Pretty sure you can’t jab projectiles in XII and you have to use heavier attacks which is why it sucks anyway. Also the fact you can have multiple fireballs on the screen at least at once, and the clashing has recovery it’s possible to punish it really easily.
The sub-systems in 12 were underpowered if anything. CC sucks cause blocking beats it clean. It’s on a timer and you need a counter hit to get it. Throws aren’t strong enough to convince the other player to stop blocking either. Clashing sucks cause it’s not advantage in anyway vs. fireballs which I’m assuming is what it was for to begin with. Rolls are pretty bad in 12 compared to other KoFs. Throws had horseshit range too.
My guess is they are doing to build from KoFXII and just add more characters, stages and moves to it. All in all I hope for the best. All we can do is wait till April.
have to say im cautiously optimistic, at least about the core game. im too harsh on kof12 and looking back the game was actually solid and fun, just half-finished (literally) and felt limited. i can definitely rock w/ a complete/fully fleshed-out kof12 with shit that actually works how its supposed to and mechanics built around something other than not having to draw more animation frames.
as for the online…well, im not expecting anything there
I loved KOF12 Gameplay, balance, sprites and backgrounds a lot, beats blazblue easily. Obviously the rest sucks (online, single player, and lol gallery), but the game was an awesome experience when I played it, love every times I had a good fight in the game.
So yeah, I’m waiting for KOF13 with Hype, because I know it will be better than KOF12, I just hope they keep the same gameplay with minimal changes, because the gameplay was awesome.
screw balance… take out the stupid b+C+D system… return old C+D counters… clashes should be limited… return move priority system clark’s jump D… give 3 DM available… return SDMs… return command grab priority system 1 frame SAB…
make CCs more interesting so people don’t constantly try to go for it… i have a very good idea… u still build CC meter by getting hit and once full it gradually depletes
CC can be only activated after u have managed to land a standing heavy attack on a standing opponent… it can work like jump A, s.C xx CC … make it a level based activation like thing… and as SOON as u activate CC ur DM meter vanishes and instead u get a COUNT system such as “X” or “DM” or “SDM” confused??? what i mean is when u have no super meter, activating ur CC will only give u “CC mode” for a very short period of time and will not allow u to do any DMs or build ANY meter… while when u activate CC with 1 DM u will get a “longer CC mode” and be able to do ur DM at any point of the combo… and so when u activate CC with 3 DMs u will get the “longest CC mode” and be able to do ur SDM during the combo…
SO… activating CC while w/e amount of meter u have greatly affects the amount of damage u will be able to do… AND activating CC will ALSO eat up ur meter… meaning IF u screw up ur combo and u had 3 bars, u just wasted ur entire gauge… AND ur SDMs r only available when u have 3 bars… 2 bars won’t cut it… if u do activate CC with 2 DM bars it will just count 1 DM and save the other
how is that for an improvement to the CC system???
I see you just met Sam. Sam thinks that if KOF is balanced it sucks. Of course he’ll complain when some top tier runs a train on Clark and Ralf like Kula and Gato do in XI.
What we need is a finished game and gameplay system that doesn’t suck. KOF12 failed in that regard. I can suck up lack of modes, stages, art design as long as the system is good and satisfying.