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

The lifebars are looking too busy when you can use CC, flashing the little bar would’ve been enough.

Looking good, I like how Iori’s CC didn’t dominate or anything but rather just made the round flashier. Hope that doesn’t change with more play.

Ok, I’ve posted the second video… there is some strange stuff involving Ash’s super at the end.

Haha they need to fix that, good thing someone got it on film.

:rofl: That’s a glitch?!

I wonder what would have if Clark didn’t die?

Damn… you guys noticed that BLOCKING builds the CC gauge? WTF. Attacking, being hit, sure but blocking?

These will probably be the last uploads as I’m pretty tired of downloading 3 minute long, 500MB videos through bittorrent and encoding them… :sweat:

Anyway, the stadium stage at night looks pretty cool.


Thanks for the ups, man.

Some things still have to be addressed, but hey they answered to some of our qualms already, right? I just hope they update their builds frequently enough to hold us over with loketest vids like these. All things considered, holy shit this game is beautiful.

Hatred Edge: When I was saying that Clark was weak, I was referring to the lack of inv on his DM.

Oh that? Everybody has that. Except for Ash’s kick DM. That’s the only DM I see never get stuffed.

Well it was never invulnerable, it was just 0f/instant.

Yeah he has good normals like Guile has…thats pretty funny too because they are both charge characters. I actually might learn how to play with Ash since I’m starting to get a feel for using charge type characters now.

Instant? Didn’t know that.

Ash is able to shoot fireballs so fast now that people started to think he was a command type. I guess they might have shorten charge times in XII and/or Ash’s recovery is even better than before.

That’s the CRITICAL COUNTER GAUGE. When it fills up and you land a critical counter(counter hit C or D) you can do a custom combo. Pretty giving you the ability to a longer combo. Think of it akin to 2002’s MAX combos with less damage and a separate gauge. Seen here:
[media=youtube]ZeF23gyyDX8&fmt=22[/media] At 2:17 Iori lands a counter hit C and does a CC combo.
Seems the gauge fills from attacking/landing hits/taking hits/blocking. Fills rather fast too. And fills up again DURING a CC combo.

http://www.kobayan.jp/location_test/images/KOFXII/kofxii-03l.jpg Doesn’t show all the moves but shows all the characters.

Nice man thats for the links!

Wow, elbow drop follow-up after Backbreaker puts both players in a really scary position. It actually makes you question whether to use it of not, since it puts you both in each other’s faces like that.

Thanks for uplaoding, by the way. High quality really makes the game look beautiful. I have a feeling that this will be another “have to see it in person” game, like SF4.

I’m loving the animation and definitely looks better than what it was like a few months back. I didn’t like that time limit to using DMs too much

I hope this game will the KOF Series popular in America

Anyone else noticed how Shen did a air to air normal vs Daimon, then they both landed, Shen did a low hit and it continued to combo? It’s around the 1:31 mark on the video. Kinda reminds me of Kizuna Encounter how you can follow up a combo after an air hit.

Nice find Noc. I wonder about that too. Air to ground combos?

Huh? I didn’t really see anything… what do you mean?

At 1:31 Shen does an air2air vs Daimon and it connects. He then lands hits Daimon again the combo counter INCREASES.

Before you can connect a counter hit CD or counter hit air CD and follow up but that in the vid never happened before as far as I know. And Shen’s attack looked like a j.B not a j.CD.

He did j.B(land) combo. An air to ground combo.