Friday, April 17, 2009

King Of Fighters XII: Arcade Overview

The 12th installation of the famous King of Fighters series has now been released worldwide. As SNK Playmore of Japan has released the English translation of the website, I think it's best I also help out by letting gamers know changes and new stuffs included to the system, while still retaining what is famous in the KOF Series.

The old:
- Buttons are now back to 4. Meaning, Light Punch, Light Kick, Hard Punch, Hard Kick.
- Dash and back step is still in place.
- Blow Back attack is back to C+D (Hard Punch and Hard Kick). But a new addition is available to it.
- Emergency Evasion (And backward) is still A+B (Light Punch and Light Kick).

The new and changed:
- Blow Back attack can now be charged for more damage. Charging can also be done while in mid air. Blow Back could also be be chained into a combo.
- Guard Attacks now does not take out any stocks to perform. Can be performed any time when guarding and pressing C+D. A little bit cheating if you ask me.
- Fall Breaker used to be A+B when touching the ground. Now any button is pressable.
- Throws are done with A+C. For a back throw, hold back and press simultaneously.
- The Max gauge is now back to one stock, and it charges really fast. Too bad no charging can be done manually.

Critical Counter
- When the Critical Counter bar is full, execute a counter attack using C or D. The animation begins with a focus zoom on the characters and then the player can continue by pressing a combination of buttons that he feels deserving.
- Filling the bar would take either time, getting hit, or by beating your opponent up. Sounds like an Ultra gauge. Hurm...
- At anytime, the Critical Counter moves can be any button pressed until a green glow is flashing on your character. that will signal the end of the Critical Counter barrage.
- Don't waste the opportunity, dish out a Super Special Move (We don't call it Desperation Moves anymore.) or continue the combo as you wish, just make it count!
- Critical Counter can also be paired with the Max gauge to bring out a more damaging Max move. At anytime during the Critical Counter hits, it is possible.

Deadlock (Sousai) System
- This is something similar to a Parry system introduced in Street Fighter 3. The difference is that you use moves to cancel out. Meaning, if a both of you press D for example, the deadlock motion will occur, giving only a small chip of damage.
- When a deadlock occurs, if both opponents does nothing, they will do a back step to give some room.
- A variety of commands can be inputted when a deadlock occurs. Any move from jumping to Super Special Move is possible.

That's the overview of the system implemented in KOF XII. The console versions are rumored to have K' and Mai Shiranui in them. Also, another rumor (with actual screenies) showcased Blue Mary to be an addition. Most weird to my own belief is how Shermie is back, considering the fact, that she should be after the events in KOF 97. We would know more in the coming months before July comes ringing. Til then, stay tuned!

1 comment:

Superman said...

lol... King Of Fighters? I don't play that game anymore... but I believe you can still find alot of arcade fans playing it. Good luck! :)