a bit more diversity in gauge management rather than “save up meter and wait to get CC then use the DM during CC for maximum output.”
Maybe in CvS2 and A3 but in KOF XII? not really, you can make a proficient CC in XII just by mashing normals then throwing out a DM at the end
EX2/Plus has everyone beat in the CC execution department - try doing shitty made up excels in that system and watch your damage turn out to be even lower than a two-in-one.
If any CC system should be used, the execution from EX2 is def at the top of the list.
I don’t really see the need for super cancels or the system from KOFXI (sorry shiki, DG). Let each KOF do its own thing; I’ll only complain if it sucks.