Disclaimer: My 360 died Tuesday night, so I’m not able to verify some of this as much as I’d like to. However, many of the rules from previous KOF’s hold true here.
Something important to remember about KOF is that you want to minimize wakeup opportunities as much as you can (by using the safe fall). However, XII is much more forgiving for people who fail their safe fall attempts (or are hit by a move that doesn’t allow for a safe fall: command throws, slams, and so forth).
Many characters who had ruthless oki-games (Clark & Iori for instance) don’t have many of those options anymore (I’ve said it before, but it bears stressing, old Clark in the right hands will make you :crybaby:), which makes learning how to deal with them substantially easier.
I could go on further, if you’d like, and list what options are best in what situation.