KOF XII System Discussion
Posted: Tue Apr 14, 2009 17:42
This post will be continually added as long as I can get more information. Feel free to chime in!
Also, if you are using it in another forum be sure to link it back here since it's continually updated, and we need extra business.
= System bars =
Power bar - There's only 1 level, which you need to fill up to execute a DM. Currently it seems like there's no other use aside from using it for DMs.
Counter critical bar - Builds up by attacking and getting hit. From what I experienced, getting hit will build up the bar faster. Once the bar is filled, lifebar will start flashing in green, and you can start off CC combos with a successful CC initiator. Note that the bar will automatically deplete once it's filled up, and until the bar becomes empty, you can do as many CC initiators as you like (obviously when one is successful it automatically enters CC mode and you can't initiate anymore).
Lifebar - Duh. Damage scaling?
= New Movements =
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. BUT! You can cancel out the move by doing a special or DM while charging. What this does is that the CD charging animation is cancelled into whatever move you just inputted. The timing is when your character is 'shaking' while charging the CD. To cancel into moves that require C/D buttons, you can release that button while holding the other, and input quickly.
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.
Sousai/Deadlock - Deadlock is SNKP's English name for this system. Basically, if your strong attack is clashing with a strong attack, a command move, special or DM (if I'm reading correctly from the website), you'll enter a sousai mode along with your opponent. What happens afterwards is depending on your inputs. If you didn't do anything, your character will do a hop back. If you inputted something else, the character will do that instead of hopping backwards (jumps are possible). Note that sousais can happen to fierballs as well. According to SNKP website, you will be taking back some of the intended damage, but they didn't specify how much.
Critical Counter - The key to getting in a meaty combo. Upon successful CC initiation (see above on how to the bar full first), opponent will get into a really long hitstun and you can do all sorts of bullshit like repeated standing Cs, and everything is cancellable (unsure about specials into specials ala 2k2 BC mode), until the CC bar depletes. Each character has a defined CC initiator, by doing standing C/D (depends on the character itself). When you're doing a CC initiator, your character will have a gold/yellowish glow. It's easy to tell that your CC initiator works, because the camera will immediately zoom in and the attack will have a pretty looking effect. A successful CC will require you to counter a grounded attack with your CC initiator. Upon entering CC mode, you can immediately do a DM, and from what I read on FightClub, it's somewhere around x1.5 to x1.7 (almost half a full lifebar), and you will exit CC mode immediately afterwards. You can tell that you did the DM immediately afterwards since it has a huge flash onscreen.
Counter attack - Countering an opponent's move will result in a MOTW-like 360 spin from the opponent. But there is NO counter message, so it's totally up to you to see whether it's a counter. The spin means the opponent will enter an extended hitstun, where you can followup with random stuff.
Additional normals - By doing f+C/D, depending on the character, the character will do a variant of their normal attack, which is very likely their old far C/D attack. But note that outside of CC mode, these are not cancellable into, and not cancellable into anything else.
Throwing - Throwing is now done by pressing b/f+AC. Note that it can now whiff. Additionally, if you are trying to throw someone and they are doing an attack (non-throw) at the same time, it will be countered. Throws are not breakable.
Recovery roll - Now instead of pressing AB when falling from the air, you can press either A/B/C/D to do it. But whether it works like MOTW's recovery, is still unsure.
Roll cancelling - During any normal move you can press AB to roll cancel. It doesn't require any stocks, or any CC bar to be filled.
Back stepping - There are two versions, one is b-b-f, and one is b-b. The b-b-f version will have your character do a quick backwards step that isn't that far away. The b-b version goes back farther, and is noticeably slower.
Credit to the team:
- Kane317 for the roll cancelling and CD charge cancel stuff
- KusoGaki for the back step info
- dobiqwolf for some of the CD charge cancel stuff
Unless there are any new findings, we can consider this to be about 90% complete.
Also, if you are using it in another forum be sure to link it back here since it's continually updated, and we need extra business.
= System bars =
Power bar - There's only 1 level, which you need to fill up to execute a DM. Currently it seems like there's no other use aside from using it for DMs.
Counter critical bar - Builds up by attacking and getting hit. From what I experienced, getting hit will build up the bar faster. Once the bar is filled, lifebar will start flashing in green, and you can start off CC combos with a successful CC initiator. Note that the bar will automatically deplete once it's filled up, and until the bar becomes empty, you can do as many CC initiators as you like (obviously when one is successful it automatically enters CC mode and you can't initiate anymore).
Lifebar - Duh. Damage scaling?
= New Movements =
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. BUT! You can cancel out the move by doing a special or DM while charging. What this does is that the CD charging animation is cancelled into whatever move you just inputted. The timing is when your character is 'shaking' while charging the CD. To cancel into moves that require C/D buttons, you can release that button while holding the other, and input quickly.
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.
Sousai/Deadlock - Deadlock is SNKP's English name for this system. Basically, if your strong attack is clashing with a strong attack, a command move, special or DM (if I'm reading correctly from the website), you'll enter a sousai mode along with your opponent. What happens afterwards is depending on your inputs. If you didn't do anything, your character will do a hop back. If you inputted something else, the character will do that instead of hopping backwards (jumps are possible). Note that sousais can happen to fierballs as well. According to SNKP website, you will be taking back some of the intended damage, but they didn't specify how much.
Critical Counter - The key to getting in a meaty combo. Upon successful CC initiation (see above on how to the bar full first), opponent will get into a really long hitstun and you can do all sorts of bullshit like repeated standing Cs, and everything is cancellable (unsure about specials into specials ala 2k2 BC mode), until the CC bar depletes. Each character has a defined CC initiator, by doing standing C/D (depends on the character itself). When you're doing a CC initiator, your character will have a gold/yellowish glow. It's easy to tell that your CC initiator works, because the camera will immediately zoom in and the attack will have a pretty looking effect. A successful CC will require you to counter a grounded attack with your CC initiator. Upon entering CC mode, you can immediately do a DM, and from what I read on FightClub, it's somewhere around x1.5 to x1.7 (almost half a full lifebar), and you will exit CC mode immediately afterwards. You can tell that you did the DM immediately afterwards since it has a huge flash onscreen.
Counter attack - Countering an opponent's move will result in a MOTW-like 360 spin from the opponent. But there is NO counter message, so it's totally up to you to see whether it's a counter. The spin means the opponent will enter an extended hitstun, where you can followup with random stuff.
Additional normals - By doing f+C/D, depending on the character, the character will do a variant of their normal attack, which is very likely their old far C/D attack. But note that outside of CC mode, these are not cancellable into, and not cancellable into anything else.
Throwing - Throwing is now done by pressing b/f+AC. Note that it can now whiff. Additionally, if you are trying to throw someone and they are doing an attack (non-throw) at the same time, it will be countered. Throws are not breakable.
Recovery roll - Now instead of pressing AB when falling from the air, you can press either A/B/C/D to do it. But whether it works like MOTW's recovery, is still unsure.
Roll cancelling - During any normal move you can press AB to roll cancel. It doesn't require any stocks, or any CC bar to be filled.
Back stepping - There are two versions, one is b-b-f, and one is b-b. The b-b-f version will have your character do a quick backwards step that isn't that far away. The b-b version goes back farther, and is noticeably slower.
Credit to the team:
- Kane317 for the roll cancelling and CD charge cancel stuff
- KusoGaki for the back step info
- dobiqwolf for some of the CD charge cancel stuff
Unless there are any new findings, we can consider this to be about 90% complete.