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

I’m more curious on your thoughts

I’m gonna take a lot of time to absorb it all first…I dont wanna say anything just yet as I wanna make sure when I say something it:

A. hasnt been covered

I am curious if they are going to stick to the ETA June console release date though. Well time to get back to watching more vids…after I’ve seen them all I will come in with my complete thoughts thus far…

**EDIT: **Some questions I do have for now. Does landing successful parries build gauge? And if so what type of gauge does it build…does it build Critical Counter or Super meter? This is because I havent seen parries used very often in the vids I’m seeing thus far and thus and that is understandable with the game being new…

In addition does the parry cover for the most part highs and lows or is it similar to the Focus parry from SF4 where we dont completely know to the full extent what it will cover?

In addition to that does the parry function allow multiple parries or just one ala the SF4 FA?

-DG

From the vids, the parry beats any attack from any height. I’ve seen it beat jump ins, mids and lows.

A successful parry builds super meter as well. Very little though.

EDIT: No one mentioned Kyo could do crB crA QCF+B,B…

Ok so it builds super not CC…gotcha. Also can you only do one parry or multiple or has this been confirmed yet?

-DG

Graphics are overall better than Blazblue imo, I’ve seen both live and I think this is a bit better, mostly just cause the sprites are all high def like the stages. The music is fine, Im not the best judge cause I normally don’t listen to video game music at all.
Iori did his new DP move and then super. Same thing as after when he does the command grab. Jumps are faster than 98 but a little slower than xi, Still very fast, in general it seems like they get off the ground sorta slow but pick up lots of speed in the air. I was having problems reacting and anti-airing with anything but counter, a lot of times characters would sail so far after a hyperhop a dp woudl just miss them. Sometimes it also looks like characters pass through each other as someone is landing from a hyper hop making for really ambigous side switch jump ins after knockdown, this also tends to own going for wake up b+cd as it will jsut whiff, though I have had b+cds hit behind people (I lost cause of this once it sucked)

I don’t think he has the stomp at all…

Haven’t seen any Goro counters, but his hcf+c has hella autoguard on it…
Seems like he just has the back breaker, though I forgot to test running grab, it can be hard when lots of people are playing, but he doesn’t have anti-air grab or Frankensteiner.

Okay so I played more matches to day, saw a few more interesting system things and played more characters just because I started picking one character plus 2 random and other things like that.

New system stuff
Lots of specials clash with fireballs,t hey sort of hit the fireball and then the person bounces back, examples include joes shoot kick and his tiger knee.
The counter hit c and d’s causing the spin is sort of amazing even when you trade with a light attack you have plenty of time to do another combo. Like with duo lon I got st.c counter hit, traded with a cr.lk into b+c rekkas.
If you do a super as soon as you go into CC mode, it does lots of extra damage. More than any regular CC combo I’ve seen done, even when you add a super on the end. Someone was saying Shen Woo had his power up DM maybe this is how you have to access it, hard to say, needs more testing. I also will say you can punish all b+cds on block but I always forgot and would try to hit them out of it and would get owned alot. Of course if someone does one and you are in CC mode you can almost always interrupt with a b+c (or whatever your cc starter is) and go right into cc mode adding another layer of danger onto attempting to counter things.
Probably more minutia I am forgetting but there is alot up in my brain and I lost my pen so I couldn’t keep notes.

Okay on to knew character stuff

Chin
the qcb+b or d (chin walks backwards then falls over) is a low counter. Kind of random probably not super useful and there may be more to it but thats what I see for now.
dd+b or d (kick stance) you cannot block!

Raiden
The poison breath is hella slow and not safe on block, I don’t know seems really bad
charge b,f+P - safe on block seems to be missing some invinciblity may be useful for combos like you migh be able to end a cc with cr.C xx b,f+a xx dp+a or c
dp+a or c I think its an anti-air grab but Ive never hit anyone with it.
hcf+b or d - command grab! good range pretty fast a little laggy if whiffed in general a really good move.
main combo cr.b,cr.a xx hcf+b does better damage than any other combo starting from lights that I’ve seen.
Theory combo: near corner cr.c xx cd xx dp+a seeing as kyos grab works this might as well.

Robert
His fireball is pretty buff I must say. also has good easy damaging combos, in general just very basic strong like a shoto from sf.
Still no combo from light attacks but I am working on it.

Ralf
I don’t know how you link out of the firepunches I think its tapping it a specific amount of times so he stops quickly. I saw cr.a firepunches link st.c… sooo you can probably do
cr.a firepunches link cr.c xx CD xx galactica phantom. Which is kind of scary.
has a df+a command normal its an uppercut like the one at the end of his old charge b,f move.

Clark
His CC starter is actually b+d.
all your old argentina back breaker combos work, I like doing it off of b+D because its a little slow but has lots of priority so you can sort of hit check the back breaker.
His mash punches knocksdown which is nice pretty useful since all his old HH tricks still work.
he has the df+a like ralf.

Duo Lon - lots of changes
f+a = long range poke
f+b = his old dp+k the long range kick it homes in even from a full screen away does decent damage, basically off cr.b, cr.a x 2 you always do f+b. It lags a bit, I was punishing kyo for trying to throw fireballs from full screen and the fireball always made it to me before I could block…
in air f+b = same angle as his regular jump b but he shoots his foot out like a dhalsim jump mk.
Rekkas = Rekkas are now done only off b+c so you do b+c, qcf+c, qcf+c it looks like his old regular rekka chain and you can cancel into forward or bakcward teleport at the end.
his j.b has hella priority.
In general he seems pretty good really good keep away character with some decent close options.
you can’t combo super off of light attacks from what I was able to do at least… not sure what else he has.

Joe
normal combo is cr.b, cr.a, mash a qcf+a =basically low into the mash punches knockdown finisher.
b+.c, f+b combos into the shoot kick as do cr.c, I think off the forward b you can also do super.
his d+D is a slide safe from the right range, very fast, very useful.
dp+B or D = his tiger knee now travels very far forward at about head level for B and above that for D , clashes with fireballs all the time, not safe on block but will sometimes put you so far away from the other person they can’t punish, has invincibility at startup really good anti-air.
hcf+b or d = shooting kick also clashes with fireballs alot, b one is safe from the right distance, though its kind of picky.
hcf+a or c = tornado punch, much faster than before not safe when blocked up close c does not do two. Its really fast thought, probably the fastest fireball in the game.

Ryo
I think hes pretty lame. or at least I haven’t seen anything good with him.

Thats all for now hopefully others will post up more.

EDIT for DG: parry builds some super meter but its just because you hit them with an attack afterwards…
It covers highs lows fireballs whatever, but you will always do the attack afterwards. It only will stop one hit, so you can interrup the attack by mashing on cr.b or whatever.

Edit for Hatred Edge: yeah that combo is better than the df+d combo, I just actually tried it today haha. It does a bit more damage and the knockdown is better, ie you get better oki afterwards.

Oki metagame is going to be very fun in this game at high level, the parry, throw, unblockable, hyper hop, cc stuff is really cool, I have alot of fun when I play against people who aren’t just spamming light attacks and we are really working to mix each other up, you cna make some crazy comebacks with a few good guesses, I had some really fun ones with Raiden.

It builds CC meter too. Not much though.
[media=youtube]mkhKOzEzbDg[/media] @1:21. Ash parries Kyo’s dwn+D.

Try crB crA DP+P.

What I want to know is if you do a CD charge can Ash still keep his charge for his specials?

tried cr.a doesn’t seem cancelable or I was just fucking it up under pressure…

Try crB crB DP+P

roberts cr.b, cr.b into DP was his old bnb

Ryo does too much damage. High priority and anything into cr.c fbf+c does like too much.

chin’s df b,b and kick stance b,b both are high profile and pretty decent priority.

was it mentioned that CDs can be cancelled during startup into moves / supers?

I knew I saw you in the photos playing! :rofl:

If Ryo is like that I put money on who Steve H is playing…

Kyo-Ryo-Terry. :rofl: :rofl:

FMR: Thank for the updates…now I got an idea how this game flows…

But yet it brings another question…if you land a parry then the CD move comes out…wouldnt it be counterhit???

So in other words this would be SNKs way of evading the need in their opinion for a Focus Dash Cancel…by making the CD counterhit or having counterwire effect so that you can link afterwards…

no? Or is this not something you all have delved into yet?

-DG

you cant do anything after the cd counter. It sometimes hits counterhit but people just get knocked down.

Okay, newb question (with apologies in advance):

I checked this forum, Gamefaqs (yeah, I know, but I’m desperate for info) and other Neo Geo/KOF sites and couldn’t find what I’m looking for.

I’m looking for in depth info on the Parries and Critical Counter System. From what I’ve seen, the Parries are the move that sets off a white spark, that if the opponent attacks at that exact moment, you react with an attack (kind of like Geese’s reversal moves). How do you do these? Do you hit AB, AC, etc?

The Critical Counter System looks to be the most interesting, and I think I know how it works, but I’d like to confirm. Basically a hard C or D attack clashes with a similar attack, and you have the option to retreat or attack the opponent. How does it work against projectiles, and other specials? I assume it does nothing against supers, right?

Thanks,

Dude covered last page. Reading is FUNdamental.

Oh, yeah! Like that should be a surprise to any one! :wgrin:

But for real though, I can’t wait til I get to play Steve H in this game. It should be very fun…

Not even karacancel it into another special prior to it hitting etc. like HellSap brought out in regards to a different situation?

Yeah it should be fun…I can see Steve wrecking shop in this game pretty fast with his style of play once he figures it out…

-DG

I will be going back on friday and sarutday so expect hella more vids coming this upcoming weekend.

mmm so duolon cant combo his rekkas from light attacks?? hmm thats weird. He looks like hes gonna be the rushdown/pressure character of this game (well…he has always been like that…). Im really interested on what he got on this new kof

oh and chin definitely looks promising with his 2 stances

Sorry dude, didn’t see FullMetalRoss’s post. You guys respond really quickly, and posts like that get buried quick.

From what I’ve been reading and seeing he seems like he can do a little of both actually…space and rushdown…(and space better than in KOFXI) The DM he has I’ve seen it be used as an Anti Air…so with DL you can zone them with his long attacks and keep them from jumping with his super…

Also if DL doesnt have his LDM then that means the only way to get into it is through CCing…Which may not be bad actualy…I can already see his strategy if his pokes are superior like he has always had revolving around inducing Counterhit and landing a massive CC combo…

**EDIT: **I just thought of a good question- What should we do about console tournament rules guys???

While sure there is an arcade release…judging off SF4…they are allowing console characters like Fei Long, Seth etc in the game should we follow suit? (this is the ‘new age’ after all SF4 set a trend or should I have an objective poll similar to what I’m doing with 2k2UM? Or should it just be the old fashioned way…default only?

-DG

Console KOFXII, for all intents and purposes, will be the real version of the game for America.