I'd think Iori would be more useful as a rushdown character if he had speed and high-mid-low mix-ups. His down,back+punch move takes a while to come out - I still haven't figured out the actual purpose of the move. Sometimes I can chain in into a combo, but even then it is more efficient to use dp+punch in its place and you get the same effect but more fool-proof.
If that dp+punch was a chain combo (like Freeman's dp+punch), then I could see some use to it. As it stands, I just have to imagine that there has to be an invincibility frame in there somewhere - otherwise, it's completely redundant.
KOFXII - Dedicated Post-Release Impression Thread
Re: KOFXII - Dedicated Post-Release Impression Thread
By the way, on the main menu for the PS3 version (I'd imagine the Xbox 360 version is similar), there is a option for the PlayStation Store, and it says that you'll be able to buy 'Items for the game'.
Currently, it only leads to a blank page. You guys have any idea what might be there eventually? I know a lot of people are hoping for DLC characters, but I'm honestly thinking it'll be something a lot more mundane. Probably just extra palettes or something.
I'm hoping that they at least have alternate movesets available. Would be nice to play as a classic Kyo, Iori, etc.
Currently, it only leads to a blank page. You guys have any idea what might be there eventually? I know a lot of people are hoping for DLC characters, but I'm honestly thinking it'll be something a lot more mundane. Probably just extra palettes or something.
I'm hoping that they at least have alternate movesets available. Would be nice to play as a classic Kyo, Iori, etc.
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Re: KOFXII - Dedicated Post-Release Impression Thread
I can't wait to play it.. I should have it when it arrives this week!! It looks good.. 
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Re: KOFXII - Dedicated Post-Release Impression Thread
So, would you guys say it's a good King of Fighters to start in if you have limited experience with the series? I know some folks who've never played KOF and were interested, and I'd love the opportunity to get better at it myself.
- wip3outguy7
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Re: KOFXII - Dedicated Post-Release Impression Thread
Definitely! It isn't nearly as technical as the earlier KOFs but still more technical IMO than SFIV. I say give it a try.
Not really related but I can't believe the amount of hate this game is getting. People on SRK are dogging it (most of the ones complaining aren't SNK fans but hey). I made the mistake of checking out the Gamefaqs forums (I try to stay away from there these days) and every other thread is a bash fest. I know the netcode is bad but people are picking away at the game over the most asinine things. Lack of a story? No boss characters? Really? The game is shit for these reasons? Gimme a break...
Not really related but I can't believe the amount of hate this game is getting. People on SRK are dogging it (most of the ones complaining aren't SNK fans but hey). I made the mistake of checking out the Gamefaqs forums (I try to stay away from there these days) and every other thread is a bash fest. I know the netcode is bad but people are picking away at the game over the most asinine things. Lack of a story? No boss characters? Really? The game is shit for these reasons? Gimme a break...
Re: KOFXII - Dedicated Post-Release Impression Thread
Yeah, the characters have a somewhat simplified move set which'll make the characters easier to learn than in earlier entries. Unfortunately, this means some characters are missing moves that may have been integral to certain strategies (I know I had to get used to a few such omissions), but once you've dealt with it, it's all good.
Of course, there are new things to learn, like the critical counter system (which I still haven't figured out) and the blow back attacks have been changed up a bit. In the air, they act the same as always. On the ground, you have to charge them up by holding and releasing CD. Also, by pressing back+CD, you execute a parry sorta like in Last Blade.
As for the online hate for a lack of a boss character, while I do agree I would like there to have been a final boss, I wouldn't want them to be playable. It would just kill the game balance, just like it did with BlazBlue. As for complaining about no story - they've said from the beginning there would be no story. Some people just can't pay attention.
Of course, there are new things to learn, like the critical counter system (which I still haven't figured out) and the blow back attacks have been changed up a bit. In the air, they act the same as always. On the ground, you have to charge them up by holding and releasing CD. Also, by pressing back+CD, you execute a parry sorta like in Last Blade.
As for the online hate for a lack of a boss character, while I do agree I would like there to have been a final boss, I wouldn't want them to be playable. It would just kill the game balance, just like it did with BlazBlue. As for complaining about no story - they've said from the beginning there would be no story. Some people just can't pay attention.
Re: KOFXII - Dedicated Post-Release Impression Thread
Having built up enough hate for SNK bosses, them not including one actually makes me feel better. It means I actually have a chance at arcade mode now.
Since Kula's not in the game, I figure I'll be focusing on Kim Kaphwan. They didn't change him up too much, did they?
Since Kula's not in the game, I figure I'll be focusing on Kim Kaphwan. They didn't change him up too much, did they?
Re: KOFXII - Dedicated Post-Release Impression Thread
It's still kinda sad when there's no story. KOF's stories are generally very good, specially considering it's a fighting game. I was disappointed with that as well when they first launched KOF'98.
Re: KOFXII - Dedicated Post-Release Impression Thread
One of the guys I played with opening night used Kim a lot. He noted that one move was missing, and kinda pitched a big fit over it ... but he always does that. He's such a cry-baby. He did the same thing when he couldn't do Athena's teleport move.
It makes me very sad Kula ain't in this game. She'd look so pretty-full in this game. Oh well.
I also have to question the reasoning behind not having K' in this game, but considering him important enough that they feature him on the "King of Fighters' 15th Anniversary" logo, which is on the back of the KOFXII box, no less.
Of course, the whole "My favorite character ain't in this game" shtick is like beating a dead horse with another dead horse. Last thing I want is for this thread to become a string of replies that simply state "No Mai, No Buy".
It makes me very sad Kula ain't in this game. She'd look so pretty-full in this game. Oh well.
I also have to question the reasoning behind not having K' in this game, but considering him important enough that they feature him on the "King of Fighters' 15th Anniversary" logo, which is on the back of the KOFXII box, no less.
Of course, the whole "My favorite character ain't in this game" shtick is like beating a dead horse with another dead horse. Last thing I want is for this thread to become a string of replies that simply state "No Mai, No Buy".
Re: KOFXII - Dedicated Post-Release Impression Thread
What?! No Mai?!?
...nah, just kidding. I sometimes complain when a favorite character is dropped from the roster in a new version. I figure that if you know a character, it should help you learn the new system by comparing the changes. On the other hand, it opens up new opportunities to really get a fresh look at the new game, and spend more time with characters you may have sorely neglected.
That being said, King of Fighters is a very long running series. Over time, it's amassed a huge number of characters, and it's difficult to keep them all balanced while offering the gameplay updates that people expect. The roster from KOF XI was huge, and being new to the series with it, I found it more than a little daunting. At the same time, SNK has a great roster to pick from for the next game, and we know there will be a next game. Two or, likely at most, three years from now, there will be another title with KOF characters from SNK, and many of the folks we miss in XII will likely be present.
So I won't complain that the character I had the most(albeit limited) experience with is missing. Another character that I like and have had some success with is present, and I may branch out and learn new characters. Maybe I'll finally get over my disgust for Benimaru's appearance and try him out. Who knows?
...nah, just kidding. I sometimes complain when a favorite character is dropped from the roster in a new version. I figure that if you know a character, it should help you learn the new system by comparing the changes. On the other hand, it opens up new opportunities to really get a fresh look at the new game, and spend more time with characters you may have sorely neglected.
That being said, King of Fighters is a very long running series. Over time, it's amassed a huge number of characters, and it's difficult to keep them all balanced while offering the gameplay updates that people expect. The roster from KOF XI was huge, and being new to the series with it, I found it more than a little daunting. At the same time, SNK has a great roster to pick from for the next game, and we know there will be a next game. Two or, likely at most, three years from now, there will be another title with KOF characters from SNK, and many of the folks we miss in XII will likely be present.
So I won't complain that the character I had the most(albeit limited) experience with is missing. Another character that I like and have had some success with is present, and I may branch out and learn new characters. Maybe I'll finally get over my disgust for Benimaru's appearance and try him out. Who knows?
