i like iori’s new moves
I think the suit him better especially with the more fluid animation
Am I the only one who feel that SNK has decided to scrape the whole super bar altogether in this game? Looking at the vids, DMs seem to come out really slow and can be used at any time. They also seem to get beat by normal moves very easily. That kinda may explain the lack of a super bar in the vids we’ve seen so far.
Sorry if this is already a known fact, I haven’t been keeping up with the news recently.
Well they’re planning to add a super bar anyway. Just the playable versions right now don’t have super bars.
lol i posted almost the exact same statement. I was told those things just werent done yet
yea, i believe SNK was more so trying to show of KoFXII’s graphics at TGS anyway.
Not feeling the loose ass Rival Schools clash shstem. They need to make it more like GG’s, and NO clashing with fireballs using moves that don’t have at least autoguard or are also projectiles. And clashing with supers is just… no comment.
you know nona, the art director of this game, kof 01,02 illustrator
Why’s everybody in these vids trying to play this game like it’s a capcom game (scrubby Alpha/cvs repeated low jabs into specials…which don’t connect because the opponent is pushed back too far) Why aren’t there any cr b,a, link X specials, or spin stun X super going on? Did SNK change the system/characters THAT much (Robert BETTER still have his cancellable :r:+b kick), or is it that scrubs are usually the only ones who manage to get into these shows?
well, its just that for some reason nobody good has been filmed at the loke tests for this game. although for 2k2um’s loke test there were actually some pretty good guys playing.
And i doubt that any good players are interested in playing KoF XII now, it was stated many times that they are showcasing only graphics at the moment.
Oh…that explains why people are trying to play it like a Capcom game…
The director already said that the super meter system is yet to be implemented, though the moves are there. In the current builds characters have infinite super stocks to show off the moves better.
And maybe it is probably not even possible to do that in the beta right now, that or no one cares at the moment since as stated, they are only testing graphics.
This game artworks are much better than KOF 01 and 02 artworks tho
But didn’t Nona do the character select artwork and the victory artwork?
If you are talking about XII, Ogura did the victory and character select artwork.
If they’re gonna do slow ass super, they need to put in super feints. Or, at the very least be able to cancel DM during the startup.
the super pause will be in it, pretty sure about that. just cause the game is geting back ti its roots and getting easier doesnt mean theyll kill all the nice dm combos.
also anybody here play it, in japan? the clash system, with the clashes going on for more hits. does it work like, light vs ligh clash, hard vs hard clash (same speed or impact time), lows clash but win against high? overhead wins against low but loses against normal? like a guessing game?
I’m interested in the title. I think it’s a bit early to show it. I hope the game is sped up a bit (as others have said). KOF is a pretty fast paced game. Surprised SNK didn’t experiment with a new Samurai Showdown, since it could’ve featured less characters and allowed them to perfect their HD art creation techniques.
In the mean time, they could’ve dropped the two dream match titles to keep anticipation for XII growing.
Well they did drop a updated port of '94 and not to mention remakes of '98 and 2k2.
While it sucks they didn’t use this time to make a new NGBC, you could put that to the fact that they are putting all their people on KOF XII.