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

Don’t bet on it. Some people just need something to hate, for certain players that still play fighting games, the KOF series is that target.

Best to hope for is a great home conversion and strong enough sales to warrant this a success so we can see a KOF XIII.

The glitch with Clark and Ash at the end was pretty funny.

Oh damn I see it now. But why did the combo counter keep going? There was a lag in between the first and second hit…

I’m thinking glitch in the logic for the combo counter. Granted, that is extremely unlikely given that SNK’s probably been using the same logic for the past 15 years, but you never know.

Interesting. So they turned CCs from a SvC-style Max Mode only shit to a near SFIV-style Revenge deal (you gain CC meter by attacking, but you seem to gain a lot more for getting hit). Good change.

I see they’ve also made it MUCH more obvious when you can start a CC. The pause is like when Q with Double Deadly Combination trades hits with Makoto’s Seichusei Godanzuki in 3S. :confused:

They’re sticking to only one super stock? Why? Why go OG like that? :frowning:

Anyway, the game is much more presentable now and the CC system is a vast improvement from its inception. They probably still need to fix clashing though.

And the best part about the CCs?

YOU CAN’T COMBO INTO THEM!

http://cyberfanatix.com/img/news/kofxii/95.jpg
they seem to have made some more changes to the game better look

the game is looking great :lovin: , the CC system looks really good so far, my only concern are the players, they dont show the potential of the game :sweat:

The CC glow on the hard normals is a little distracting tbh

But can you expect that though truly this early on in the game? Aren’t we gonna look like noobs for a while in this game until we get comfortable with it???

So even if they were better players bottom line is its new, its gonna take time before we see some true top notch skill in the game…look at KOFXI case in point…

I look at the level of play from when the game first came out overall as scrubby compared to the level of play I see now.

-DG

I’ve decided to upload 2 more HD videos from the location test:


Clark is HUGEEEE!:wasted:

Also, is the amount of CC guage related to how long your combo can be? I ask because it seemed like Iori was still doing extra rekkas after the guage depleted.

Yeah, I noticed this too. If you get a counter hit C or D and your gauge is full can you do like 15 or 20 hits? I seen most combos do around 6 or 8 no matter what the length was, except Iori who combed into his super at the end of his combo.

In the first of the 2 vids does terry say power bomb instead gyser? did I hear wrong?

My only Q is will all the characters with the exception of Ash have 2 DMs eventually?

I’ve also noticed that CC are being used as if they were parries in 3rd strike

Well that does make sense. If you do end the CC combo with an attack that can be followed up like Iori’s Rekkas why wouldn’t he be able to connect more hits?

So far Ryo and Robert have shown to have two DMs as well. I hope everyone has more than one DM in the final build. Ash however has 3 DMs.

That makes no sense. Did you mean CD?

WTF! Ash can do two kiss fireballs? Seems his mixup game may have weaken but his zoning/oki has gotten better.

he says power bomb in the first one but I heard power gyser again in the second one

so far this game is sex

kyo has some ugly flames though

I believe that Benimaru has at least 2 as well.

Yeah he has his old Raikouken and that Bao-like lightning burst super IIRC.

Shen also has two. The punch DM and that powerup DM. They showed it in the trailer a while back.

Sweet Jesus, this game looks amazing. Not just the graphics, but the gameplay looks like good old solid KOF. I’m so excited about this game.