The 2nd KOFXII Thread (debuting at AM Show in September)

man, im so jealous right now

yup that’s the motion

aren’t SNK grabs ridiculously easy to break out of (u just press the corresponding button, and if that grab only applies at once side, when that narrows down the field)

edit: wait its an actual command grab. Oh boy. lol also btw Iori and Ash don’t sound that bad surprisingly.

That isn’t hard. It’s always been like that.

sigh So SNK gave this man Iori a grab that bounces the opponent a full story?

Run a test for me. One of you do Iori’s command grab and the other do Clark’s or Daimon’s command grab at the same time and see which grab wins.

hmm another thing, the grab itself doesn’t really do much damage, just sets up for the DM, if he doesn’t have the DM then he gets a free anti air slash and thats about it. Reminds me of Gouken with that one grab that does no damage but sets up his ultra

Here is the last vid from today that I recorded cause my battery ran out: [media=youtube]hb50JdKoShM[/media]
Lord BBH and Rayblade should be uploading some more vids that they took?

Since when did Iori’s command grab ever do important damage? It always setups for his rekkas and DM.

right, i forgot about his old command grab the scum gale /retard moment

Quick question to either BBH/StrikeFreedom; the early posted movelists show Clark having his Vulcan Punch and Argentina Backbreaker + QCF + P followup as specials. Are these the only ones or did he retain a number of his other throws?

Thanks for the vids/impressions, btw.

Yes those are the only moves he retained from the previous games. So no more frankensteiner or airthrow

Ah. Seems like he took a severe hit in terms of moves compared to everyone else.

But yeah, Iori seems to still be good, even without his flames. Vids are pretty hype.

Uploading in progress! Will edit the rest of the links into this post in a little bit, check back in about half an hour. HQ versions aren’t immediately available either of course.

Apologies in advance if anyone gets sick of seeing Ash-Kyo-Iori, but Anthony was beasting us all :rofl:

Also I’m sorry that Time SF4 Crisis is drowning out a lot of the audio. It was RIGHT NEXT to the XII cabinet. :\

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edit:
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wonder what clark’s new moves are then. ANd wow gotta watch all these vids Lord BBH. WHat were your impressions?

Iori’s new version of his command throw (wild throw?) looks really slow, slower than his ld one used to be. I wonder if it has any invincibility like the old one?

Man Anthony’s Ash is good man I almost beat him on vid 07 I should have never used Andy I should have used ethier my Robert or Iori

at 1:36 of video 3 with Ryo and Iori, it looks like Ryo strikes defensive pose for a second before doing his uppercut. that a standalone move, his parry or another one of those Breakings?

That’s his parry

So I was there at tilt, I finally played a bunch of games, took me a little while to get used to the system, but I was starting to pull out mixups and some other stuff after a little bit of time. I have a lot, lot of information to post so bare with me as some of this is going to probably get out of hand as I’ll lose track about midway through this post.

First up, the cabinet as BBH said it s a regular cabinet with an hd monitor inside so its a little small, I imagine this game at 720p on my 42-inch would be fucking amazing, like godly amazing. The sticks were standard competitions with standard buttons, not great and after a bit of hyper hoping around, Anthony was saying that it was starting to were his wrist out, I can believe it, KOF can be very fast paced and take alot of joystick motions so competitions probably are a little to tight for it. Let them get broken in a bit and I’m sure it will be better.

Next we have graphics, each individual character is like looking at a frozen frame from an animated movie circa 2001 or so, very nice. The animation itself is pretty smooth, Im glad they didnt’ overanimate it as it would have probably seemed more sluggish if they had taken the time to give individual moves better animations. All in all I think my only problem with the graphics is things look a little squished (as in not enough open space. But what are you going to do? Its still looks amazing. The backgrounds are also really great! I think there are 6 or so, forgot to count but I remember, Egypt, Stadium Day, Stadium Night, Fat People World, Pig market, and one more but I don’t exactly remember what it looked like haha. My favorite by far was the Egypt stage, seeing all those people bowing looks great, so well animated, the flames in that stage look particularly nice. My only qualm is when you win the stage just speeds up, in fat people world its kind of funny but it still isn’t the best, I think this was done in other KOFs though so whatevs. In my tests each character has 4 colors that are arranged like this

A = Default
B = Blue
C = Red
D = Green

I mostly plays Leona, Kensou, and Chin, but in my tests with Daimon and watching other people pick characters that seems to be the way it works, the following is a description of how each individual color looks for the three I played the most (not perfect but I think this is pretty accurate."

Leona
A = Default, Blue hair, Black Tank top, Green Pants
B = White Hair, Black Tank Top, Blue Pants
C = Blonde Hair, Black Tank Top, Red Pants (favorite)
D = black hair, dark brown skin, green tank, green pants (more olive then regular green pants)

Kensou
A = Default, Brown Hair, Red Head Band, White Detailing, Green Outfit
B = Brown Hair, Blue headband, White Detailing, Blue Outfit
C = Dark Brown Hair, I think the skin is a little darker, Black Headband, Red Hair, White Detail
D = Dark Brown Hair, Tan Skin, Green Head Band, Green Outfit, no detailing.

Chin
A = Default, White Hair, Green Coat and Hat, White Pants
B = Blue Coat and Hat, White Hair, White Pants
C = White Hair, Black Hat and Coat, Redish Pants
D = Black Hair, Green Hat and Coat adn Pants

I really don’t know which way to go now but I guess I’ll start with the system stuff

Regular Kof Stuff
A = LP
B = LK
C = HP
D = HK

AB = Roll, Fowards or Back, or Tech Roll when you hit the ground.
CD = Blowback attack

High Jump
Low jump
(I think there was also a Super Jump)

There are Command Normals and some are cancelable and some aren’t.

Irregular KOF stuff
Throws are a direction + A+C!!! there are throw whiffs.
Close C = seems like the only way to do close c’s is off back+C
CDs can now be chained into off of any cancelable normal, seems to combo off of most standing Cs plus you can juggle after them, IE Kyo near corner can do, st.C, CD, Running Grab.

CD also has some new features back+CD is a parry attack, it persists a bit but not long and after its done will always execute the CD attack, even if you get parried you can block though it does happen fast enough to hit most light attacks, though chaining light attacks can interrupt the auto CD that comes out.
CD can also be charged to an unblockable attack, if the unblockable attack hits you have time to run up and do a combo, most cds move forward a little so it can be useful (similar to SAs in SF4 but you can’t dash cancel them or anything like that) You can of course still be thrown and more importantly you can be CC’d. If this hits people in the air they go spinnig, you can probably combo after it… one time ashe’s hit me when I was trying to jump behind me and it sort of pulled me over to the other side and I was spinning against him he probably could have juggled me.

Counter hits - counter hit cs leave people in a sort of spin around state

Critical Counters - CCs are activated by doing C attacks (for my characters it was always b+C but X20a said that with someone foward+C worked) while your CC gauge is full and countering some attack, if you succesfully get a counterhit you will go into the crazy auto combo mode, you can do anything in this mode basically, EVEN ROLL, JUMP and THROW! Anything seems to chain into anything and become cancelable by anything else, its kind of interesting actually, mostly we all just mashed C, but I accidently combo’d into and out of a roll and a throw and other stuff, I got about half life off of one with out super. CCs activate off of any Counterhit, most importantly if you have CC gauge and the opponent doesn’t, even traded counterhits will activate the CC mode, don’t know what happens if you both have it, but I think nothing. I think when to go for CCs and what not will be a big part of this game, I made some funny comebacks because of them. When in CC mode you can stop fireballs with your back+C attack but there is still a little lag, so you maybe counter hit if you try it, it’s still funny. CC never seemed to happen from a ground attack to an air attack. If you trade into CC you still take all the damage, I double counterhit with someone and the CC flash happened but I took all the normal damage and died OH and most importantly blocking seems to make CC fill up more than attacking… not 100% on that. I think there is something Im forgetting but if you ask for just ask and I’ll see if I can remember.

I sort of want to do an indepth for all the characters I played but I think just answering questions will be easier. So I’ll just put up all the random notes I took.

Leona
Cr.b, cr.a d,u+p still combos.
cr.c or b+c, f+b V-slasher combos, couldn’t get the x-calibur to combo but probably does.
f+b is an overhead
Earing Bomb is kind of slow… similar to 98
Charge b,f+p pretty much like normal though she doesn’t have the jumping one probably useful for CCs seems unsafe on block hard to be sure I didn’t do it much.
d,u + punch seems to get rid of fireballs
the b,f + k seems to have to versions, one she runs foward and slashes and you can follow it up like 98, the other she runs backwards and then slashes forward or something like that, I didn’t really use it.
Her CD is her jump straight up rh from 98 too bad its not the regular 98 one. Her other jumping attacks are just like 98.
V-slasher is the huge version, IE if you are in the air near leona you are getting hit with that shit. Yay!

Kensou - man who is this guy?
Main combo starts with either st.c or cr.b (or cr.a of course) sooo
cr.b x 2 xx qcb+a, qcb+c, qcb+b (or d or dp+d)
basically the qcb+a or the qcb+c chain into other specails though not the dp+p or the super from what I could tell.
qcb+a kensou does a sort of back fist extends pretty far it is a decent poke if you get a counter hit its pretty easy to run up and do another
qcb+c - is a similar punch from a different angle, I didn’t do it alone only as part of the combo.
combo, or super or whatever.
Dp+b - has some decen invincibility.
dp+c - Kensou hops foward before doing spinnny kick.
qcb+b or d - kensou hops foward going for a kick, if it hits it will do a follow up, will hit people and do follow up if they are in the air. seemed sorta safe on block, but not sure. Only really used it in combos.
Cr.c seems like an okay anti-air
jump+d is pretty awesome air to air and a tricky low jump attack.
jump+b is a good air to air may cross up.
jump+c is okay air to air or air to ground
dp+p is weird, you can mash it until he slows down but I on just sort of messing around go the other follow up where he sort of punches people away, don’t know yet.
qcb x2 +p = super, faster than the older loke tests, but the damage is down, may combo off standing c, doesn’t off light attacks.

Chin - also different
Main combo (two different ones)
st.c, d,d+c(punch stance) immediately press p (chin does weird double punch) xx qcb+c or super
cr.b, cr.a qcb+a or df+K,K or super
df+k,k - chin kicks twice hits you into the air and across the screen. I canceled the first k once I think but Im not sure. may not be safe on block, maybe not sure.
st.b,st.d - two hit chain combo, doesn’t seem cancelable.
qcb+a or b - chin hits you with his fist you go flying across the screen, safe.
Punch stance - dd+p chin sits down, has minor invincibility pressing p makes chin do a double punch that is cancelable into other specials (you can go back into stance and do it again, couldn’t get that to combo) Im not sure if there are more follow ups.
Kick stance - dd+k chin goes into that stand on one leg hold your other leg stance like shun di in virtua fighter. He hops very fast like this, pressing D chin does a quickish kick then returns to stance, Pressing B seems to make chin does a kick simlar to his df+k,k. Couldn’t find another follow up.
qcb+k - Chin sort of stumbles backwards then roles over, I have no clue what the use is. ??
2xqcf+p - drunk dive super thing, like the one from drunken master. Combos off light attacks does really good damage.

Daimon
Jump CD is hella good, 98 style
hcf+C (ground grab) can absorb multiple hits during the grab is comboable.
against ash and duo long I got b+c hcf+a (anti-air grab) to combo while they were ground it didn’t work on terry though, really weird looking they just teleported up into his hands. Grabs do decent damage, as much as some supers. Super does good damage as well. He runs pretty fast too.

Ash - seems hella good
cr.b, cr.a x 1 or 2 xx flash kick
his fireball is really good very fast
the hp one has a big hitbox during the creation part, I was hit by the second part and then my friend combo’d a flash kick, pretty cool. Also bbh was hit by the creation part of the move after jumping behind ash, pretty crazy.
He has 2 supers the multi-hit ball and the flash kick super.

Kyo - also good
Lots of combos main one used was cr.b, cr.a, df+d.
or st.c xx qcf+D,D, dp
Dp has some invinciblity as does the super.

Benimaru
anti-air raikoken, raikoken super combos
cr.b x 2 qcf+k, d,u+k still works

Ryo
has parries, they parry fireballs cancel into specials

BBH was playing alot of robert and ralf but I’ll just put up the bit I saw

Ralf
cr.a,a xx firepunches (mash a) link cr.d - this shit did hella damage, really nice combo.
can combo into galatica phantom does good damage

Robert
has a f+b command normal
I saw st.c, F+b xx ranbu
Has command grab
Fireball is a projectile
st.c, cd, fireball combos
dp is pretty good
so some weird stuff with the dive kick.

Raiden
the raiden tackle seems safe on block.
super does good damage. Didn’t really play him much.

Duo Lon
seems to have rekka sort of but it has some requirements, doesn’t just work off cr. lights.
f+a is the super long punch
his super he sort of rushes foward and if it hits you explode.
I have no clue what his combos are all I could do was teleport and combo a bunch of lights into f+a

The rest
Don’t know much save that for others, though if you have specific questions I’ll try and answer.

Edit: totally forgot, I played through the game once, it was in time attack mode, 5 fights no boss, don’t know if there was another setting.

Wow. Thats a lot of info to soak up (especially the normal grabs whiffing now ala the street fighters of late) Thanks a ton for your input. Im really curious about the b+d specials that some characters seem to be showing. I’ll spread your impressions to S-C and CX. Thanks a ton for the info so far.

From the vids I have determined, Terry’s rising tackle is back to dp+P, Iori and Kyo still kick ass, and no1 understands the new Kensou yet.