King Of Fighters Thread

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
 
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