King of Fighters XII news (videos from the 2nd loketest)

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Re: King of Fighters XII news (details from the AM show!)

Post by SonicTempest » Tue Dec 02, 2008 10:40

Er, yeah, I linked to the videos instead of embedding them so that everyone could watch the high quality versions (which are a LOT better).

On that note there are four more videos on the guy's account. Again, watch in high quality.

edit by Gun:
http://uk.youtube.com/watch?v=HIkGnl6vvcc" onclick="window.open(this.href);return false;
http://uk.youtube.com/watch?v=1xnR-GaRdEQ" onclick="window.open(this.href);return false;
http://uk.youtube.com/watch?v=sMwLbe1nv-s" onclick="window.open(this.href);return false;
http://uk.youtube.com/watch?v=FoEJIlHI9kE" onclick="window.open(this.href);return false;

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Re: King of Fighters XII news (details from the AM show!)

Post by Gunsmith » Tue Dec 02, 2008 18:37

wow Doulon might as well be female.

and who's going to get hit by those DMs? Perhaps when you play online? You can't even combo them?

Good grief, another year to wait before they sort this mess out. I just hope they stick with this sprite set for a while- holy crap I feel like I'll be too old before I'm happy.

Oh wait, I've got 98! Hurrah!

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Re: King of Fighters XII news (details from the AM show!)

Post by BP » Tue Dec 02, 2008 20:01

Gunsmith wrote: Good grief, another 4/5 months to wait before they sort this mess out.
Fixed.

I really, really don't understand why people are already:

1) Expecting the game to be terrible.
2) Going back to '98/2002.
3) Waiting for the extremely hypothetical KoF XIII.

When the game isn't even released OR actually had some serious playtesting. You'd expect everyone to discover everything for a single day presentation? So no, nobody really did confirm or mention nor was it even hinted by the producers that it is incredibly impossible to combo into a DM outside of a Critical Combo.

As for the Crtical Combo worries, yes, they are pretty much justifiable - free damage out of a random counter doesn't sound so fun, doesn't it? But look at the whole wall splat thing - it was advertised before, then it was scrapped. Then there's the obvious speed change from the TGS build and this one - which clearly means they still have a loooot more work to do and that they are keeping this in mind.

Besides, if they mess things up, it won't be good for them whatsoever. They used balance as an 'excuse' for the 20 character roster, and if there isn't any even from the mechanics...well, let's just say your wait for KoF XIII will take a longer time than usual. Maybe even never.

In short, let's wait until a more recent and stable build is shown to the players and public - then we could say if it's a mess or is it worth playing or not.

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Re: King of Fighters XII news (details from the AM show!)

Post by Fuu » Tue Dec 02, 2008 20:37

a critical combo doesn't really look any different from a combo from any recent KOF, only the chance to do it is limited. I don't really like the idea of randomizing it, but it does make it even more uncommon.
...maybe the losing side could get a higher activation? It could be interesting afterall.

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Re: King of Fighters XII news (details from the AM show!)

Post by Kyosuke Kagami » Tue Dec 02, 2008 20:46

Thing still seems like staggering to me.

I imagine there will be certain VERY specific conditions for that critical damage thing to happen.

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Re: King of Fighters XII news (details from the AM show!)

Post by SonicTempest » Tue Dec 02, 2008 20:59

I already posted the conditions for this to occur: use a strong attack to get a counter hit on someone at close range (i.e. you have to have the close version of the attack come out). It is kind of like staggering in that the opponent is in hitstun a lot longer than he normally would be so you can combo whatever you want. I think it has to be a special move that you're countering because otherwise you get a sousai/clash.

Also it looks like DM damage is scaled down severely when you combo it off a critical counter. Most DMs seem to do massive amounts of damage when they hit on their own, but much less when used after a critical counter.

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Re: King of Fighters XII news (details from the AM show!)

Post by Frederick » Wed Dec 03, 2008 04:54

hmm regular throws seem to do too much dmg. Wonder if the dmg will stay like that.

eh after watchin the higher quality vid with clark. eh why does he look like he has been taking lessons from benimaru in wearing a sports bra.

clark's grab super seems like it has no invulnerability at all and it's slow as hell................

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Re: King of Fighters XII news (details from the AM show!)

Post by Monpochi » Wed Dec 03, 2008 05:03

Frederick wrote: clark's grab super seems like it has no invulnerability at all and it's slow as hell................
Yeah, and it sorta looks awkward in it's execution. I JUST HOPE that they're still going to refine some of the animation on some parts. (Hellooooo miscellaneous animations...) wow

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Re: King of Fighters XII news (details from the AM show!)

Post by Apathy Wind » Wed Dec 03, 2008 05:18

Clark aside, the game looks great. It is funny to me though that the flames in that one background look so good yet the fights themselves have such lousy flame effects.

What I just don't get is why they decided to do what they did with the DMs. I seem to recall someone saying XII would be less combo oriented but damn it, Gunny is right - outside of lag no one is going to get hit with a 'stand alone' DM. I can't conceive of what they hoped to accomplish by making DMs so slow and telegraphed - as it stands now, they seem practically worthless. I guess the Desperation part of DM refers to the futile hope your opponent won't block/avoid/knock you out of these stinkers....

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Re: King of Fighters XII news (details from the AM show!)

Post by BP » Wed Dec 03, 2008 06:29

Lots of people aren't to happy with Clark, but IMO I think he's fine. It's nice to see SNKP giving different body builds for certain characters compared to the older sprites. Considering how Ralf and Clark are mercenaries, they gotta be buff for the job. Goro and Raiden are the archetypal big wrestlers, so their build has a bit more fat than muscle; normal fighters like Terry, Shen, Robert and Ryo have average muscular builds; Ki based users like Kyo, Beni and Ash are skinny since they focus on those type of attacks more and so on.

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Re: King of Fighters XII news (details from the AM show!)

Post by Dody » Wed Dec 03, 2008 11:23

Tel wrote:Argh, Joe is indeed the 94 version, right down to his df+B becoming his sweep again and 94 style TNT punch/Slash Kick. D: The Tiger Kick doesn't seem to be much of an anti-air now, so I wonder what he has in terms of defense.

Somehow I'm starting to feel taking the classic versions of characters is really taking a lot of depth from the series. I don't want KOF returning to 94/95 style gameplay. That's not saying I want a combo fest, but the matches seem to be all about getting single hits in, or one short combo. And not being able to combo into supers is just a weird step back.
Well, I prefer KOF 94/95. So, Im happy with this game.

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Re: King of Fighters XII news (details from the AM show!)

Post by Tel » Wed Dec 03, 2008 17:49

Dody wrote:
Tel wrote:Argh, Joe is indeed the 94 version, right down to his df+B becoming his sweep again and 94 style TNT punch/Slash Kick. D: The Tiger Kick doesn't seem to be much of an anti-air now, so I wonder what he has in terms of defense.

Somehow I'm starting to feel taking the classic versions of characters is really taking a lot of depth from the series. I don't want KOF returning to 94/95 style gameplay. That's not saying I want a combo fest, but the matches seem to be all about getting single hits in, or one short combo. And not being able to combo into supers is just a weird step back.
Well, I prefer KOF 94/95. So, Im happy with this game.
Well, it'll be an experience relearning some basics from 94/95. I like 94/95, but I much prefer the series in 98/2k2/XI. The learning curve was dumbed down, but the game mechanics got a lot deeper. Back in 94/95, slower pace and Extra Mode style gameplay made for slower game pace, and they offset that by having absurdly high damage values for hitting. And from what I've seen, it looks like XII is going to go that way. Somehow I get the feeling the game mechanics is somewhat like Capcom vs SNK.

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Re: King of Fighters XII news (details from the AM show!)

Post by Kyosuke Kagami » Wed Dec 03, 2008 18:22

I don't think that thing will play like 94, 95 or the CvS games. I swear I saw some chars making some chains, like that vid where Athena did a little chain after a critical damage.

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Re: King of Fighters XII news (details from the AM show!)

Post by Gunsmith » Wed Dec 03, 2008 21:33

Goro suddenly became Hugo, heck I suppose Raiden will be even more so.

So I'm moaning, why do you even care, P? You play SFIV. ;)

We can all hope they do fix the apparent problems, or somehow show us how the gameplay will be super cool when it's finished but I'm still betting the sequel will be uber in every way! Still, I guess we all got to practice with the first to get to grips with the new system...

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Re: King of Fighters XII news (details from the AM show!)

Post by BP » Thu Dec 04, 2008 06:12

So I'm moaning, why do you even care, P? You play SFIV. ;)
LOL!

But that wasn't...Ah, nevermind.

More XII videos here:

http://www.youtube.com/user/superskeleton7722" onclick="window.open(this.href);return false;

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