General controls: 4 buttons, ABCD, each doing what you expect. Throws are still listed as

Back + CD is one of the new systems where you flash a bit with autoguard frames before performing your CD motion. Note that this is by no way guaranteed to hit even if you guard your opponent's attack correctly - in fact unless your opponent is sticking out a strong attack you probably won't. I think I auto-guarded some one's jump attack only for them to land and block the CD motion.
Sousai is the system where you clash your strong attack against your opponent's strong attack. Unfortunately everyone at the location test was a noob like me so even when it did happen we were all like "Wha?"and didn't take advantage of it. Interestingly enough you can sousai in the air with your opponent on the ground and vice versa. I'm sure something tricky and unexpected will come out of that.
The final new system is the critical counter thing. I forgot what the conditions for this were (your strong attack vs their weak attack?), but basically when you land it your character goes into SFA2 Custom Combo mode. I forgot if supers were free or not in this mode, but if somebody lands this and knows what they're doing it will HURT A LOT. Like 1/3 of a bar a lot. This happened rare enough that I still don't understand what the implications for it are, and some characters seem to be able to take advantage of it more than others (who just mash C a couple of times and end with a special move), but overall I guess it's interesting enough.
One other new thing that seems to have been added is the ability to connect your CD attack from a C or D move. This does a lot of damage and knocks the opponent away, and some characters can follow it up for more pain e.g. Kyo's C, CD,

General system impressions:
As many have already mentioned, this does indeed feel like KOF'94 all over again. Lots of people have very stripped down movelists: e.g. Kyo seems to have lost his firepunches, Ryo lost his



The game itself also feels a lot slower. KOF XI was pretty damn fast what with all the QS combos and all but this feels a lot more sluggish. Moves just take longer to come out. The reverse side of this is that it seems like there are very few safe special moves any more - Terry's burn knuckle is slow, Duo Lon seems to have lost his a version of his rekka punches and the C version is mighty laggy, etc. To be honest I really don't like this change, but I guess it makes things easier to balance as opposed to letting every character have a safe block string.
Super bar system: I really hate this change. Basically we have 96 style charge as you fight bar, but then once it fills up we have 95 style slowly draining bar. I don't think you do any more damage in this mode (your character doesn't flash or anything), and you have about 15 seconds after that to actually make use of the bar and do a super. Combined with the lack of super flash and general sluggishness of the game it means its really really hard to make use of this at all. I think every character also has only one super, which means some like Terry's are *really* gimped (slow as hell and hard to set up even in a combo).
Crossups - it feels harder to cross up people in this game - other than Kim's jump a it seems like they toned down a lot of easy cross ups like Beni's Jump D and Ryo's Jump D.
Jumps - the KOF jump system is still intact, except that the trailing shadows have been removed. I guess it removes the warning to the opponent but I've also come to depend on that as an indicator that my hyper hop attempts succeeded.

Overall I really don't like this game play system. It feels like SF, not KOF. That, or a really early and crappy version of KOF. i.e. KOF 94.
Characters:
Over my 5 attempts I only tried playing as Terry, Ryo, Beni, Leona, Duo Lon and Shen Woo, in order of frequency.
Terry:
- Burn knuckle no longer safe. Takes a while to start the hitting frames, but travels a lot further. An interesting effect is that with the new sousai effect C burn knuckle from a full screen away is a surprisingly safe option, since even fireballs will be cancelled away.
- Crack shot also slower, stil juggles in the air. Not sure if it's still an overhead.
- Gained back Rising Tackle. I think you need to spam buttons to get more hits, which I kept forgetting to do.
- Power Geyser slow as hell.
- C, CD, Burn Knuckle combo hurts a lot.
-




Ryo
-

- Lost


-

- Super is ranbu.
- Uppercut travels a fair bit horizontally now. Unfortunately it also starts up a lot slower. Not sure about invulnerability.
Beni
- Still good for scrubs like me. Jump D still good, Crouch D stil good.
- Fwd B still links from a strong attack, unfortunately doesn't seem cancellable anymore.
- Qcf p looks as crappy as it was pre-XI. I don't think


- Dwn b,


-

-

- Jump CD animation is changed. I think it's an upward pointing kick now.
Leona
- V-slasher still seems good. Not as fast as 2k2, but I think it has the invulnerability frames.
- Dwn b, a moon slash connects. Which is good since


- Jump D still good.
- Jump CD is no longer glowing foot. She sticks her leg out slightly in a diagonal angle. Doesn't seem fantastic.
- Glowing ball of energy attacks pretty much what you expect. Can still hit opponents in the air after they bounce away from the move.
- Moon slash in general is slower. I been hit out of it way too many times by a light attack even though I started the move first.
Duo Lon
- No idea what the super is. I tried ghost super (hcb x 2 p) but it didn't seem to come out.
- Teleport is a lot slower, seems like it moves forward a fixed amount like XI instead of auto-crossup like 2k3.
- Seems like he lost the

- Leg stab move still seems quick and good.
Shen Woo
- SHEN WOO PUNCH still does a lot of damage.
- Didn't seem very different from XI, other than being generally slower like everyone else.
Impressions from seeing other players:
Kim:
- MIght be too early but definitely seems top tier.







Kyo
- Qcf k, k move now does a lot more damage to compensate for the fact that you can almost never connect an Orochinagi after it anymore due to the stupid super bar system. Unfortunately no longer safe on guard, which means no more fancy corner trap tricks with it.
- C, CD,

- New motion for

- Didn't notice any auto-guard for his uppercut or any other move.
-







Iori
- No more fire moves. So weird.
- Upward claw thingy still seems like ok air defence
- I think what looks like his new rekka chain replacement is semi-safe on block.
Ash
- New kiss move acts like Orochi Shermie's kisses and takes about 2-3 seconds before the kiss becomes active.
Clark
-

- Jump a, c,


Raiden
- Grabs do a lot of damage.
That's all I can remember for now. Hope that was helpful.