KOF XII Official Rant Thread

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Re: KOF XII Official Rant Thread

Post by Fuu » Fri Oct 31, 2008 15:07

Gunsmith wrote: I care very much about storylines
Yeah you know
i tried reading books, but these things are full of fillers! They go on for hundreds of pages, with no pictures!
So please SNK, i turn to you to have a true literary modern experience,
add a storyline to KOFXII, 4 paragraphs will do.
Dody wrote:Inu Yasha+Undertaker
...ah, this is, uh, the best of 2 worlds, certainly.

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Re: KOF XII Official Rant Thread

Post by Kyosuke Kagami » Fri Oct 31, 2008 16:50

... playing KOF98 in 1P? That's stupid. You play 98 to challenge other people, not to see zomg storylines.

Also playing against the CPU = boring. And considering KOF stories have become more like a pretext (since 99) I don't see how story would help a game be more interesting.

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Re: KOF XII Official Rant Thread

Post by Gunsmith » Fri Oct 31, 2008 19:50

Kyosuke Kagami wrote: I don't see how story would help a game be more interesting.
statement of the year!

Fatal Fury 3 had useless storylines, didn't it? What a waste of time that was! Jajajaja moon

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Re: KOF XII Official Rant Thread

Post by Kyosuke Kagami » Fri Oct 31, 2008 20:11

I liked Fatal Fury 3 back when it was released :(

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Re: KOF XII Official Rant Thread

Post by BP » Fri Oct 31, 2008 20:31

Fuu wrote:
Dody wrote:Inu Yasha+Undertaker
...ah, this is, uh, the best of 2 worlds, certainly.
Yeah, apparently he's going to have a new DM that turns him into a half-demon with dog ears and pull off a Tombstone Piledriver. It's out of this world!

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Re: KOF XII Official Rant Thread

Post by Derrace » Sun Nov 02, 2008 16:30

Dody wrote:
Looks like the game is getting slower and less combo than before. Thanks God!!! I never like combo and a big fans of KOF 95. Looks like this game will rocks because its remind me of KOF "THE GREAT" 95.

Welcome to the forum Dody, guess this place would be flooded with more newbies when XII launches..

I would think that 95 is pretty slow and has it's fair share of combos. Iori down B x 5-6 -> Qcb A x 2 -> dp A anyone?
If u meant having fwd A/B or df C/D in chains, i think everyone would have a full bar combo.. =p.

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Re: KOF XII Official Rant Thread

Post by Dody » Tue Nov 04, 2008 08:17

Kyosuke Kagami wrote:... playing KOF98 in 1P? That's stupid. You play 98 to challenge other people, not to see zomg storylines.

Also playing against the CPU = boring. And considering KOF stories have become more like a pretext (since 99) I don't see how story would help a game be more interesting.
You're right. That's stupid. That's why I dont want SNK repeated that stupid thing in this new KOF

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Re: KOF XII Official Rant Thread

Post by Monpochi » Wed Nov 05, 2008 01:50

Kyosuke Kagami wrote: Also playing against the CPU = boring. And considering KOF stories have become more like a pretext (since 99) I don't see how story would help a game be more interesting.
One thing that i like about storyline is it's mandate over the cast. It sure does help to avoid the unnecessary character hoping.

And besides, different strokes for different folks.

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Re: KOF XII Official Rant Thread

Post by Derrace » Wed Nov 05, 2008 02:35

Monpochi wrote:
Kyosuke Kagami wrote: Also playing against the CPU = boring. And considering KOF stories have become more like a pretext (since 99) I don't see how story would help a game be more interesting.
One thing that i like about storyline is it's mandate over the cast. It sure does help to avoid the unnecessary character hoping.

And besides, different strokes for different folks.
Storyline has always been a welcome and tbh, I have always thought it isa pretty neat idea to get people to complete the game with teams, or certain char combi. That way, the less popular chars get picked, i said picked, not used =p. I remember always putting Terry first and neglecting the rest of the FF team during the earlier kofs.

ya one man's meat is another man's poison.

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Re: KOF XII Official Rant Thread

Post by Toxic Avanger » Wed Nov 05, 2008 22:39

Gunsmith wrote:I care very much about storylines
I agree with シーミトォ君 , I also think that it's kind of fun how they hire writers to make "light novel like" prefaces for the storyline of each team, they are usually very interesting and nicely written, even if "nothing neat" happens in them, even the manner of speech already tells things about the character's persona.

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Re: KOF XII Official Rant Thread

Post by kadosho » Tue Nov 18, 2008 21:39

New trailer! (SNKP forges alliance with a familiar name)
http://www.gametrailers.com/player/42897.html
*And the logo does something special! =D

asss
2009 baby!

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Re: KOF XII Official Rant Thread

Post by Perfect Stranger » Mon Apr 13, 2009 15:41

Really hating the fact that
1. You can't dash throw
2. Dash C gives you the fwd C animation which is NOT CANCELLABLE.

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Re: KOF XII Official Rant Thread

Post by SonicTempest » Tue Apr 14, 2009 01:45

Perfect Stranger wrote:Really hating the fact that
1. You can't dash throw
2. Dash C gives you the fwd C animation which is NOT CANCELLABLE.
1) Really? Seems like it would be easier to dash throw with 2-button throws...
2) I'm still not clear on which command gives you the close version and which gives you the far version - so f+C/f+D give you the far versions of your normals and regular C and D are the close versions?

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Re: KOF XII Official Rant Thread

Post by PenPen » Tue Apr 14, 2009 06:25

Not really, since you can now whiff throws, I'm not sure how it works since throws aren't part of my game normally (unless it's accidental).

As for the normals and the f+C/D, there's no distinction between close/far normals anymore. All characters have the same standing attacks regardless of range (eg. Kyo has his old far D even though he's standing next to the opponent). The f+C/D attacks don't apply to everyone as well, some only has f+C while some only has f+D. And they're not cancellable as PS said, so I dunno...running up with a standing C seems really hard now.

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Re: KOF XII Official Rant Thread

Post by PenPen » Tue Apr 14, 2009 07:00

Double post to myself (since it's important...I think!), I forgot to add that according to what I read (a Chinese translation of the Arcadia/Famitsu thingy that SS posted earlier), hit attacks ARE able to out-prioritize throws and grabs. I think the example I read was something like Kyo's standing C would win against Goro's hcb,f+P grab, if both are done at the same (or really similar) time.

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