

Went to the beta test today. Few things that I still remember:
– Controls. For some reason I couldn’t pull off a dragon punch motion to save my life. This was multiple rounds, on multiple beta test cabinets. That said, plenty of Kyo users were doing uppercuts fine so I guess it’s just me sucking tremendously.
– Juggling system – feels weird, closer to GG/BlazBlue style than classic SF/KOF style, i.e. it seems like as long as you can whip out an attack while the opponent is still in hit stun in the air, it’ll connect. Best example of this is Mai, who can, in the corner, go low b, low b, far b, cancel into 





– Game speed: much better after sluggish XII. Not as hyper-kinetic as XI, but very playable. Stocks build at a decent clip, and you can see fancy hyper drive combos happening often.
– Graphics, presentation: Very nice. Character portraits in particular stand out as very well done. Look of the UI (user select screen, life bars, etc) is nice too.
– SDMs : Can be done any time using 2 stocks, just press 2 buttons when activating DMs.
Some character specific stuff:
Duo Lon:
Looks hella strong, not quite as broken as 2k3’s incarnation but very reminiscent. 



















Mai: Not sure I like the new character design 



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King: Removed Dwn D and replaced it with her slide kick. Gah so annoying. Not safe on block. Doesn’t seem like you can cancel anything out of it? Couldn’t do trap shot to save my life 

Iori: Did he always use to have this move where he grabs the guy and tosses him in the air, allowing you to get a hit in before the opponent falls down? Stayed away from him in XII (actually, just stayed away from XII in general 

Beni: Seems to have lost follow ups after 



Ryo: Can do close C, 





General thoughts: Looks and feels much better than XII.
There’s a full team left in the character select screen that hasn’t been revealed: K’ team maybe?
Totally random, but the SNKP rep I saw at HEY today was the same guy I saw during XII beta test. He seems so much happier this time around 

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