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

Hello.
‘KOF XII’ It is main planner’s Yamamoto.
Thank you for everybody from whom it participated in the development location test in Tokyo and Osaka done last week.
Mounting and the balance adjustment of ‘KOF XII’ are advanced in the development room based on a valuable opinion and the echo of everybody by “Premiere event” and this “Location test” now.

Pattern of location test done in Akihabara “Hey”

First of all, a final mounting the interface designs such as the power gauges and the physical strength gauges is advanced. In the next location test, I think it to be able to be seeing the design of an impression different from the situation to date.
Moreover, the movement of getting a lot of opinions from everybody of a super-killer shot, and the production such as K?O are added and corrected to the one with the impact plainly.
And the game balance of a critical counter are adjusted that the user-friendly system in the actual combat or more, and brush up is aimed at.

The development room is in the midst of driving in aiming at operation though last few days of the year are imminent, too. In the next location test, I think that it can confirm ‘KOF XII’ that can be enjoyed more.
The schedule of the location test will be guided again on the homepage, and come by all means, please.

Then, a good year.
Please continue your favors toward the continuation next year.

from cf.

edit: like i said before, supers shouldnt be clashable, unless you clash it with another super. same for AA’s, it shouldnt clash unless another AA hits with it. also the sad news is there wont be a boss or new supers added. the 20 characters i dont mind, but the 1 super per character isnt something ill like a lot. also, yamazaki bette be in XIII.

So, in short, they are going to do a decent GUI, better KO animations and tune the Critical Counters.

also intros, taunting and different poses, dialog when you defeat a character should be added.

and no boss? this is going to be a hella of a weird kof.

Hey guys, look at this:

http://www.betomachado.com/?p=429

There’s cutscenes in the game! What the…?

That’s not a story cutscene.

I realized one thing - the reason SNKP can’t delay this game is probably Taito. It’s their arcade board, and in such a case they have a specific contract (and a release date).

I didn’t say it was a story cutscene. Read again.

SAB-CA:

> XII will hopefully prove there is room for both.

That will depend entirely on how well XII does. Frankly, as good as it looks, I think XII is a project that is about 5-10 years too late.

> They’ve followed or started all the trends, XII is a start of something new, which I would HOPE becomes a trend! (“HD” Sprite art 2D gaming!)

I wasn’t aware there was much of a trend. I see companies doing their own thing. Fighters haven’t really done much with trends since the 90s. It takes major games to start trends. And I definitely don’t see XII starting any kind of trend of HD sprite art gaming. Not save perhaps it sells Smash Bros. numbers on console.

> Yeah, it’s all messy now.

That about sums up KoFXII’s systems, yes. Maybe they’ll iron things out by the release, but then again, maybe not.

> And how can one not see the use of a draining meter, in a game with such massive space between characters, and so many defensive techniques? I would say it’s to promote more intensive, “brawler” style tactics, and less turtling. Playing against turtles on HDR isn’t all ther fun, lol. Even BEING a turtle is less fun, than actively having reasons to get in close and fight.

A couple things:

  1. If the designers think there’s going to be a turtle problem, why not keep the system the same as before? Last I checked, KoF wasn’t turtle-friendly at all. Sure, Iori could backdash an entie screen at will, but that was a rarity. Hell, I could just as say that the draining meter could actually encourage more turtling: If you know your opponent’s meter will run out, if yuo have the advantage, what’s to stop you from just running away until his meter draings and is no longer as big a threat?

  2. HDR’s - You’re talking about SF HD Remix, right? If not, please ignore this. If so, the screen is exactly the same as before. Th 16:9 ratio just has the screen zoomed in a bit. It’s no different fighting turtles in HDR than in regular ST.

> I know that’s exactly what it does for me in Samurai Shodown II. I very much more want to LAND supers in SamShoII (and hence, I close range, and seek opurtunity even more than usual), than in HDR, where I pretty much just use them as combo extenders, an as punishers.

A couple things:

  1. Supers in HDR (again assuming this is Street Fighter HD Remix you’re talking about) aren’t really meant to be used in combos. In fact, you must be some kind of prodigy if you can combo supers regularly in ST/HDR (thuogh I suppose Guile’s new motion might make his own practical; I haven’t played SFHDR as yet so I’m not sure). So they’re meant to be used more as punishers there.

  2. Regardless of the system, how often you get to land your super will always depend on a couple of factors, such as the character you’er playing and your skill level relative to your opponent’s. If supers can still be comboed in XII, then that’s still going to be the primary manner that supers connect, just like always. In SS2, I used to catch fools in Galford’s Spinning Doggy Driver all the time, but you’d have to be an idiot to ever get hit by, say, Kyoshiro’s or Earthquakes. And Haohmaru’s and Jubei’s were almost always used for chip damage, nothing more.

> Anywho, one super per ROUND (not entire fight) still didn’t sound bad at all to me, that about all the chance you have to land one in Street Fighter Turbo or such.

But those supers did upwards of 50-60% damage and had huge invincibility windows on start up. What do the supers in XII have right now?

Anyway, nothing is wrong with change per se, but as noted, some of us have sufficient experience with older systems that we can see traits that seem questionable (or in the case of meter-less CCs, set off big alarm bells).

Turtles in KOF:

Defensive play is not such a rarity in KOF, there are prominent examples like Athena in 2k2, Ralf in '98, etc.

Gametrailers just uploaded an HD version of what looks like an older trailer:

Maybe I missed it or something…maybe you did, too. Shrugs.

Anyways, KOFXII got the front page treatment: http://gametrailers.com
Pretty cool…

I used to turtle and play keep away all the time with Yamazaki in 2k2.

I knew about the no boss and intros but not about no taunting and one win pose honestly it doesn’t really matter as long as when I pick up the game it plays great oh yeah and Iori does his win pose where he laughs looking foward to see how KOF has changed since 2002

Looking forward to this game, looks very good. I’ve used Kensou for a long time, and I am really looking forward to using him in this one (his new design and stance look awesome).

Is this roster final? Would have preferred certain characters to be in it, personally.

this game seriously looks like a better version of HDR

Not having to be constrained to SF2 boxes plus a vastly detailed art process helps a lot.

Yes it does.

Well despite all the things that seem questionable I am looking forward to this which is a first for me when it comes to KOF.

Study study study, hahaha…

I know that his design is a throwback to Psycho Soldier, I meant that it was new to the KOF version of Kensou. :wink:

What?s the KOF equivalent of shoryuken.com?

Probably cyberfanatix.com unless there’s one more comparable to SRK.

Thanks man