King Of Fighters Thread

man, the game looks nice

kof 4 life

oh and they confirmed regulation A2 finally for arcade and ps2, i'm so happy
 
japanese site has the first known tier list. only S, A, and B tier. keep in mind the game is not widely played and it's still early.

originally posted by PenPen on orochinagi:
A prelim tier list for a game that's not being played much.

Japanese:

京、ジョー

アッシュ、デュオロン、シェン、庵、テリー、アンディ、ライデン、アテナ、チン、ロバ ート

紅丸、大門、キム、ケンスウ、リョウ、レオナ、ラルフ、クラーク

English:
S - Kyo, Joe
A - Ash, Duo Lon, SHEN WOO, Iori, Terry, Andy, Raiden, Athena, Chin,Robert
B - Beni, Daimon, Kim, Kensou, Ryo, Leona,Ralph, Clark

Source: http://jbbs.livedoor.jp/bbs/read.cgi/ga ... 025707/l50



also, a match
 
Nice to see Athena, Joe, and Shen Woo are all high in tier. I'm pretty familiar with Joe and Athena already but what does Shen Woo's game revolve around?
 
I really wish King was in this game...I want to see her hi-def beauty :(

However, the more vids of this I watch, the more hype I'm getting for this game.

I guess I'll be using Iori, Kyo, with the third spot still up in the air. It'll probably end up being Benimaru but I'll give Ash a shot.

But I want my King damnit.

One thing though, Critical Counters do a SHIT ton of damage considering how fast it builds. It's like an ultra meter that builds while on the offensive.

 
It's totally different from ultras for two reasons.

1. you MUST get a counterhit. SF4 ultras can be comboed into on normal hit
2. there is a TIME LIMIT on CC mode, unlike SF4 ultras, so you can't just turtle and wait for it all day like in SF4

furthermore, every character only has one CC initiator attack, usually a standing C, so you've got some range limitations


even with CCs the damage overall in this game is almost incredibly low when compared to other fighting games like SF4, BB, GGXXAC, etc
 
It's totally different from ultras for two reasons.

1. you MUST get a counterhit. SF4 ultras can be comboed into on normal hit
2. there is a TIME LIMIT on CC mode, unlike SF4 ultras, so you can't just turtle and wait for it all day like in SF4

furthermore, every character only has one CC initiator attack, usually a standing C, so you've got some range limitations


even with CCs the damage overall in this game is almost incredibly low when compared to other fighting games like SF4, BB, GGXXAC, etc

Of course, I'm not saying CC was a carbon copy of Ultra, it clearly isn't. I'm just saying it's damage potential is possibly the same (based off the small amount I've seen) as I'm pretty sure as the game gets older, people will find more crazy shit in regards to CC. Also, if activating CC is as simple as landing a counter hit (which isn't exactly hard to do), that's a LOT of damage potential off one counter hit. Then again, I'm reminded of GG (Slayer is an easy example).
 
I'm not saying CCs aren't good, I just don't think they are imbalanced or overpowered in any way.

Another match of the same terry/andy/robert player:
 
that's pretty cool!! I like the one recio posted with both iori and kyo (and ash, i do feel like he should be on it somewhere lol)
 
EDIT: I realize I misread Joe as Rob, haha. What makes Joe so good? I'll not edit the post because I want to hear what makes Rob good too, haha.

Man, what do Kyo and Rob have that put him over Iori? I was wanting to pick up Rob anyways, but to see Iori with a command grab that leads to DP->Super, and a safe string ender in his new slashies (i guess hcb+k?) I thought for sure he'd be in the first tier. I know I've seen Rob do cA cB command normal? into super, but I thought that maybe they were just increasing low options for everyone. If that's Rob specific then I could see that making him beefy.

Is Iori's new HCB+K + on block, or just safe? I've seen a LOT of attacking afterwards, I was almost wondering if it was a CC setup but no one's used it like that yet.

Also, what the crap is Chin supposed to do in this game? It looks like all his gourd attacks are gone, and I haven't even seen any Shun Di style drinking. The only "new" thing I've seen is the hop-on-one-foot-stance (Which could just be from some KOF I haven't played) and from the way players have been using that, it could also be titled "Auto-Lose Stance". :(

Outside of that the tiers look pretty good for this stage in the game, though I'd probably move Clark into his own separate tier at the bottom. They really did screw him up that badly.
 
Well on the list I posted Iori is higher than Robert is (though on the same level), but seeing the Robert from Arcade Infinity kinda make him look top tier, he's just busting people up over there with Robert.

Joe's super does strong damage but it's a bit slow to come out. "Jump D -> Low B -> Low A -> Standing A -> f+B -> hcf+P on block/dp+K/hcf+K" - PenPen. sounds like he just has a really solid damage combo and safe blockstring alternative

The two hit slashes for iori are qcb+P. They seem relatively safe but I think i've seen leona punish with her d_u+P. The main problem with this move is that it's just not as good as his old qcb+P x3 BECAUSE they can groundroll after being hit by it, meaning he doesn't get strong okizeme. old qcb+P x 3 gave him untechable knockdown for strong command grab/low mixups and he just can't do that anymore. Other than that though I agree, Iori looks like one of the strongest characters. Personally I see him as top 3 but time will tell.

Iori moveset:

Command moves:
f+A,A

Special moves:
dp+P (diagonal slash)
QCB+P (2-hit slash)
QCB+K (dashing slash)
HCF+C (his new command grab)

DMs:
QCF,HCB+P
 
Elizabeth and Mature for console release.

181.jpg


Mature though. Really? And no Vice yet. That's a surprise and a half.
 
After doing some reading around on the internet, seeing the XII art for Mai. It made me explode with all kinds of happy.

Mai in 12, well GGs SNK. You earned my paycheck.
 
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