I play on GGPO and nfba.
So has this hit Japan yet? I want to see some direct feed vids.
How is Andy lookin? I’ve seen a lot of vids where he seems to be doing horribly. Of course that is how my eyes see it.
To me , andy is a nice package. He got fireballs, breakings, a pretty good super, and just a overall solid character.
I dunno about Andy’s super, there is a bit of a delay before it actually hits so I don’t think it’s very good at countering attacks as they often have time to block before the super even comes out.
He’s got some decent horizontal range on his DP though, it’s pretty good at comboing off of lights.
I don’t recall anyone saying but are there jumping CD attacks in this game?
of course, why would they take those out now
Just wondering because I didn’t see any j.CD from any of the Kyos. Or Robert’s j.CD.
I am still wondering if Andy can dp lows, which would be really nice. And as an early anti air it seems his super worked in quite some vids well.
can’t speak for what the Kyo players were doing, but with Robert I was usually doing jumping D’s trying to get a ground combo started, or messing around with his B+D crossup. I dunno I just never use his jumping CD for some reason.
Watching some of these videos reminded me that I was completely fucking up some prime opportunities I had to actually do combos starting with a hard attack, so I might as well mention this again so everyone hopefully remembers it when they get the opportunity to play XII:
For standing C and D attacks, everyone automatically does their close normals when the stick is either in neutral or back. This removes some long-range attacks that sometimes made good pokes. But wait! Every character does have a special far standing attack that’s done by forward+button, but it is only one or the other. No character seems to have both a f+C and a f+D, they only have one of them. These attacks are NEVER bufferable. Take Ralf for instance, he automatically does his close C usually, but f+C will do the old backhand poke. He does not have a f+D attack. Clark on the other hand has a new close knee attack for his standing D, but you can do a longer-range kick by pushing f+D. He has no f+C of course.
That’s all well and good, but the problem arises when you have combos involving chainable command normals. Like Robert, he has both a f+A and a f+B (and is able to chain both of them in the order of f+B -> f+A). But he also has a f+C straight punch attack. So if you get an opening off a jump attack or they whiff a laggy move or something, you can do standing C, f+B, f+A, special/super. But you have to be careful not to get ahead of yourself and start the combo with f+C! Even when you are right next to the opponent, doing f+C gives you the non-bufferable normal attack! I should know better by now but I still make this mistake a hell of a lot and I blew a lot of combo chances because at point-blank range I held forward on the joystick and hit C instead of holding the stick at neutral/back, pressing C, THEN going forward into the command normals.
Even if you’re not chaining into command normals it’s easy to make this mistake every now and then. You might remember to hold back on the joystick every time, but what if you do a jumping attack that unexpectedly crosses up (or vice versa, an attack you thought would crossup but didn’t)… then you’ll be holding the wrong direction when you land if you’re not returning the stick to neutral. What’s a better solution? You can try refraining from using the button for the standing attack that also has an unbufferable forward version. Instead of doing a standing C into a command normal or CD or whatever, try doing standing D instead, although I don’t think every character’s standing D is bufferable. Or, simply do a crouching C instead, as most everyone (I think?) has a bufferable crouching C.
The only problem is… the button that contains both close and far versions seems to always be the button that’s used to activate Critical Counters on the close version. So if you’re avoiding using that button for combos, you might not see as many CC’s. Hmm!
Bottom line, this game takes some getting used to because of engine changes like this. You have to remember things like this when you’re playing. Don’t get sloppy and blow combo opportunities like I always do!
edit: oh I forgot, another situation in which you’re likely to get an accidental far normal instead of a close normal is if you do it when you’re dashing. Say they whiff a DP or something and you want to run up and do standing C into a combo. If you push the button while you’re still running you’ll obviously get the far one… you have to actually stop running entirely and return to neutral, or just use the other button (or a crouching attack).
wow.odd change
i don’t understand the reason why snk change the system like that, it will ruin the flow of the game, just because player acidentally press fwd C or Fwd D.
How can you say it’ll ruin the game so early? Just don’t accidentally press fwd. Nothing complicated about it. You just need to be aware of what you’re doing.
Doesn’t sound too bad, it’s like using Dudley in SF3 and his combo chains.
Are you sure every character has a C/D that always is the close version? I saw Daimon do far C and far D. Or are you saying that only one of their attacks are controllable, so Daimon just doesn’t have CLOSE D?
I’M IN!!!
Just registered for the KOF tournament and got my ID number :bgrin:
I registered right when it came up.
I’ve been kinda absent, has anything big came up?
I can’t seem to register. Has it already been filled?
Nice vids! Makes me seriously want to play this game now.
how’d u register?
what the fuck. tried registering at 10 and there wasnt anything on the site. dont tell me it’s already filled up