Unless they changed the clash system, strong jumping attacks should clash with AAs like in the previous builds. In the latest build the attacker even recovered before the defender! I really hope they adress that problem or this game will be pretty dumb.
Also, wouldn’t meaty strong attacks on wakeup be completely safe? If the defending player attempts to reversal he should get CC’d unless I’m mistaken.
If thats the case, they should be using the Guard cancel then, anti airs seem to be more useful for zoning than anything else at the moment. I guess we’ll see
Guard Cancel is like the old kof games where when ur guarding, u can use a stock and score a blow back on the opponent to make distance. in XII, u press back+ CD to bring up a barrier, which when its hit, u can just use it like a parry of sorts or immediately do a blowback for free.
The critical counter is the green bar thats by the life bar, when an opponent is counter hitted by a Standing C or Standing D, he scores a critical counter. At that time, the opponent is stunned and u can link up a bunch of normals into specials and ultimately a DM.
I know what Guard Cancels are. It’s sad that they’re not in XII because I abuse the fuck out of them. The new system however reminds me a bit of SF4’s Focus Attack.
I’m watching the new batch of vids from the torrent and I’m uploading them right now too. Some little things have irked me. Clark seems to be VERY weak. His pokes are pretty good but besides that, he’s assed out. Hopefully they’ll be done by tonight.
Thing is the players in the loke test don’t really short hop or hyper hop. Plus they really don’t mix up their jump ins. For instance a match of Iori vs Clark, the Iori player did j.D in the corner at least 3 times straight. So we can’t even properly judge whether or not AAs are worthless.
Besides do you remember the very first loke test vids? Players were clashing out the ass. Now, not so much. I recall someone posting that someone on the dev team didn’t like so much clashing when the first loke test vids were showed.
An AA having invinc means nothing towards clashing. Watch this:
[media=youtube]iEkOF-l3ybw[/media]
Sol’s Volcanic Viper is one of the BEST AA’s in fighting games period. 7F startup on the weakest one and 5F startup on the strongest. Strike invinc too. Yet it still clashes. It’s all about the hitbox.
I can’t say Clark is weak. I can say that the Clark players are. Pretty much only one player can do normal xx command grab. That’s leagues ahead of the Kyo players that can’t do anything but cr.B,d/f+D.
We need to see better players. Also if I had to say anyone looks weak, I’ll say Ash. Aside from very fast recovery on his fireball, possible oki with that kiss fireball, and a decent AA he doesn’t have much. No command grab(unless no one there can do it), no fwd+A, weak damage too, his new fireball DM takes way too long to come out so the strats that you can use with the old fireball DM are gone.
Damn another KOF12 thread? lol its all good…I’ve been coming in late at these threads lately as it is anyway…
As far as the actual looking of the game, looks damn tight I must say. It almost doesnn’t even look like KOF…at least how it usually looks anyway. The guys at SNK must wanted something different I guess…
I’m looking forward to playing it. Right now I’m fiending on the KOF Orochi Saga (sans glitches lol) and about to preorder KOF98UM…that’ll hold me over till I get a PS3 and get to play SF4 and Blazblue, which will hold me over till this game comes out. IS Andy Bogard bck in it by the way? Or should I ask, is the original Fatal Fury Team in the game again? Or do they have the ‘makeshift’ team like on KOF11?
Andy is back. The FF team is back. Terry/Andy/Joe. Granted “teams” aren’t something they’re aiming for since Yuri isn’t there but Robert/Ryo are, neither is Chang or Choi but there’s Kim, and Iori is all by himself. Besides no one mains a default team.
Nice! Glad to hear that Andy is back! Thats my homie; now I’m really hyped about playing this game:looney:
The FF Team is probably gonna be my default team when I play this, especially since Yuri or Chris isn’t in there.
Damage scaling seems to be well at work, Iori pulled a 9-10 hit custom combo followed by a super and the total damage was only about 30% or so (if that).