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Saisyu Kusanagi
04-14-2009, 11:12 AM
Starting this thread so we can start to dig into what you can and can not do in this game. Saves time and losses.:wgrin:

http://game.snkplaymore.co.jp/official/kof-xii/english/system/index.html
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Also Dandy J has made a wounderful starter vid that walks you through the general flow play of KOF. It is something that all KOF players should watch and comit to memory.
Part 1:
http://www.youtube.com/watch?v=r75Lz1Drp8g&feature=related

Part 2:
http://www.youtube.com/watch?v=v53OYLMge3o
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CD attacks - Ground CD attacks can be cancelled out of (like before), but now can juggle, and can be cancelled into. Eg. with Kyo you can do standing C -> CD which makes it work like command moves that juggles. You can also cancel out the CD attack into a special or a DM (so Kyo can do like standing C -> CD -> rdp+D). Air CD attacks are the same.
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Charged CD attacks - By holding CD, you can charge up your CD attack to make it unblockable. If it does reach that stage, the CD will be executed automatically, and upon a successful hit, the opponent will kneel down (like a weak KO) and you're free to run up and follow with random stuff.
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Guard attacks - That's what SNKP called them. Basically it's done by holding b+CD, where your character will create a mini-force field thingy before doing an attack. What the mini-force field does is to block whatever attacks that come your way, regardless of high/mid/low. Now I'm not sure whether it can block multi-hit attacks, I assume that it only blocks 1 hit (for now). The attack afterwards will have the character do something that may be different from their CD attack, and if not blocked will sends the opponent flying. If it's blocked though, you're in for a beating because it does not push the opponent back. Additionally, you can still be grabbed/thrown by your opponent.
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Throw info translated from page 011 Aracdia Magazine:
!Dashing Throw Technique!
You must return your stick to netural before inputing throw command ie fwd+AC or bk+AC
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Critical Combo Initiators =
Below are the CC initiators for each character.
Far Standing Update: edit for research

Ash Crimson - standing C/
Duo Lon - standing D/
Shen Woo - standing C/
Kyo Kusanagi - standing C/
Benimaru Nikaido - standing C/
Goro Daimon - standing C/
Iori Yagami - standing C/
Athena Asamiya - standing C/
Sie Kensou - standing C/
Chin Gentsai-standing C/
Terry Bogard - standing C(first hit only) /
Andy Bogard-standing C/
Joe Higashi - standing C/
Kim Kaphwan-standing D/
Raiden-standing C/
Ryo Sakazaki - standing C/
Robert Garcia - standing C/
Ralf Jones-standing C/
Clark Still - standing D/
Leona Heidern - standing C/

= Additional Normals =
Additional normals (eg. old far C/D) for each character.

Ash Crimson - f+C
Duo Lon- f+C
Shen Woo - f+C
Kyo Kusanagi - f+C
Benimaru Nikaido - f+C, f+D
Goro Daimon - f+C
Iori Yagami - f+D
Athena Asamiya
Sie Kensou - f+C
Chin Gentsai- f+D
Terry Bogard - f+C
Andy Bogard - f+D
Joe Higashi - f+C
Kim Kaphwan- f+C, f+D
Raiden - f+C
Ryo Sakazaki - f+C
Robert Garcia - f+C
Ralf Jones - f+C
Clark Still- f+D
Leona Heidern - f+C

Proto Cloud
04-14-2009, 11:27 AM
You can start by putting this on your OP. http://game.snkplaymore.co.jp/official/kof-xii/english/system/index.html

Saisyu Kusanagi
04-14-2009, 12:06 PM
You can start by putting this on your OP. http://game.snkplaymore.co.jp/official/kof-xii/english/system/index.html

Good catch, thanks.

Pharaonic Edit: SouSai(DeadLock) is going to be a big problem for projectile dependant characters, but there might be some risk to SouSaing against fireballs on wake-up as well.

Saisyu Kusanagi
04-15-2009, 12:37 PM
Does anybody no what the conditions are needed to start a "critical counter combo"? I assume it needs to be off a counter hit or am I wrong?

Proto Cloud
04-15-2009, 02:31 PM
Does anybody no what the conditions are needed to start a "critical counter combo"? I assume it needs to be off a counter hit or am I wrong?CC meter must be full and you have to counter with a heavy attack close to your opponent on the ground. Should be on the system info site above. Here: http://game.snkplaymore.co.jp/official/kof-xii/english/system/system01.html

Tooserius
04-15-2009, 03:10 PM
the CC system is basically imo a much version of the custom combo system. You can't just do that shit when you got meter. You need to time it with a counter. I wonder why they took out the crucifixion blow.that looked really interesting.

Keits
04-15-2009, 08:14 PM
Please do not make posts back to back (especially in order to bump your thread). If you have more to say and no one has replied, edit your post.

I'd normally close a thread like this, as the OP has no information in it. But I'll leave it for a while and see if some information gets edited into it.

Stuart Hayden
04-15-2009, 08:50 PM
Ask the people from Portland Oregon. They have KOFXII at their tilt.

Saisyu Kusanagi
04-16-2009, 08:33 AM
Please do not make posts back to back (especially in order to bump your thread). If you have more to say and no one has replied, edit your post.

I'd normally close a thread like this, as the OP has no information in it. But I'll leave it for a while and see if some information gets edited into it.

Thats cool, did not know it was an issue. Thanks for informing me.

Ok where were we.... oh figured out something today command grab characters have good advantage after a "Deadlock" senario occurs on the ground provide the enemy does not have a super to cancle into. DP characters will have a slight advantage because of the natural invincible properties that come with a DP but it will be very easy for grab characters to force them to choose to backdash or jump because DP after deadlock is "high risk" which will be a constant annoying shift of momentum in the grab characters favor.

Saisyu Kusanagi
04-23-2009, 03:48 PM
This is a very important question that will make the pulling off of CC combos more logical but is there Absolute Gaurd in KOF XII or is it a Free Gaurd system that will allow a counter hit if you try to press a button in gaurd stun and you are at disadvantage?

rogueyoshi
04-24-2009, 05:05 AM
yes there is absolute guard in xii

Saisyu Kusanagi
04-26-2009, 08:16 AM
yes there is absolute guard in xii

Dam...that guard type system makes it so easy for defensive players to read your mix-up because he could be at disadvantage but stuck in absolute guard comiting to attack which in free gaurd system would be a mistake and produce a counter hit to go into CC combo more logicaly. But thank you so much for your response.


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Next important question so that this system can be understood deeper is there landing recovery after wiffed air normals or does safe jump in system from 2002 apply here?

And is advantage on thrid consecutive hyper hop not garunteed and leave you at slight disadvantage. I was playing KOF 96 on my NEO-GEO last night and I notice the computer was able to punish some of my hyper hops with a command grab or instanly imputed normal throw and I could not jump out of the throw to bait the command grab as Dandy J said you could against such grab characters like Clark and Goro.

rogueyoshi
04-26-2009, 11:50 AM
safe jump system? 2k2 has landing recovery whether you use a move in the air or not, but the recovery is different depending on whether you use the air move coming up or going down.

i dont know anything about 96, different engine.

crouch b anti airs work in xii so that does mean that there is landing recovery.

Saisyu Kusanagi
04-26-2009, 06:36 PM
safe jump system? 2k2 has landing recovery whether you use a move in the air or not, but the recovery is different depending on whether you use the air move coming up or going down.

i dont know anything about 96, different engine.

crouch b anti airs work in xii so that does mean that there is landing recovery.

Safe Jump System: Old school trip gaurd system/ie: using a sweep for an anti-air. Can not use attack as punish after enemy hits the ground from using a air normal or an air command. There is no jump attack landing recovery.

Jump Attack Recovery System: Can gaurd on frame 1 when landing from a jump even if low attack is out meaty or is thrown early as long as you did not commit to an attack in the air. If you commit to a jumping attack you can not gaurd for a certain amount of frames and you are open to ground attack and you can not input any command for that period of time as well.
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If you are using a meaty crouching b for an anti-air and your enemy "did not commit" to an air normal and they can not crouch gaurd the instant they land then KOF XII has Safe Jump System and there is no landing recovery off of jumping normal attacks.

Atiba
05-05-2009, 05:44 AM
Re: KOF XII System Discussion

Postby KusoGaki on Mon Apr 27, 2009 1:33 am


PenPen wrote:

SonicTempest wrote:Looking at this video:
http://dic.nicovideo.jp/v/sm6807064

At around 0:52 the CPU Iori does two quick, short backsteps, but at 0:54 he does a much longer, slower one. Any idea what the difference is?


Yeah I noticed that as well. But not sure how this would come out...

I tested this today, maybe you already found this out, but anyway the short hop is back, back then forward, and long hop is back back.
Not too sure the uses at the moment as i only got to play against cpu today.

This was taken from http://kingoffighters.planets.gamespy.com/forums/viewtopic.php?f=30&t=2573&st=0&sk=t&sd=a

Another goes on to say that it's true..that is how short hops are performed in Kof XII and then another guy goes on to say that he was told they are no short hops in the game.

Any word on this...?

Edit: Also i found this


Hyper hop and short hop are in the old games, down up down, and up down (or tap up).
I'm pretty sure they're the same in this game.

What is new is the backwards hop i was saying to you yesterday.
back back = a long slow backwards hop.
back back forwad = short fast backwards hop.

And this was taken from http://www.neoempire.com/forum/showpost.php?p=160839&postcount=21

Anyone who has played the game. Feel free to comment

Dark Vincent
05-05-2009, 07:22 AM
One question I have for those who played the game (or know enough about it):

With the Critical Counter system for how long can you keep comboing and juggling your opponent? Could you go as far as doing an infinite for example?

MOB712
05-05-2009, 08:53 AM
I don't think you can and that would probably ruin this game

Also apparently you can even CC super moves

http://www.youtube.com/watch?v=jlE9DHZhhl8&feature=PlayList&p=EB18157EBF4F5F6A&index=14

In that vid around 00:37 you see Robert go for his super but Ash is going for CC and it connects and Ash gets the hit.

Proto Cloud
05-05-2009, 09:00 AM
I don't think you can and that would probably ruin this game

Also apparently you can even CC super moves

http://www.youtube.com/watch?v=jlE9DHZhhl8&feature=PlayList&p=EB18157EBF4F5F6A&index=14

In that vid around 00:37 you see Robert go for his super but Ash is going for CC and it connects and Ash gets the hit.Remember this isn't SFIV. Most supers (DMs in this game) have NO invincibility on startup. That was a stupid move on the player's part, he was asking for it to get stuffed. He should've combo'ed into it instead or use it as punishment.

Like the system page said, that using standing :snkc:/:snkd: against any move should produce a CC.

DV: The CC only last for a certain amount of time, so you can't go on forever. But, you never know if there's a glitch that could cause an infinite though...

Agent 54c
05-05-2009, 10:57 AM
Is it possible to perform a CC on an airborne opponent?

Proto Cloud
05-05-2009, 11:39 AM
Is it possible to perform a CC on an airborne opponent?No, you both have to be grounded.

Dark Vincent
05-05-2009, 07:15 PM
DV: The CC only last for a certain amount of time, so you can't go on forever. But, you never know if there's a glitch that could cause an infinite though...
Thanks Proto, but what amount of time? Because the bar goes empty as soon as the CC connects so I didn't see any hint on the duration of the effect

Proto Cloud
05-05-2009, 09:25 PM
Thanks Proto, but what amount of time? Because the bar goes empty as soon as the CC connects so I didn't see any hint on the duration of the effectIt lasts as long as your strikes glow green like near the end of this vid (http://www.youtube.com/watch?v=pEnBY2IFvCU).

VeryLaZ
05-06-2009, 02:26 PM
How is the button layout for the game?

Is it classic with A B C D across, or something else?

Dandy J
05-06-2009, 08:37 PM
Some new scans: http://www.neogeofans.com/leforum/showpost.php?p=711065&postcount=1

Highest-damage CC for every character: http://img301.imageshack.us/img301/9836/86861171.jpg. I'll 'translate' some more of these later.

If you need meterless CC, they are on each character's individual page on the sidebar under the yellow text in front of the green background.

Best CCs - some of these might be a little off but I think they are correct.

Ralf: d/f+A xx qcb+C, qcfx2+P, d/f+A, CD xx qcb+C, qcb+C, f+C [68%]

Shen: qcfx2+P, stand C xx qcf+C, CD xx qcf+C~qcf+K, close D [66%]

Ryo: dp+C, qcf+P, f,hcf+P, dash, qcf+P, CD xx hcb+D~D, f,b,f+C [65%]

Terry: d/f+C xx qcb+C, qcb,hcf+P, f+A xx CD xx qcb+D, charge d,u+C[/url] [65%]

Clark: [d/f+A xx f+B+D] x3, j.C,j.C, close D xx d/f+A xx hcbx2+P [62%]

Iori: [qcb+B] x3, j.C, stand C xx hcf+C, dash, CD xx dp+C, qcf,hcb+P [62%] <-- I'm pretty sure you're supposed to dash under them after the hcf+C

Kyo: f+B xx qcb,hcf+P, rdp+B, CD xx qcf+D~D, hcb+K [62%]

Joe: [f+B xx hcf+A] x2, j.D,j.D, close C xx CD xx qcfx2+P [61%]

Ash: b+D, dash, [b+B] x2, j.D,j.D, close D xx CD xx charge b,f+C, qcfx2+K [59%]

Leona: f+B, [charge d,u+A] x3, jump, qcf,hcb+P [59%]

Robert: f+B xx f+A xx dp+C, dp+A, dash, dp+A, CD xx qcf,hcb+P [58%]

Andy: f+A xx qcb+A, f+A, j.D,j.D, close C xx f+A xx qcb,hcf+K [56%]

Duolon: [f+B] x3, j.B,j.D, close D xx qcb,hcf+P [56%]

Kim: [charge d,u+B] x3, qcb+B, CD xx qcb,d/b,f+K [56%]

Raiden: charge d/b,f+C, crouch C, [charge d/b,f+C] x2, CD, CD xx dp+P [54%]

Benimaru: [f+B] x3, j.Bj.C, close C xx qcf+P, qcfx2+P [53%]

Daimon: close C, [close D] x5, j.C,j.C, close C xx hcbx2+P [48%]

Remxi
05-07-2009, 01:52 AM
Whoa, so you can do your super early on in the CC and then follow up with more special moves? Too damn awesome, I wanna see these in action now.

jubeiyagyuX
05-07-2009, 03:18 AM
sorry if this is out of line,but can you do CC without having the green meter?:confused:

MOB712
05-07-2009, 05:46 AM
sorry if this is out of line,but can you do CC without having the green meter?:confused:

No.

That's what the green meter is for

jubeiyagyuX
05-07-2009, 06:15 AM
yeah i know,but dandy J in his post says "if you need meterless CC....",just wanted to know what that was about?:confused:

Remxi
05-07-2009, 06:33 AM
I think he means a CC without using a DM in it.

Raph_Stryker
05-07-2009, 09:15 AM
Is the ralf one right? One of the images show him doing his CD attack so im going to assume you do it before you mash on P.

Saisyu Kusanagi
05-07-2009, 02:39 PM
Is the ralf one right? One of the images show him doing his CD attack so im going to assume you do it before you mash on P.


I read a little Japanese......

Ralf is just cancling out df+a into CD attack then qcb+C, qcb+C, and df+a for the finish. You are in CC mode, anything will cancel into anything.

That is not Valari-Valari that is his CD attack, I think Dandy J was just typing too fast that all.

Updated front page far standing CC indicators as well. Will continue to translate through the day.


Pharaonic edit: After translating and studying the CC system in more detail I now understand why there is a parry command in the game, it is to keep people from spamming CC starter. If you put the parry where you were suppose to have swung out of disadvantage into a counter hit you stop and replace it with a parry to avoid the counter hit trap, you don't have to eat a standing C. Thanks for the balance SNK, much love.

Proto Cloud
05-07-2009, 03:35 PM
Pharaonic edit: After translating and studying the CC system in more detail I now understand why there is a parry command in the game, it is to keep people from spamming CC starter. If you put the parry where you were suppose to have swung out of disadvantage into a counter hit you stop and replace it with a parry to avoid the counter hit trap, don;t have to eat a standing C. Thanks for the balance SNK, much love.It also helps that parrying brings more depth to the game, but remember that standing Cs and Ds with CC HAVE to stuff a move, so you could alternatively low sweep CC starters. I may be wrong though.

Dandy J
05-07-2009, 03:44 PM
I read a little Japanese......

Ralf is just cancling out df+a into CD attack then qcb+C, qcb+C, and df+a for the finish. You are in CC mode, anything will cancel into anything.
Yeah, I just noticed it says 'ralf punch' (qcb+C) on the last part. Thanks for clearing that up. Are the other ones correct? I was wondering iff the Duolon one was right, it seems like it said something about counter-hit on the jump B. I couldn't understand Raiden's either.

As for parry...I think all you have to do is delay your C/D input and you'll CC the parry attempt. You can also just throw. So you can do like low A > throw -or- close C/D mixup.

Saisyu Kusanagi
05-07-2009, 04:35 PM
Yeah, I just noticed it says 'ralf punch' (qcb+C) on the last part. Thanks for clearing that up. Are the other ones correct? I was wondering iff the Duolon one was right, it seems like it said something about counter-hit on the jump B. I couldn't understand Raiden's either.

As for parry...I think all you have to do is delay your C/D input and you'll CC the parry attempt. You can also just throw. So you can do like low A > throw -or- close C/D mixup.

Your cool. I love working with you guys in this thread. I have played KOF since I had a NEO-GEO CD and I love it so much. I will translate in 5 min for Duo-Lon combo.

Saisyu Kusanagi
05-07-2009, 04:40 PM
It also helps that parrying brings more depth to the game, but remember that standing Cs and Ds with CC HAVE to stuff a move, so you could alternatively low sweep CC starters. I may be wrong though.

That would be true if the parry only stopped mid and high attacks but the parry in KOF XII is a universal parry that stops all attacks at any level. Seen a couple vids of people doing low b and getting stuffed by a parry.

Saisyu Kusanagi
05-07-2009, 05:33 PM
Duo-Lon combo correction:

first part says: "corner only" then goes on with
fwd+B x3, jump B(counter mode still active), jump D, standing D, CD, qcb,hfc+A or C

yourmother
05-07-2009, 05:49 PM
That would be true if the parry only stopped mid and high attacks but the parry in KOF XII is a universal parry that stops all attacks at any level. Seen a couple vids of people doing low b and getting stuffed by a parry.

Nice triple post, but yeah he was talking about CCs not parrys. Also I'm pretty sure that the parry will always catch low attacks but not necessarily always hit depending on the opponent and just how low they are.

Saisyu Kusanagi
05-07-2009, 06:24 PM
Nice triple post, but yeah he was talking about CCs not parrys. Also I'm pretty sure that the parry will always catch low attacks but not necessarily always hit depending on the opponent and just how low they are.

Ok?

It really will depend on the hit box of the parry return attack.

But I do understand your point.

Proto Cloud
05-07-2009, 06:51 PM
Ok?

It really will depend on the hit box of the parry return attack.

But I do understand your point.Ugh, so much neckdunking :looney:. I was talking about stuffing CC starters with sweeps to prevent people mashing st.Cs and Ds when they get CC meter full. Nice info on it being a Universal Parry though. But what is the frame window for it? It can't be very big I assume.

Saisyu Kusanagi
05-07-2009, 07:20 PM
Ugh, so much neckdunking :looney:. I was talking about stuffing CC starters with sweeps to prevent people mashing st.Cs and Ds when they get CC meter full. Nice info on it being a Universal Parry though. But what is the frame window for it? It can't be very big I assume.


Donig a lot of research sorry.......

http://www.youtube.com/watch?v=BGEfGxccpwI&feature=related
Time in vid: 2:47
Iori does a parry early to Duo-Lon's low attack.
Looks like the parry counter has alot of active frames on it so it stays out there and it has an attack if you miss. SNK is so smart.


I am not sure about the parry start activation, I will only know that when the master guide comes out but it could have start up or worse be active on frame 1.:sweat:

But I think SNK would be smarter than to have a 1 frame universal parry in the game thus nobody would attack or do anything without the fear being parried countered.

More likely than not there looks like there is start-up and you will not be able to counter some animations on reaction thus reducing parry counter spam as well.

Later on in the vid at 3:56 you see Duo-Lon jump and fake an air attack and land and beat Kyo's parry counter attack animation on start-up with a low A.

Proto Cloud
05-07-2009, 08:13 PM
^^Sounds like this can lead to some very interesting mindgames. Nice job!

Dandy J
05-07-2009, 08:36 PM
Sweeps vs close c/d's is just going to depend on range (and timing of course). If someone is in your face trying to bait you into hitting a button to land a CC, it's not going to matter what kind of normal attack you use.

Lord BBH
05-07-2009, 08:49 PM
Critical Combo Initiators =
Below are the CC initiators for each character.
Far Standing Update: 5/7/09

Ash Crimson - standing C/ far D
Duo Lon - standing D/ far B
Shen Woo - standing C/ far C
Kyo Kusanagi - standing C/ far D
Benimaru Nikaido - standing C/ far D
Goro Daimon - standing C/ far A
Iori Yagami - standing C/ far B
Athena Asamiya - standing C/ far C
Sie Kensou - standing C/ far B
Chin Gentsai-standing C/ far B
Terry Bogard - standing C(first hit only) / far D
Andy Bogard-standing C/ far C
Joe Higashi - standing C/ far C
Kim Kaphwan-standing D/ far D
Raiden-standing C/ far C
Ryo Sakazaki - standing C/ far D
Robert Garcia - standing C/ far D
Ralf Jones-standing C/ far B
Clark Still - standing D/ far A
Leona Heidern - standing C/ far D


Uh, everyone only has one attack that starts a CC. I don't know why you edited in all that additional stuff because none of those second moves listed can actually start a CC

Saisyu Kusanagi
05-08-2009, 05:34 AM
Uh, everyone only has one attack that starts a CC. I don't know why you edited in all that additional stuff because none of those second moves listed can actually start a CC

I was hoping somebody would step up and take a look at this with me..on page 034 for the arcadia magazanie right next to the CC starters are normal commands but the word in the top of that row says "reach" so I assumed that they have far standing starters as well or it might be the best normal you can link after CC starter is actived. Your from portland so you could make sense of this inqueri a little better than me by your play exsperence.
http://img294.imageshack.us/img294/4777/53154070.jpg

I will delete the far standing stuff untill we find what they are reffering to in the book. I do not want to put any bad info out. Thanks.

What have you seen in relationship to this?

Pharaonic edit: I read japanese and still could not put 1+1 together, range of contact for the CC starter... duh! I think there saying you do not have to be close to land CC and be able to combo after and they give you the dot-range of the CC starter by the range of the normal that is written down. Please correct me if I am wrong.

Nocturnal
05-08-2009, 09:52 AM
I'll try to talk more about the clash system stuff once I see what other normals/specials clash first. I'll do more testing on that this Sat.

Dandy J
05-08-2009, 05:13 PM
I got something to test regarding the clash system. You know how you can clash attacks with fireballs? See if you can clash with a fireball and hit someone with the same move. Ie throw a jab fireball w/ Athena from fullscreen, run up into a long-ranged attack that's also hitting your fireball and see if it hits Athena too.

Phoenix Azure
05-08-2009, 05:20 PM
One thing that happened to me was I was ash vs. Kyo. My Sweep clashed with his running grab, i immediately did my super and he couldn't do shit about it.

Lord BBH
05-08-2009, 08:45 PM
Pharaonic edit: I read japanese and still could not 1+1 together, range of contact for the CC starter... duh! I think there saying you do not have to be close to land CC and be able to combo after and they give you the dot-range of the CC starter by the range of the normal that is written down. Please correct me if I am wrong.

Yeah I think that's it, they're just grading the ranges for each character's CC starter on a scale of A to D... which is kinda confusing when the same letters are used for attacks, haha.

Dandy J
05-09-2009, 09:27 PM
I added everyone's best CC that I could to this post (http://forums.shoryuken.com/showpost.php?p=6654979&postcount=24). I'm pretty certain all of them are correct now. Plus, I put a link on Terry's to Jon doing it at AI. Thanks to him and Kane for uploading matches!

Unfortunately, Athena, Kensou, and Chin's CCs are too blurry in the scan for me to make out. If anyone has the magazine and can provide a scan or translation of those combos, it would be appreciated.

CrimsonDisaster
05-10-2009, 06:29 AM
An addendum to the parry discussion:
You don't attack immediately after the parry frames if they don't hit you, and you are in CH state. So if you expect a b+CD attempt, you can wait, see/hear the parry animation, then CC them for free.

Anakron
05-10-2009, 09:30 AM
One thing that happened to me was I was ash vs. Kyo. My Sweep clashed with his running grab, i immediately did my super and he couldn't do shit about it.
That usually worked for me during clashes too.

An addendum to the parry discussion:
You don't attack immediately after the parry frames if they don't hit you, and you are in CH state. So if you expect a b+CD attempt, you can wait, see/hear the parry animation, then CC them for free.

Yes, and I love it. :looney: I don't think it's hard to avoid getting CC'd though.

Rugal 3:16
05-10-2009, 09:29 PM
Does CD Fuction like an SF4 Focus attack?

Saisyu Kusanagi
05-11-2009, 07:21 AM
Does CD Fuction like an SF4 Focus attack?

Yes and no.


If you hold CD down for a certain amount of frames:
CD fully charged will break gaurd but does not have an auto parry or auto gaurd on it and they can be hit out of it and it has slow start-up.

Saisyu Kusanagi
05-11-2009, 09:03 AM
Questions about SouSai:

#1) You do not take damage if you clash with a projectile?
Time in vid: 0:37

#2) If you do not take damage why does Kim in this vid die to Andy's KoHaDan if he had option to cancle or is there a rule about SouSai canceling in the air?
Time in vid:2:20
http://www.youtube.com/watch?v=FoNEfLUCDiQ&eurl=http%3A%2F%2Fshoryuken%2Ecom%2F&feature=player_embedded

Combo correction:From page 1
Raiden:"Corner only"
C shot bomb (charge dbk then fwd)> crounching C> C shot bomb>CD>CD> Raiden Bomb Dp + A or C.

Raph_Stryker
05-11-2009, 11:28 AM
you do take tiny little damage if you clash with projectiles. I watched a full health duo take very minimal damage when he clashed with a power wave. Ive even had a moment where I clashed and got a critical counter, but died from the trade. So it zooms in on my character collapsing with the opponent in hitstun.

Also, Double KO's with the last characters results in both players losing.

Anakron
05-11-2009, 01:05 PM
you do take tiny little damage if you clash with projectiles. I watched a full health duo take very minimal damage when he clashed with a power wave. Ive even had a moment where I clashed and got a critical counter, but died from the trade. So it zooms in on my character collapsing with the opponent in hitstun.

I've had this happen to me as well. Eh, I think it should be fixed. Maybe CCs should do less damage too. Just a though.

infoseeker
05-11-2009, 01:29 PM
I was playing and clashed a fireball and was sure that I didn't see any damage go down. I actively looked for it too and this was from full health.

Maybe I was confused lo

Saisyu Kusanagi
05-11-2009, 01:49 PM
I was playing and clashed a fireball and was sure that I didn't see any damage go down. I actively looked for it too and this was from full health.

Maybe I was confused lo

I took a second look at the clash between Terry and Athena and Terry took no damage from clashing with the fireball.

You will take damage outside of clash contact with a fireball. Thanks guys.

Terry clashing with Hishoken in the start of round one
http://www.youtube.com/watch?v=-mIFoV5ad-Y&feature=related

Anakron
05-11-2009, 04:27 PM
Remember kids, if you're going to clash with fireballs, do it with a move that'll give you alot of meter!!!

MOB712
05-12-2009, 08:04 AM
I thought it was always known that you didn't lose health when clashing. I mean wouldn't it be useless if you did??? You'd be better off just blocking.

The same way your health comes back if you don't get hit after you absorb a hit using FA in SF4

Saisyu Kusanagi
05-12-2009, 08:14 AM
I thought it was always known that you didn't lose health when clashing. I mean wouldn't it be useless if you did??? You'd be better off just blocking.

The same way your health comes back if you don't get hit after you absorb a hit using FA in SF4

Time in vid:2:20
http://www.youtube.com/watch?v=FoNEfLUCDiQ&eurl=http%3A%2F%2Fshoryuken%2Ecom%2F&feature=player_embedded


That wasn't what I was concerned about, I saw something that just did not make sense for the same situation. Kim died during clash state unless they did not clash but you would seen both charcters go into the hit animation at the same time. All I saw was Kim die and Andy finished his Kouhadan clean but he lost life but still did not go into flipout animation if it had been a true trade.




Pharaonic edit: I just work out the clash system:
normal clash normal: Lose life
special clash special: Lose life
normal clash projectile:No damage loss
special clash projectile: No damage loss
special clash normal:Lose life

Check this old trailer and see these things happing..
http://www.youtube.com/watch?v=MZmJ0sucQlM&NR=1

MOB712
05-12-2009, 09:06 AM
Time in vid:2:20
http://www.youtube.com/watch?v=FoNEfLUCDiQ&eurl=http%3A%2F%2Fshoryuken%2Ecom%2F&feature=player_embedded


That wasn't what I was concerned about, I saw something that just did not make sense for the same situation. Kim died during clash state unless they did not clash but you would seen both charcters go into the hit animation at the same time. All I saw was Kim die and Andy finished his Kouhadan clean but he lost life but still did not go into flipout animation if it had been a true trade.




Pharaonic edit: I just work out the clash system:
normal clash normal: Lose life
special clash special: Lose life
normal clash projectile:Lose life [Time in vid 1:05]
special clash projectile: No damage loss
special clash normal:Lose life

Check this old trailer and see these things happing..
http://www.youtube.com/watch?v=MZmJ0sucQlM&NR=1

About the bold

I've seen a vid (can't find it right now) where Andy clashed using normals against Athena's projectiles at least 4 times in succession and didn't lose an inch of life or if he did even after clashing 4 times it was virtually unnoticeable.

I mean I stared at his health and I swear it didn't even move

Diavle
05-12-2009, 09:24 AM
I thought it was always known that you didn't lose health when clashing. I mean wouldn't it be useless if you did??? You'd be better off just blocking.

Not really, since you can cancel the clash animation immediately into anything.

Anakron
05-12-2009, 01:07 PM
Not really, since you can cancel the clash animation immediately into anything.

Like supers, which is extremely boss.

CrimsonDisaster
05-12-2009, 03:32 PM
So any update on Arcadia CCs for Psycho Soldier team?

-edit-
Looking at the blurry part of the scans...
Chin's CC looks like-
df+Dx3, (leaves you in dd+P stance) [stance P XX dd+P]x2, stance P > CD XX df+BB, QCFx2+P (57%)

Kensou's looks like-
QCB+A > QCB+C, QCBx2+P, CD XX QCB+A > QCB+C > DP+D (56%). I've been told of another CC that sounds better (but a bit harder) involving DP+P (mash) but I'll confirm it later.

Athena's is some mess with C Psycho Balls, hop Ds, and dashing? I don't understand a lot of the terms there so hopefully fubarduck's copy of the latest Arcadia comes in soon =x

Also I think the Ryo combo on the first page is wrong. Given the way Arcadia transcribes their combos, it would make more sense that the combo is-
DP+C, DP+C, f,HCF+P, dash DP+C, CD XX HCB+DD, fbf+C

Rioting Soul
05-14-2009, 12:40 AM
Do charge specials have to be charged during CC?

CrimsonDisaster
05-14-2009, 03:03 AM
Do charge specials have to be charged during CC?

yes, or so it would seem

Also I finally got to see the Arcadia articles in person, the Kensou CC goes more like:
CC, QCB+A > QCB+C, D XX QCBx2+P, CD XX QCB+A > QCB+C > DP+D

According to IkarugaDC's translation, Athena CC goes something like:
CC, QCB+C, dash D XX QCB+C, hop Dx2, D > CD XX QCB+A, HCBx2+P

Don't have the magazine personally, so this is mostly from memory. Should have taken notes :looney:

Dandy J
05-14-2009, 05:19 AM
Charged CD attacks are cancelable with specials, so someone please try:

Charge CD, cancel asap into command throw or super command throw with Raiden/Daimon/Clark.

Raph_Stryker
05-14-2009, 09:39 AM
that would work at the right distance, but with Clark and Daimon its better to cancel their charged CD into either command hop into command grab/super or command roll into command grab/super respectively, just so you don't risk being too far away.

With Raiden, i think shoulder tackle is the way to go, but if they are close enough, command grab away.

And for the real reason im posting:

so after extensive testing, yes you can cancel a special cancellable normal into a Roll (A+B). I have had no success emulating that after a C+D though. It looked fishy when I had seen it happen when random people played, but after trying it out for myself, yeah its easy.

Very odd that a feature that normally would cost you one stock has been implemented with no cost.

And what becomes of Back+CD when I assume that you can roll past it if you see that you had attacked someone who parried your normal.

A better question is why did they not announce the ability to do this in the system features?

Hmm...

DaveNK
05-14-2009, 10:09 AM
Can CC be clashed?

Rather both opponents who have their CC gauge filled and both attempt to CC each other at the same time would they clash?

MOB712
05-14-2009, 11:45 AM
Can CC be clashed?

Rather both opponents who have their CC gauge filled and both attempt to CC each other at the same time would they clash?

Yes

If I'm not mistaken all attacks are capable of clashing in some way except for DMs

ScourgedEnrise
05-14-2009, 01:22 PM
Some new scans: http://www.neogeofans.com/leforum/showpost.php?p=711065&postcount=1

Highest-damage CC for every character: http://img301.imageshack.us/img301/9836/86861171.jpg. I'll 'translate' some more of these later.

If you need meterless CC, they are on each character's individual page on the sidebar under the yellow text in front of the green background.

Best CCs - some of these might be a little off but I think they are correct.

Ralf: d/f+A xx qcb+C, qcfx2+P, d/f+A, CD xx qcb+C, qcb+C, f+C [68%]

Shen: qcfx2+P, stand C xx qcf+C, CD xx qcf+C~qcf+K, close D [66%]

Ryo: dp+C, qcf+P, f,hcf+P, dash, qcf+P, CD xx hcb+D~D, f,b,f+C [65%]

Terry: d/f+C xx qcb+C, qcb,hcf+P, f+A xx CD xx qcb+D, charge d,u+C (http://www.youtube.com/watch?v=YXQX3AI4x1c#t=25s) [65%]

Clark: [d/f+A xx f+B+D] x3, [short hop C] x2, close D xx d/f+A xx hcbx2+P [62%]

Iori: [qcb+B] x3, short hop C, stand C xx hcf+C, dash, CD xx dp+C, qcf,hcb+P [62%] <-- I'm pretty sure you're supposed to dash under them after the hcf+C

Kyo: f+B xx qcb,hcf+P, rdp+B, CD xx qcf+D~D, hcb+K [62%]

Joe: [f+B xx hcf+A] x2, [short hop D] x2, close C xx CD xx qcfx2+P [61%]

Ash: b+D, dash, [b+B] x2, [short hop D] x2, close D xx CD xx charge b,f+C, qcfx2+K [59%]

Leona: f+B, [charge d,u+A] x3, jump, qcf,hcb+P [59%]

Robert: f+B xx f+A xx dp+C, dp+A, dash, dp+A, CD xx qcf,hcb+P [58%]

Andy: f+A xx qcb+A, f+A, [short hop D] x2, close C xx f+A xx qcb,hcf+K [56%]

Duolon: [f+B] x3, j.B, j.D, close D xx qcb,hcf+P [56%]

Kim: [charge d,u+B] x3, qcb+B, CD xx qcb,d/b,f+K [56%]

Raiden: charge d/b,f+C, crouch C, [charge d/b,f+C] x2, CD, CD xx dp+P [54%]

Benimaru: [f+B] x3, short hop B, short hop C, close C xx qcf+P, qcfx2+P [53%]

Daimon: close C, [close D] x5, [short hop C] x2, close C xx hcbx2+P [48%]

This maybe or is a noobish question but what does the xx mean???

Dandy J
05-14-2009, 01:48 PM
It means to cancel. Anything without it just means to wait until the last move finishes, then do the next one.

Return of Shiki
05-14-2009, 05:37 PM
I hope rolls have a lot of recovery/vulnerability, otherwise being able to roll cancel normals for free sounds pretty dumb.

funkpanda
05-15-2009, 04:29 PM
Dont know if this question has been answered yet, but have they done anything to make move inputs easier?

IE, longer input window for DM's? More input leniency for moves like QCB, HCF? That was a barrier in my entry into the KoF series, Too many half circle motions and the QCB, HCF for desperation moves and stuff just doesn't feel right to me.

Anyone know if they took time to adjust these maybe?

DaveNK
05-15-2009, 05:41 PM
Dont know if this question has been answered yet, but have they done anything to make move inputs easier?

IE, longer input window for DM's? More input leniency for moves like QCB, HCF? That was a barrier in my entry into the KoF series, Too many half circle motions and the QCB, HCF for desperation moves and stuff just doesn't feel right to me.

Anyone know if they took time to adjust these maybe?


may not have played XII but i doubt that

Phoenix Azure
05-15-2009, 08:11 PM
I thought SNK's move inputs (other than all of geese's) were the easiest. Different strokes for different folks.

DaveNK
05-15-2009, 09:04 PM
I thought SNK's move inputs (other than all of geese's) were the easiest. Different strokes for different folks.


Yea geese takes a bit, but I got used to him and I can pull off the raging storm fairly easily

Remxi
05-15-2009, 09:06 PM
qcb, hcf moves were already pretty lenient in their execution. Up until 2003 you could do qcb, qcf and it'd still come out fine (made it a lot easier to play on keyboard hehe).

Proto Cloud
05-15-2009, 09:10 PM
I thought SNK's move inputs (other than all of geese's) were the easiest. Different strokes for different folks.You mean KOF, right? Because World Heroes is anything, but lenient or easy.

DaveNK
05-15-2009, 10:41 PM
qcb, hcf moves were already pretty lenient in their execution. Up until 2003 you could do qcb, qcf and it'd still come out fine

Actually that still works now, and it's not even specific to SNK's KOF, that works in CvS 1&2
Rumble Fish

just from the top of my head

probably the easiest move in KOF is terry's Power Gyeser ( I mean literally all you gotta do is tap Down Back Forward Punch and it works)

Lord BBH
05-15-2009, 11:36 PM
I hope rolls have a lot of recovery/vulnerability, otherwise being able to roll cancel normals for free sounds pretty dumb.

Throw.

Also you can only cancel into rolls off light attacks, not hard attacks

Raph_Stryker
05-16-2009, 01:59 AM
that cant be true. I rolled out of Clark's cr.C plenty of times trying it out. Im 100% sure I did.

Dandy J
05-16-2009, 04:51 AM
Here you can see tim119 doing j.A,j.C as a chain during CC:

http://www.youtube.com/watch?v=kxAWYmrXtXg#t=2m50s

So in the CCs with multiple jump attacks, I think you just do a single jump and chain them rather than perform 2 jumps.

CrimsonDisaster
05-16-2009, 01:49 PM
Here you can see tim119 doing j.A,j.C as a chain during CC:

http://www.youtube.com/watch?v=kxAWYmrXtXg#t=2m50s

So in the CCs with multiple jump attacks, I think you just do a single jump and chain them rather than perform 2 jumps.

Already addressed this in the other thread, but that's old news lol. Guess we forgot to mention it on SRK :looney: You can sometimes mash out more than 2 hits if your moves hit at the right angles (Leona can do it IIRC) but that's usually earlier in a CC when you should be doing command/special moves rather than normals.

For whoever was asking about rolls, rolls are slow, easy to throw, and punishable at the end.

Dunno how "system"-y this is, but a lot of crouch attacks will duck under jump attacks in XII. It's fairly prominent for some characters (Kensou c.B goes under most jump attacks and leads to his special chains, for instance). Seems fairly intentional as it happens with a lot of crouch Bs.

Lord BBH
05-17-2009, 02:26 AM
that cant be true. I rolled out of Clark's cr.C plenty of times trying it out. Im 100% sure I did.

Welp... you are right, I tried again today and hard attacks CAN be cancelled into rolls. I'm not sure why it didn't work for me the first time I tried!

meiji_99
05-17-2009, 03:48 AM
attack cancel into roll can only be done if your critical counter bar blinking.

Return of Shiki
05-17-2009, 07:59 AM
Throw.


Block stun.




For whoever was asking about rolls, rolls are slow, easy to throw, and punishable at the end.


Haven't they always been?
None of that matters if you're still in blockstun from a close C when they roll past you and leave you in a backturned state.


attack cancel into roll can only be done if your critical counter bar blinking.

That's good. I mean, I don't see roll cancels being a huge threat to balance, but there's no reason to be able to do them anytime without any specification or cost.

Kane317
05-17-2009, 02:35 PM
attack cancel into roll can only be done if your critical counter bar blinking.


Block stun.



Haven't they always been?
None of that matters if you're still in blockstun from a close C when they roll past you and leave you in a backturned state.



That's good. I mean, I don't see roll cancels being a huge threat to balance, but there's no reason to be able to do them anytime without any specification or cost.

Sorry not true, you can roll cancel whenever.

CrimsonDisaster
05-17-2009, 02:42 PM
Haven't they always been?
None of that matters if you're still in blockstun from a close C when they roll past you and leave you in a backturned state.


You underestimate just how slow rolls are and how short blockstun is.

xxkimixx
05-17-2009, 02:46 PM
Someone did a b+CD when Kane did a charged CD and managed to avoid the counter with the roll cancel.

rogueyoshi
05-17-2009, 06:09 PM
u pretty much lose your pressure instantly when u attack roll unless you use it to bait b+CD or autoguard.

Saisyu Kusanagi
05-18-2009, 08:17 AM
Make it simple, are you at advantage or disadvange when you cancel either light or heavy into a roll?

Which one is it :
Light/ disadvanage
or
Heavy/advantage

or
Light/advantage
and
Heavy/diadvantage?

CrimsonDisaster
05-18-2009, 12:20 PM
Make it simple, are you at advantage or disadvange when you cancel either light or heavy into a roll?

Which one is it :
Light/ disadvanage
or
Heavy/advantage

or
Light/advantage
and
Heavy/diadvantage?

both/disadvantage

KrsJin
05-18-2009, 03:17 PM
Do the characters in 12 have varying levels of stamina or nah?

Tooserius
05-18-2009, 05:28 PM
i would imagine so

Hatred Edge
05-18-2009, 05:31 PM
I can't believe I didn't realize this...

There aren't far A's/B's in XII correct?

Saisyu Kusanagi
05-18-2009, 06:58 PM
both/disadvantage

Love your style. Thanks.

Now one last question are there free punishes like a free throw or free attack during roll cancel recovery?

Anakron
05-18-2009, 07:12 PM
You underestimate just how slow rolls are and how short blockstun is.

Quoted for truth!

Keits
05-18-2009, 10:08 PM
You mean KOF, right? Because World Heroes is anything, but lenient or easy.

Did someone say WORLD HEROES!?

The only World Heroes worth playing, WHP, is pretty lenient and easy honestly. It has a glitch that makes some charge moves arbitrarily harder, but otherwise its easy input city.

Return of Shiki
05-19-2009, 01:04 AM
You underestimate just how slow rolls are and how short blockstun is.

That's why I ASKED if the rolls in KOF XII were still that slow in the FIRST PLACE.

Proto Cloud
05-19-2009, 10:57 AM
Did someone say WORLD HEROES!?

The only World Heroes worth playing, WHP, is pretty lenient and easy honestly. It has a glitch that makes some charge moves arbitrarily harder, but otherwise its easy input city.I dunno, when I played WHP. The controls were just :looney: for me. Even qcfx2 was more strict than it should be. Then there's motions like Muscle Power's Ultimate that was something like this: :qcf::l::db::d: which I can't seem to get out consistently. Maybe it's the fact that I'm using a pad and this game just isn't pad friendly.

I'ma give it another try, but damn I'm too used to KOF style to get used to it.

CrimsonDisaster
05-19-2009, 02:21 PM
Love your style. Thanks.

Now one last question are there free punishes like a free throw or free attack during roll cancel recovery?

Generally speaking they can at least throw you if you tried to roll behind them, if not mash c.A/c.B and hit-confirm something. If you rolled away, you CAN be punished but you can probably get away with it... though of course you lose all your initiative by doing so.

Kane317
05-19-2009, 09:38 PM
I can't believe I didn't realize this...

There aren't far A's/B's in XII correct?

That is kinda correct because it depends on the character's normal. Beni's s.B is a far standing poke much like the older KOFs whereas Kensou's s.B is a closer hitter; Every character has only one type of light attack (far vs close).

Except for Beni and Kim who has two far normals, most ppl only have one far attack for their strong hits.

Some characters have their s.D as the old far D sprite (like Goro's) and hence can't be cancelled out of and some have their close D sprite (like Shen's). It's just character dependent, but everyone has at least one extra normal which always is a far hit (usually their old far+C/D).

While we're on the subject, only Athena's far C is the only one cancellable.

I have the Arcadia cancel charts for everyone's normal if you guys have specific question.

VeryLaZ
05-22-2009, 11:37 PM
Can anyone reccomend a button layout to use on the SF4 TE stick, is their a standard layout. How did the arcade cabinets have it set up?

wussmonster
06-12-2009, 12:46 AM
i just played this weekend at Portland Tilt and their setup is

A B
C D

. Just set it to whatever arcade you play in. Otherwise just whatever is comfy with you. Part of me still likes the classic straight acoss layout though.

Lord BBH
06-12-2009, 01:23 AM
i just played this weekend at Portland Tilt and their setup is

A B
C D

. Just set it to whatever arcade you play in. Otherwise just whatever is comfy with you. Part of me still likes the classic straight acoss layout though.

it's actually

A C
B D

But I'm sure that's what you meant :P

wussmonster
06-13-2009, 01:56 AM
^^^^^^^^^ Corrected, thx. it was late.

i met someone at the Tilt on Wednesday and cant remember his name for the life of me. we played CvS2 for about an hour and then switched to KOF. dont suppose he's on here somewhere? prolly a thread for it but havent seen it.

Saisyu Kusanagi
06-26-2009, 04:36 PM
it's actually

A C
B D

But I'm sure that's what you meant :P


Can you confirm if my research is on or off with the clash system from what you have found in play?



normal clash normal: Lose life
special clash special: Lose life
normal clash projectile:No damage loss
special clash projectile: No damage loss
special clash normal:Lose life

meiji_99
07-15-2009, 02:58 AM
afaik counter hits open for free juggle, counter hits in this game marked with blue circle on the hit spark, anyone please cmiiw.

HeBe
07-15-2009, 03:08 AM
Yes, that's corrects. Its been this way in almost every KOF series. It normally works on moves that are single hit that knock an opponent down, as opposed to knocked away in the older ones. For example people used to do jump CD -> rush supers/raikoken/another jump CD or whatevers.

In KOF XII seems like you can do it off hard hits as well as CD attacks and special attacks that knock down. The most applicable use of it would be jump CD's and some special attacks and in although harder to land C or D's as anti air. That's why in some of the videos you see people use s. C, s. D, or d. C as anti air and cancel into CD attacks (charge and wait for them to be in the right height and let go). You pretty much can make it up on the spot what you want to do.

kaworu_scott
07-15-2009, 02:34 PM
Can anyone reccomend a button layout to use on the SF4 TE stick, is their a standard layout. How did the arcade cabinets have it set up?

I 2nd this.

As different forums have stated different layouts.

It's either

-- B C D
A

or

AC
BD

Which is official and in most arcades?

Sytha
07-15-2009, 05:21 PM
AC
BD

Is the one that was at Portland's Tilt. And it is the one at Seattle Gameworks.

I think that is the standard.

Pheelgood
07-15-2009, 10:41 PM
To clear up some minor confusion, it may be prudent to put in a more detailed explanation of the combo system. I saw mention of it in the thread, but nothing too detailed.

I haven't had a chance to play XII yet. From what I can gather, is my assumption correct that if you want to cancel a normal into a special, that normal can't have been canceled into?

It may be best to describe it in terms of SF IV's combo system.

Dandy J
07-16-2009, 12:09 AM
You can always cancel a normal into a special. What are you going to cancel into a normal anyway? Do you mean command normals or just normal normals? KOF does have a system kind of like that with certain command normals, but it is the exact opposite. For example, Duolon can cancel his f+A or f+B if they were canceled into, but not by themselves.

Pheelgood
07-16-2009, 12:16 AM
You can always cancel a normal into a special. What are you going to cancel into a normal anyway? Do you mean command normals or just normal normals? KOF does have a system kind of like that with certain command normals, but it is the exact opposite. For example, Duolon can cancel his f+A or f+B if they were canceled into, but not by themselves.

Sorry, meant command normals. I was specifically curious about Ralf's df+A and Terry's df+C, but also command normals in general.

meiji_99
07-16-2009, 01:07 AM
afaik
-basic attack = LP, LK, HP, HK
-command attack = foward LK (kyo), foward LP (terry)
-special move
-desperation move (DM) aka super move

combo system
basic attack --> special move
basic attack --> super move (DM)
basic attack --> command attack --> special move
basic attack --> command attack --> super move (DM)

new for xii
basic attack --> knockdown attack (HP+HK) --> special move
basic attack --> knockdown attack (HP+HK) --> super move (DM)

HeBe
07-16-2009, 02:01 AM
afaik
-basic attack = LP, LK, HP, HK
-command attack = foward LK (kyo), foward LP (terry)
-special move
-desperation move (DM) aka super move

combo system
basic attack --> special move
basic attack --> super move (DM)
basic attack --> command attack --> special move
basic attack --> command attack --> super move (DM)

new for xii
basic attack --> knockdown attack (HP+HK) --> special move
basic attack --> knockdown attack (HP+HK) --> super move (DM)

Also in special cases you can cancel some command attacks if used by itself into special attacks/supers.

There are some special exceptions as well where you can cancel CD attacks into command attacks like Ash and Athena. You just gotta try them out and memorize which are the exceptions.

JedahZero
07-16-2009, 09:30 AM
Also in special cases you can cancel some command attacks if used by itself into special attacks/supers.

There are some special exceptions as well where you can cancel CD attacks into command attacks like Ash and Athena. You just gotta try them out and memorize which are the exceptions.

Can you cancel command attacks into CD attacks?

Normal -> Command -> CD -> Special ?

HeBe
07-16-2009, 11:33 AM
Can you cancel command attacks into CD attacks?

Normal -> Command -> CD -> Special ?

No, at least not that I know of. Tried it before with some characters and it didn't work nor have I seen it in any videos.

meiji_99
07-16-2009, 10:12 PM
no you can't do
Normal -> Command -> CD -> Special

Saisyu Kusanagi
08-18-2009, 09:33 AM
Run recovery is not instant and you can be hit, but in KOF XII you can cancel the recovery with an attack or backward roll command.

Alternate275
08-18-2009, 11:54 AM
Sorry if I overlooked a post, but has the any light been shed on exactly how long you last in critical counter once you've successfully landed one.

Remxi
08-18-2009, 08:03 PM
I don't think there is a specific amount of time or number of hits that the CC state lasts for. It seems to vary depending on what attacks are used, and even how those attacks hit the opponent.

Mr List
09-26-2009, 10:00 PM
so after a few matches online its clear i'm about as uneducated at KOF as can be.

some questions.

how should i be playing this game?
i sure i read somewhere it pays to be aggressive and rushy downy, is that right?

is playing keep away with projectiles (like in sf) a good idea (it doesnt seem it)

any advice on how to avoid being CC'd ?

in sf when you're getting up there seems to be a rock-paper-scissors feel to your choices.
in this game there seems to be a rock-scissors-paper-dynamite-lightsaber-nuke-interdimensional portal-fluffy bunny,
type plethora of options and outcomes.

is there a basic way to describe the combo system?

eg in sf4
normal x special
normal link normal x special

this game you can chain and then cancel to special,so its completely different.
how to super cancel in this game?

i can only random super atm,
anti-air is only real way for me to super atm.

Remxi
09-27-2009, 09:12 PM
Some characters play good rushdown, others are better at keepaway and zoning. But for the most part, due to the game mechanics, it's more aggressive than SF.

Projectiles are much less effective than SF4 due to the fact there are a lot of ways around them and characters have the mobility to get in your face easier. You can roll through them, superjump/hop over them, clash against them with your own normal or special move and then cancel the clash into something else (run, special, super).

CC is triggered by being counterhit by a specific close range normal, so to avoid being CC'ed try not to throw or use slow moves when you are at a frame disadvantage. In fact if the opponent has CC gauge I wouldn't try to throw or b+CD at all.

As for combo system I'll give some common examples most characters share for BnBs:
- Weak attack XX fast special
e.g. Kyo c.B, c.B, c.B, s.B, rdp+B or Leona c.B, c.B, c.A, d~u+C or Raiden c.B, c.A, hcf+K
- Weak attack xx Command normal xx Special
e.g Joe c.B, c.B, s.B, f+B, dp+K or Andy c.B, c.A, f+A, hcf+B
- Strong attack xx Command normal xx Special
e.g. Terry s.C, df+C, qcb+A, Leona c.C, f+B, qcb+P
- Strong attack XX CD attack XX Special
e.g. Benimaru s.D, CD, dp+B, Terry s.C, CD, qcb+C

CD attacks knock the opponent into the air, allowing complex juggles in the coner, often involving another CD attack. Any of these combo types can be ended with a super instead of a special. Grappler type characters e.g. Raiden, Goro, Clark, Elizabeth, Iori etc. can combo into their command grabs. The only character with a super cancel is Shen Woo, and it has frame specific timing on it so it's very hard to do. If you're having trouble cancelling specials or supers, try doing after the attack hits, not as the attack hits like you would in most other FG.

If you're looking for a guide how to play KoF in general, check out Dandy J's tutorial vids on youtube. They can explain the gameplay and mixups that occur in an average match much better than I can here.

Mr List
09-28-2009, 01:45 AM
thanks that info is quite helpful.

i didnt know that you could cancel the clash from hard attacking projectiles.
that will come in handy.

also i was wondering how to use the cd attack (thats the guardbreak/crumple one right?)
i couldnt see how you were meant to find room for an opening with it before.
never occured to me you could put it into combos.

Saisyu Kusanagi
12-31-2009, 09:23 AM
thanks that info is quite helpful.

i didnt know that you could cancel the clash from hard attacking projectiles.
that will come in handy.

also i was wondering how to use the cd attack (thats the guardbreak/crumple one right?)
i couldnt see how you were meant to find room for an opening with it before.
never occured to me you could put it into combos.

The gaurd crush can be use to bait parries and once you get parried you cancel the charged cd gaurd crush into a move that has invincibilty on it and you will beat the parry return attack everytime. If you do not have an invincible move then just cancel with a foward roll and when you recover out of the roll they will be a disadvantage and you will have a free opening to score a hit.


Also CD can be charged without holding C and D down at the same time. After pressing CD to start the charge you can let off of C or D and have access to cancel into supers or specials on C or D or A or B.
At a certain charge frame you can cancel into any command move for more mix up during guard strings.

Only sure parry in the game that is free damage is on a high jumping attacks and normals that can not be cancel into forward roll on the ground.