King Of Fighters Thread

There will be much rage if K' isn't in the final build of the game. At the very least, some console-exclusive characters couldn't hurt.

Not as much rage as if Mai isn't in the game. I don't see Mai in the character selection, or do I need a new pair of glasses to be able to spot... naw no way I can miss her huge :5:
 
Well

That's all 20

Roster's full

both Mai and K' didn't make it

sucks I guess(never really played either character so kinda don't give a damn)
 
I guess I can still hold up hope for the console-release. K' seems like a huge oversight since he was the main character for the NESTS saga, and Mai...well, I think Path said it best. SNK can increase their sales of this game by 50% just by including her.
 
It also looks like the King of Fighters movie will introduce a new science fiction spin into the setting established in the games’ universe by following the surviving members of three legendary fighting clans who are continually whisked away to other dimensions by an evil power. As the fighters enter each new world they battle that universe’s native defenders, while the force that brought them seeks to find a way to invade and infect our world.

 
1. Match timer extended.
2. Stamina increased.
3. Guard crush gauge added.
4. All characters' guard crush recovery speeds have been normalized (as in the refill rate of the gauge, not the time vulnerable after a guard crush)
5. All characters' rolling abilities have been normalized.
6. All characters' jump startups have been normalized.
7. (?) Direction input for diagonal command moves recognized on frame 1 now (?)
8. Random damage is eliminated.
9. Unthrowable time is reduced.
10. Against a normal throw, pressing a non-strong attack button makes escape impossible.
11. Normal throw damage reduced.
12. (?) Repeated standing/crouching commands changed to maintain state. (?) (Probably means "maintain a normal state" or "get locked into high or low guard if you attempt to alternate guard", not "maintain an unthrowable state". Otherwise I don't understand how this is a change...)
13. All characters' Guard Cancel CD attacks now have normalized hit and recovery frames.
14. All characters' Guard Cancel CD attacks now have increased priority.
15. Guard Cancel rolls have increased speed and range.
16. Anti-airs can be counter-hit on recovery.
17. First-hit knockback on anti-airs removed.
18. Anti-airs juggle for full hits.
19. Command throws can be counter-hit out of the whiff animation.
20. MAX DMs (SDMs) can be used outside of MAX mode for 3 stocks (4 stocks for MAX Super Cancel).
21. With lifebar red, MAX2s can be used outside of MAX mode for 3 stocks, or for 1 stock in MAX mode.
22. Visual indication added to lifebar when MAX2 (HSDM) is enabled.
23. In MAX mode, all DMs can be canceled into freely. ("All" probably includes MAX DMs/MAX2s.)
24. All characters' MAX activation/recovery times have been normalized. Now equal to Neo-Geo version '02 Kim.
25. In MAX mode, charge moves work without charging if input on hit or block
(ex. charge b, f+attack becomes b, f+attack in MAX mode).
26. Combo damage after a Quick MAX activation is reduced, excluding DMs. If a new combo is started while still in MAX mode, damage returns to normal. (Presumably normal for MAX mode, not full damage.)
27. After using a MAX2, another MAX2 cannot be used for a fixed period of time.
28. No throw escapes out of special movement. (Command dashes, teleports, etc.)
29. No throw escapes out of special counters.


Translated list of changes from original 02 thanks to TandeM on SRK
 
cant wait for KOF 12

A global community and a next gen game available everywhere = win

Gentlemen, we are in a new era of fighting games. Now if America can get Toyota vs Capcom, we'll be cool
 
I hope, like SF4, it evolves into a completely different game by release.

because also like SF4 did in it's early stages, it looks like complete shit right now
 
Just saw a high def trailer for KoFXII over at kotaku and good lord those are the most gorgeous sprites and animations I have ever seen. I've never played KoF before, but I'm intrigued just based on how good the game looks.
 
I've been looking around and I'm seeing some different information... is KoFXII slated for April in the states, or is that just Japan?
 
http://img296.imageshack.us/img296/5719/iexplore200811282324235mh2.jpg
http://img296.imageshack.us/img296/1631/iexplore200811282325122yd3.jpg
http://img88.imageshack.us/img88/8541/iexplore200811282326519ya9.jpg

Last 3 characters(apparently)

FUCK YES @ Clark

29yjqc9_th.gif
29yjqc9_th.gif
29yjqc9_th.gif
29yjqc9_th.gif
29yjqc9_th.gif

YESSSSSSSSSSSSS... i was freaken dissapointed without clark... FINALLY...! i can have goro+clark+ralf_benimaru again... :D man i play kof since '97... and i don't have any of my friends that play but i have kof'94 till kofxi... and i don't know y no one likes '97... its my favourite... '97 = clark+goro+orochi yashiro ownage... no grab whiff animation bitch! eat my dms after dms... lol... the ultimate matches r cool but i can't wait for kofxii now...!!!
 
Well if anyone is still interested in 02UM, here's a list of character changes translated off the official site

-Nameless-
Specials: Yukikaze (glove drill), Shigure (leg blade), Shinonome (sliding attack, 3 parts rekka-style?), Sawarabe (ground flame), Yoizuki (anti-air flame slash) and Amagiri (3-part follow-up).

Shigure can be canceled into other specials, but not supers.
Yoizuki is noted to be useful out of block or as a interrupting move (in addition to AA)

DM: Shakuhou (flame dome), Zetsuei (rapid-fire flames)
MAX DM: Rasen (giant drill, possibly of the heavens-piercing variety)
MAX2: Rinkou (similar to Shakuhou, but stronger)

-K'-
Ein Trigger gains Second Spike and Blackout follow-ups.
Narrow Spike only cancels from D Minutes Spike now.
B Minutes Spike gains autoguard frames.
(Not listed: super flash on the Crimson Star Road MAX2 occurs after the initial hit connects rather than on startup, unless this was changed back from the TGS build.)

-Maxima-

Old MAX2, Arc Enemy, is now a MAX DM.
New MAX2: End of World (fires missiles from his whole body, then a giant laser).
Maxima Lift cannot be teched upon landing (guarantees the Senton Press follow-up).
Maxima Beam's priority upped.

-Whip-

New DM: Forbidden Engage CODE: MC (lassoes the enemy from long range and delivers a series of ground slams).
Boomerang Shot can be super-canceled from long range.
Cr. A hits a downed enemy (from KOF '99 & '00).
Stand CD invincible frames removed.

-Kyo-
KOF '99's 182 Shiki returns.
Far B, Far D startup reduced.
Recognition interval of Far C increased (so Cl. C will come out at max range now).
Kamukura (MAX2) is now a 1-frame grab.

-Benimaru-
KOF '00's Super Inazuma Kick returns.
New move: Benimaru Shoot (follow-up down attack, usable after Benimaru Collider).
Can perform a double MAX2, presumably by doing MAX activation (1 stock) -> MAX2 (1 stock) -> MAX2 (3 stocks).


-Daimon-
Chou Ukemi (command roll) cancels into all command and special moves, excluding another Chou Ukemi.
Jiraishin (ground pound) can be canceled into freely in MAX mode.
Fuurinkazan (MAX2) sped up; now combos from strong attacks.

-Terry-
KOF '99 Hammer Punch command move returns.
Power Charge returns.
Quick Burn from RBS: Dominated Mind (!) added.
Rising Force (MAX2) combos from strong attacks more reliably.

-Andy-
Kunai Dan (knife throw) from RBS added.
j.D hitbox improved to make crossups easier.
Uwa Agito (f+B) knocks down when used as a standalone move.
Gekiheki Haisuishou (close hcf+P) range increased.

-Joe-

KOF '99 version of Shijou Saikyou no Low Kick "The Strongest Low Kick in History" added.
(RB?)FF-style flame effects on Tiger Kick and Slash Kick.
D Slash Kick is a Counter Wire.
Sliding (df+B) sped up to combo off from weak normals.

Next site update: AOF team, Ikari & Psycho Soldier teams...

EDIT: Daimon can cancel his roll into command moves and specials, not specials and supers. Fixed up above now.
EDIT 2: Andy's f+B knocks down when used as a standalone move only.

-Ryo-
Kouhou Shippuken returns.
Tenchi Haouken changed from MAX2 to MAX.
2 new MAX2s: Retsu Ryuukou Ranbu and Geki Ryuukou Ranbu.
A version Kououken recovery shortened.
A version Kouhou (DP) recovery shortened.
Far B and Far D startup shortened.

-Robert-
Aesthetic change: new tiger effect and SFX at the end of the Zetsu Ryuukou Ranbu (MAX2).
C Ryuugekiken startup shortened and is now angled slightly upward.
Kyokugen-ryuu Renbukyaku (cl. HCF+K) has first-level attack priority now (?)
Haiga Ryuu (QCFx2+K) is now invincible.
B version Hien Ryuujinkyaku recovery time increased.

-Yuri-
New move: Yuri Chou Slash (donkey kick). Weak version combos from strong attacks, knocks down, and deals wire damage on counter hit. Strong version doesn't combo but deals forced wire damage.
MAX2 changed to Chou! Ryuukou Ranbu.
Vulnerable hitbox on cr. B and cr. D increased (makes it easier to poke/sweep Yuri, not the other way around.)

-Leona-
New MAX2: Dead End Inferno. Changes depending if Leona is in her normal or "awakened" (Orochi blood riot) state, and switches her from normal -> awakened or awakened -> normal at the end.
Moon Slasher and D Ground Saber now have pursuit attack hitboxes after the hit (this is supposed to be useful in MAX mode now due to zero-charge time specials and almost everything being free-cancelable).

-Ralf-
New move: Galactica Vanguard (just-frame follow-up to the MAX2 Umanori Galactica Phantom. Launches the opponent off-screen for an auto-OHKO.)
Far C startup reduced.
Cr. D startup reduced.
Kyuukouka Bakudan Punch (air QCF+P) now has a pursuit attack hitbox.
Super Argentine Backbreaker (HCF+K) now links from cr. B.

-Clark-
Gatling Attack returns from KOF '00. C version can be canceled into Napalm Stretch.
New MAX2: Roaring Sphere. A multi-throw super that requires 6 command inputs, Deadly Rave-style.
Far C priority increased.
Cr. C priority increased.
Can link command throws from cr. B.

-Athena-
Psycho Shoot returns from KOF '00
New move: Psychic Teleport Fake. Sends an afterimage forward, but the real Athena stays in place.
A version Psycho Ball recovery increased.
MAX2 Psycho Medley (Healing Athena) heals less now.

-Kensou-
C throw has Ryuusougeki (air QCB+P) visual effects now.
Invincibility frames added to D Ryuugakusai (RDP+K)
Standing CD has the backstep on startup removed.

-Bao-
Based on KOF '00 version.
MAX2: Psycho Ball Gravity. Creates a persistent black-hole like effect that draws in the opponent.
Hikida (air d+B) and Rikatsushuu (df+D) now have pursuit attack hitboxes.
C throw is now breakable.

Next time -- Women Fighters Team, Pretty Girl Team & Kim Team. After that the order should be: Jhun Team, Orochi Team, Ura-Orochi Team, '97 Special Team, Yagami Team, Agent Team, Master Team, Clone Team + secret characters.

Pretty hype for Ikari Warrior changes. Especially Clark command super


http://www.play-asia.com/SOap-23-83-3n1h-49-en-84-j-70-367u.html

Pre-ordering mine next week
 
Well if 98UM is any indication

about a year to never

Which is why I'm just going to import this one
 
New KOFXII loketest vids.

http://www.youtube.com/user/tomakuntube

Critical Counter has it's own separate gauge now.

Sugarboy from CX:

the changes in this loketest:
1- it is 90% complete.
2- improved sound tracks
3- most of the characters if not all of them can connect a basic combo with a DM even for clarck, daimon and raiden.
4- the power gauge and the critical counter gauge have no relation to each other any more.
5- the power gauge never resets unless u use it of course.
6- as long as the critical counter gauge is full u can pull critical counter as many times as you want (i mean actually CCing your opponent, not just pressing hard punch or kick and your character gets in a burning effect)
7- when u pull a DM the screen freezes and a flash effect shows up.
8- the gameplay became more alive, more thrilling and much faster.

I

Didn't think it'd change this much

but whatever. I'm actually happy to have my foot in my mouth this game looks awesome. SNKP delivers as per usual

SF4 all over again. Can't wait.
 
Back