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Thread: KOF XII System Information

  1. #1

    KOF XII System Information

    Starting this thread so we can start to dig into what you can and can not do in this game. Saves time and losses.

    http://game.snkplaymore.co.jp/offici...tem/index.html
    --------------------------------------------------------------------------------------------------

    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=r75Lz...eature=related

    Part 2:
    http://www.youtube.com/watch?v=v53OYLMge3o
    -------------------------------------------------------------------------------------------------
    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.
    ------------------------------------------------------------------------------------------------
    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.
    -------------------------------------------------------------------------------------------------
    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.
    --------------------------------------------------------------------------------------------------
    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
    --------------------------------------------------------------------------------------------------
    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
    Last edited by Saisyu Kusanagi; 05-13-2009 at 05:58 PM.
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  2. #2

  3. #3

    Quote Originally Posted by Proto Cloud View Post
    You can start by putting this on your OP. http://game.snkplaymore.co.jp/offici...tem/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.
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  4. #4
    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?
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  5. #5
    Quote Originally Posted by Saisyu Kusanagi View Post
    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/offici.../system01.html
    Last edited by Proto Cloud; 04-15-2009 at 04:20 PM.

  6. #6
    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.

  7. #7
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    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.
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  8. #8
    Ask the people from Portland Oregon. They have KOFXII at their tilt.
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  9. #9
    Quote Originally Posted by Keits View Post
    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.
    Last edited by Saisyu Kusanagi; 04-17-2009 at 12:54 AM.
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  10. 04-20-2009 12:22 AM

  11. 04-21-2009 10:35 AM

  12. #10

    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?
    Last edited by Saisyu Kusanagi; 04-24-2009 at 10:49 AM.
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  13. #11
    yes there is absolute guard in xii

  14. #12

    Quote Originally Posted by rogueyoshi View Post
    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.


    --------------------------------------------------------------------------------------------------------

    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.
    Last edited by Saisyu Kusanagi; 04-27-2009 at 12:47 PM.
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  15. #13
    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.

  16. #14
    Quote Originally Posted by rogueyoshi View Post
    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.
    -------------------------------------------------------------------------------------------------
    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.
    Last edited by Saisyu Kusanagi; 04-26-2009 at 09:09 PM.
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  17. #15

    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.gamesp...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/showp...9&postcount=21

    Anyone who has played the game. Feel free to comment

  18. #16
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    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?
    TK6: ??
    STHDR: Vega (Claw)
    3S: Yang
    VF5: Lion Rafale

  19. #17
    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=jlE9D...F5F6A&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.

  20. #18
    Quote Originally Posted by MOB712 View Post
    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=jlE9D...F5F6A&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 / 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...
    Last edited by Proto Cloud; 05-05-2009 at 11:38 AM.

  21. #19
    Is it possible to perform a CC on an airborne opponent?
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  22. #20
    Quote Originally Posted by Agent 54c View Post
    Is it possible to perform a CC on an airborne opponent?
    No, you both have to be grounded.

  23. #21
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    Quote Originally Posted by Proto Cloud View Post
    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
    TK6: ??
    STHDR: Vega (Claw)
    3S: Yang
    VF5: Lion Rafale

  24. #22
    Quote Originally Posted by Dark Vincent View Post
    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
    It lasts as long as your strikes glow green like near the end of this vid.

  25. #23
    How is the button layout for the game?

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

  26. #24
    Some new scans: http://www.neogeofans.com/leforum/sh...65&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%]
    Last edited by Dandy J; 06-08-2009 at 05:52 PM.
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  27. #25
    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.
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