Was that Shane Bettenhausen?
Yes. He’s the producer of the american version or something.
Really boring matches with not much good going on…this game is really disappointing me as a kof player. Or it could just be the players not playing this game right.
It’s made for different people Emil. There are plenty people in Cali like Guero and other “old school” KOF players that don’t like this game and prefer 98 and 2002 over this game, preferring the same old same old…so yes some won’t like it…because it really is a different game with the mechanics, clash and everything.
It looks like the only constant thing in the Acho vids was that everyone knew Iori’s grab>DM combo.
It’s like people forgot how to play Kyo.
Only thing these people are not using is the CD Counter. I thought that Clark in one of the vids did a really good job working with what he had.
he did good, although he was constantly trying to go for c. C. > run > combo ABB, but once he realized how predictable he was being. he did good though, i think he was just experimenting with clark though :wonder:
Honestly, I consider kof12 to play more “old school” basic than the other kofs.
Even so, with critical counters, clashing, being slightly slower and most characters having weaker tools than a conventional KoF character in the older games (like Clark for example), the game is still really different. Not to say this is bad, KoF12 might just be the game that pulls me into the series, but it’s probably going to be equivalent to 3S for the KoF community where SNK’s efforts just hurt the old community, but bring in a whole new one that was interested in KoF before and just never had the will to learn the game (like me!).
I can’t really say KoF12 is all that old school, might be a bit more basic, but it does have new things that really do force the player to be more aware of what they’re doing. They can’t just pressure carelessly, of course I don’t play KoF so my opinion is mooooot.
I think your observations are pretty on point XIIIYea thats what I like from XII the most is that characters can’t seem to go on “autopilot” and just blindly attack/blockstring non stop with little punishment now that the game gives 3 counters to that (Sousai/Deadlock/Critical Counter which people forget is a defensive move) But yea this will def. a refreshing change of pace for those who want it. Those that don’t can stick with their classic KOFs (which was why 2k2um was made)
You might as well play this game, because chances are KoF 13 will just expand on this and be more of a “complete” game.
This is what I’m thinking as well. I wonder how many years these sprites will last :razzy:
Also what happened to all the vids? Does no one have any more worth watching?
If it took them 16-18 months to make 22+ characters, I wouldn’t mind them just honestly expanding the roster by 10-12 a year or something with balanace tweaks if KoF12’s system is good. I wouldn’t mind paying for a brand new game if that’s how SNK wishes to go with the game, especially if they continue to just Dream Match the game in iterations. Hell I’d probably pay 60$ to have the next version just add a good HD version of Yamazaki to the cast, but that’s me. Just keep Duck King and Billy Kane out of the game is all I ask =]… and all weapon fighters to be honest. I wish for Angel to make a return, but I know it’s probably a 99% chance she’s never coming back to another KoF game.
You deserve a rep for being absolutely right
Yes
No, far from it even
First off, Sousai = Deadlock = Clash. Yes, they’re the same thing. Critical Counter shouldn’t even be regarded as a defensive measure because hey, why would you be defending when you can set up for 50%+ damage? Whatever.
If anything, players have no clue how to use the CD counter. Yeah, there’s a risk to it but the risk in defense and offense in this game is easily balanced. If anything, players can’t use the same braindead blockstrings that they used before and they can’t use the same obvious solutions to said braindead blockstrings they would typically use. But hey, that’s what KoF is about.
DOH i realized my mistake, i put Sousai Instead of CD Counter, but blah u got the jist of it anyway
I love the fact CD counter isn’t Abuseable like a certain Parry mechanic… -ahem- It can only block 1 Hit, and must be released on time, or it’s defeated, correct? It seems like the more fast paced, perfected realization of KoF’s style of Parry.
Parry in SFIII felt too risk-less in comparision, and I hated how overpowering it could be. It made fighting someone who mastered it seem almost worthless. CD success/ baiting seems to be great here. Love the sound, visual timing, ability to vary charging an unblockable instead, everything
Don’t forget. You can cancel it into a special too before it hits. It’ll be interesting to watch grapplers use it.
SNK’s version of Parry is Just Defend, Critical Counters are a different beast. Anyways I think we’ve strayed off topic enough for now, someone should probably reign this thread back in to a video thread again =]
no, not really. the most competent players in videos so far are the ai players. the acho videos were especially funny; all of the good kof players playing 98/98um/2k2 while just random guys or players from other games that are playing 12 on the side
the cd parry cannot be canceled in any way. you are thinking of the regular cd attack.