The King of Fighters XII Walkthrough :
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Walkthrough - FAQ/Move List------------------------------------------------------------------------------ THE KING OF FIGHTERS XII MOVELIST/GUIDE ver O.2 by Cajun21 and Chicobo329 ------------------------------------------------------------------------------ LEGAL: This guide is intended for personal use only, and may not be sold, distributed, printed or published for profit. You are not allowed to use portions of this guide in your work without obtaining permission first. We have only officially posted my guide in these sites: www.GameFAQs.com The King of Fighters XII and its characters are the copyright of SNK Playmore Corporation. DISCLAIMER: While all effort is made to ensure accuracy, we do not claim this guide to be free of errors and will bear no responsibility for such. INDEX 1) Introduction 2) Version history 3) Game system 4) Movelist 5) Special thanks 6) Contact information ============================================================================== 1) INTRODUCTION ============================================================================== Welcome to our King of Fighters XII (KOF XII) movelist/guide and thank you for reading. This guide will attempt to document the various changes that have taken place since King Of Fighters XI (KOF XI), while providing a basic move list and move properties description where appropriate. Please note that this is NOT, and will never be a combo guide, and whatever combos mentioned in here are as examples to highlight a move's property. ABOUT KOFXII KOF XII is the first Taito X2 KOF game and is a complete overhaul of the gameplay as we know it. Utilizing brand new sprites in wonderful hi-def, the series returns to a standard 3 vs. 3 format, throwing out the old Tactical Shift system. There are many, many alterations as a result which include: - The cast has been trimmed significantly to only 22 characters, two of which are exclusive to home versions of the game. - All sprites have been completely redrawn, the first such major overhaul of the character sprites since KOF '96. - There is no story in this game, which functions as a psuedo-dream match game. Instead Arcade Mode works as a Time Trial, where you must complete five matches against random teams as quickly as possible. - A new Critical Counter bar is added in, which increases as you give and take damage. When it is full and if your character performs their Critical Counter Initiator, a Counter Combo will start which enables characters to perform a wide array of attacks at once. - The game no longer tells you if a Counter Hit has been landed and instead has the opponent twirl around upon being hit. You can recognize this also by looking at the bigger white spark. You can now follow up Counter Hits with other attacks. - Blowback Attacks are performed by pressing CD now, as there is no E button in this game. Blowback Attacks can now be charged up which can either guard break or give an opponent a "crumble" animation, which means the opponent drops to his knees allowing followups. Blowback Attacks can also now be comboed from strong attacks and juggle an opponent. - Despite the small cast, a lone new entry makes his KOF debut: Raiden from Fatal Fury. - All characters can only perform DMs rather SDMs and LDMs, charged up by a bar which increases as you give and take damage. To compensate for this, DMs now do increased damage. - Roll Canceling is now added in, and at no cost to either meter. - Basic Throws are now performed by b/f + A+C and will now whiff, but also cannot be escaped from. - Blowback Counters can be performed even if you are not blocking, and each character has different animations for them rather than their respective CD attacks. - All characters lack far animations for their normal attacks, save for one or two of them, now given with different inputs. - Significantly dumbed down AI. The AI has taken a back seat in this game, lending to the game's new Arcade Mode Time Trial. - And of course, many many (B. Jenet gets to me too!) changes the character movesets and properties. ============================================================================== 2) VERSION HISTORY ============================================================================== Version 0.1 (16 August 2009) - First release. More to come soon, send in your emails for suggestions and revisions! Version 0.2 (19 August 2009) - Added some information for a few character, made general cleanup, and added the Deadlock section in the Game System section. Arcade Version now released. ============================================================================== 3) GAME SYSTEM ============================================================================== This diagram represents the joystick direction and commands for Player 1. Reverse the forward/backward directions when using Player 2. ub u uf ub = Up, backwards (Backward jump) O O O u = Up (Vertical jump) \ | / uf = Up, forward (Forward jump) \|/ b = Backwards (Walk back/Block) b O---n---O f n = Joystick neutral /|\ f = Forwards (Walk forward) / | \ db = Down, backwards (Crouching block) O 0 0 d = Down (Crouch) db d df df = Down, forward (Crouch) BUTTONS A = Light Punch (LP) B = Light Kick (LK) C = Hard Punch (HP) D = Hard Kick (HK) ACTION tap lightly tap joystick/button press push joystick/button hold push and hold joystick/button qcf (1/4 circle forward) motion joystick from d to f (d,df,f) qcb (1/4 circle backward) motion joystick from d to b (d,db,b) hcf (1/2 circle forward) motion joystick from b to f (b,db,d,df,f) hcb (1/2 circle backward) motion joystick from f to b (f,df,d,db,b) dp (dragon punch) motion joystick f,d,df rdp (reverse dragon punch) motion joystick b,d,db charge b,f + (button) hold back for 2 seconds, then push forward+button charge d,u + (button) hold down for 2 seconds, then push up+button P (Punch) Press A or C K (Kick) Press B or D any Press A/B/C/D in air Move is done in mid-air (during a jump) * (air) Move can be done on the ground or in mid-air * * Some aerial moves can be launched during a backstep or used directly from the ground by extending the command so it ends with a jump. For example, Robert's HienRyujinKyaku can be done off the ground by motioning qcb,ub+K. Keep in mind that you cannot cancel a ground normal attack into an aerial special move. BASIC MOVES ACTION push joystick f Walk forward push joystick b Walk backward tap f,f(hold) Forward dash tap b,b Backstep tap ub,u or uf Low jump (hop) press ub,u or uf Normal jump tap df-db then lightly ub-uf Fast hop tap db-df then ub-uf High Jump press b when attacked Standing Block press db when attacked Crouching block AB Emergency Evade (forward roll) b+AB Emergency Evade (backwards) AB while attacking Quick Emergency Evade any when knocked down Fallbreaker (recovery roll) b + CD Guard Cancel Blowback Attack b/f + AC (near) Basic Throw (unblockable) HIT LOCATION PROPERTIES [O] - Overhead/High level attack, must be blocked standing. [M] - Mid-level attack, can block standing or crouching. [L] - Move hits low and must be blocked crouching. [U] - Move is unblockable. [-] - Move does not hit, see additional notes. COMMAND ATTACK PROPERTIES S - Cancelable into special moves and DMs. X - Move can be canceled into, but it won't combo. SPECIAL MOVES PROPERTIES A - Autoguard. All attacks cause chip damage during autoguard. KD - Knockdown, can be recovered using the Fallbreaker. (L)DMs, throws and sweeps (crouching D) generally knock down upon hitting, so only the NR property will be used if the move isn't recoverable. NR - No Recovery Knockdown, cannot Fallbreaker from this move. OTG - Over the Ground: Move can hit an opponent that has been knocked down. J - Juggles opponent, can followup after move. Juggles always knock down. If no followup was done, a juggled character may use the Fallbreaker upon landing. T - Throw move, cannot be reversed. Basic throws will not be noted. P - Projectile, cannot be reversed, though certain moves absorb or reflect them. RV - Reversal move. Works against non-throw, non-projectile moves only. Unless otherwise noted. DM - Desperation Move, requires a full stock bar to use. # - See notes. CANCEL CHART NOTES - I based my cancel charts off the KOFXI Conqeror's Guide, which may or may not be accurate. These notations will be used: r = repeatable into itself (LIGHT ATTACKS ONLY). c = cancelable into command/special moves and DMs. s = cancelable into special/DMs. - = not cancelable or repeatable. - To read the cancel chart, the first value in brackets [] indicate the hit location, the second value for light attacks represent repeatability, while the last value represents cancelabilty. - CD button attacks will only be noted twice, once for 'standing near' and again for 'vertical jump' as there are only two versions, one each for ground and air. The guide only specifies if CD attacks are cancelable into special moves. - All cancelable ground CD attacks can be empty canceled. CRITICAL COUNTER INITIATOR: - Each character has one initiator which is either their standing C or standing D attacks. If such moves connect on a Counter Hit with the Critical Counter meter full, a Counter Combo may be started. DEADLOCK - Deadlock occurs when two hits trade each other. This is denoted by a special sound effect and some red graphical effects. The default action that happens after a Deadlock is that both characters hop back. However, either character choose to instantly cancel into any other action, such running, jumps, or making other attacks. - Each character gets a fraction of the damage each attack would have done if they had landed normally. It is possible to be KOed as a result of damage in this manner. - Projectiles can be 'deadlocked' by hitting them with a strong attack with the right timing. In such a case the person throwing the projectile must still recover while the other player can cancel into any action. This requires some strict timing, however. ============================================================================== 4) MOVELIST ============================================================================== | Kyo Kusanagi | Ash Crimson | Iori Yagami | Andy Bogard | Kim Kaphwan | Robert Garcia | Benimaru Nikaido | Shen Woo | Joe Higashi | Leona Heidern | Random Select | Athena Asamiya | Sie Kensou | Duo Lon | Chin Gentsai | Ralf Jones | Raiden | Clark Still | Terry Bogard | Goro Daimon | Ryo Sakazaki | Elisabeth Branctorche | Mature ----------------------------------------------------------------------- KYO KUSANAGI ----------------------------------------------------------------------- THROWS MOVE NAME PROPERTIES b/f+AC (near) Issetu Seoinage [U],NR COMMAND ATTACKS f+B Gesiki: Goufu You [O],# df+D Hatizyuuhatisiki [L],KD,# SPECIAL MOVES dp+P Hyakusiki: Oniyaki [M],KD,# qcf+P Hyakuhatisiki: Yamibarai [M],P,# qcf+K Nanazyuugosiki: Kai [M],KD(D), J(D),# rpd+K Hyakuichisiki: Oboroguruma [M],KD(B), J(B), NR(D),# hcb+K Nihyakujyuunishiki: Kototsuki Yoh [M],KD,# [DM] qcb,hcf+P Urahyakuhatisiki: Orotinagi [M],KD,# Cancel chart A B C D CD --------------------------------------------------------------- Standing near [M]/r/c [L]/-/c [M]/c [M]/- [M]/c Standing far [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- Critical Counter Initiator: close C #. Note that Kyo's standing D is his old far D animation, unlike some other characters. 1. GOUFU YOU: It's an overhead kick when used on it's own. It loses this property when combo from any sort of attack. Can no longer be combo into. 2. HATIZYUUHATISIKI: Both hits are low attacks and can be combo from light attacks. Kicks come out quicker for easier combos but the first kick no longer can be combo into. 3. ONIYAKI: Anti air attack, light version hits twice. The hard version hits three times and leaves Kyo higher in the air increasing his recovery. It's possible to miss the full hits of the move depending on range. 4. YAMIBARAI: Ground level projectile. Light version travels slower than the hard. It is possible to have two projectiles on screen. 5. KAI: You no longer have to press kick twice since both kicks come out automatically. Hard version of this move has a juggle property. Light version does not juggle, but can be chained from light attacks. 6. OBOROGURUMA: An old favorite from his '95 days. Light version hits once and can be combo from weak attacks and has a juggle property. Hard version hits three times and can't be fallbroken. Hard version makes Kyo travel further and has more recovery time. 7. KOTOTSUKI YOH: Light version makes Kyo run half the screen, while the hard verison allows him to run the full length of the screen. Can be blocked and is not considered a throw. Kyo has a taunt animation if the move connects which can be canceled. 8. OROTINAGI: No longer has immunity for either version. The flame wave can negate normal/DM projectiles and is not negateable. The flame wave is also much larger than in previous versions. Can be delayed by holding punch but does not increase it's power in this way. Kyo has a taunt animation if the move connects which can be canceled. ------------------------------------------------------------------------------ ASH CRIMSON ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+AC (near) Recompenses [U],NR COMMAND ATTACKS b+K Floreal [M],# SPECIAL MOVES charge b,f+P Ventose [M],P,# charge d,u+K Nivose [M],KD,# qcb+any button Genie [M],P,# [DM] A,B,C,D Sans-Culotte [M],P,KD,J,# qcf,qcf+P Thermidor [M],P,KD,J,# qcf,qcf+K Pluviose [M],KD,# Cancel chart A B C D CD ---------------------------------------------------------------- Standing near [M]/r/c [L]/r/c [M]/c [M]/c [M]/c Standing far [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- Critical Counter Initiator: close C #. Loses his Vendemiaire (command throw) and two of his command attacks, but gains a new move Genie. 1. FLOREAL: Ash's command kick. The light version is slower and makes him move forward. The hard version is faster and makes him move back. The light version can be combo from hard attacks. The hard version can be combo from light attacks. 2. VENTOSE: Mid level projectile, light version travels very slowly. The hard version comes out a little slower but can actually hit at start up similar to his '03 version. The strong version hits up to 3 times at close range. Both versions combo from light attacks. 3. NIVOSE: Anti-air kick that combos from light attacks. The hard version is stronger, goes higher and further and can still combo from light attacks but has longer recovery time. You may not get the full hits of either version depending on the range it was performed at. 4. GENIE: New move for Ash. Works similar to Goenitz's Yonokaze. Depending on the button pressed determines the distance. A version will be very close to Ash while the D version will go about 3/4 width of the screen. They blow up after a brief period of time. 5. SANS-CULOTTE: Ash covers himself in a column of fire. Has changed incredibly since XI, while it does more damage it no longer grants Ash "Zero Charge Time."Can be used to juggle opponents in the corner. Note that the input timing is pretty strict but can be executed easier if combo from normal attacks. 6. THERMIDOR: Multi-hit DM projectile. Comes out slower than it did in XI, Ash can move shortly after throwing the projectile, which cannot be reflected or negated. The DM has a juggle property after connecting and can be followed up. However, Ash can be hit before launching the projectile which aborts the move entirely. 7. PLUVIOSE: Triple Nivose. Executes fast which can be combo from light attacks. May not get full hits from a jumping or juggled opponent unless they were fairly close to Ash when the move executes. ------------------------------------------------------------------------------ IORI YAGAMI ------------------------------------------------------------------------------ THROW MOVE NAME PROPERTIES b/f+AC (near) Sakahagi [U],KD COMMAND ATTACKS f+A,A Geshiki: Yumebiki [M],# SPECIAL MOVES dp+P Hyakuyonshiki: Nueuchi [M],KD,J(C),# qcb+P Yonhyakuichishiki: Shougetsu [M],KD,# qcb+K Hyakujyuukyuushiki: Akegarasu [M],# hcf+C (near) Nihyakusanshiki: Tsuchitsubaki [U],KD,J# [DM] qcf,hcb+P Kin: Yaotome [M],KD,# Cancel chart A B C D CD ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/c Standing far [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/- Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- Critical Counter Initiator: close C 1. YUMEBIKI: Both hits are now cancelable. The move cancels from light attacks.Range and speed have both gotten better. 2. NUEUCHI: Iori's new anti air move, light version executes quicker, slightly stronger but has more recovery time. Hard version executes slower, but has less recovery time and has a juggle function and has more range in the air. 3. SHOGETSU: Both versions have lower body immunity. Light version comes out faster and can combo from light attacks. 3. AKEGARASU: Iori dashes in with a slash, like Mature's Metal Massacre. Iori will not slash unless he is within range of the move itself otherwise he'll just dash. Light version covers less ground than the hard version. Executes very fast and depending on range has fairly safe recovery. 4. TSUCHITSUBAKI: New command grab, unblockable and can combo from hard attacks. Has a juggle property. 5. YAOTOME: Iori's new "flameless" Yaotome, very nice finish might I add! Iori can go under mid-level projectiles. He can be hit during start up but is invincible during the dash. ------------------------------------------------------------------------------ ANDY BOGARD ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+AC (near) Kakaekominage [U],NR COMMAND ATTACKS f+A Hirateuchi [M],# SPECIAL MOVES charge db,f+P Zaneiken [M],KD,# hcf+K Kuuhadan [M],KD,# > Press BD during 1st hit Breaking [-],# dp+P Shoryuudan [M],KD,# qcb+P Hishouken [M],P,# [DM] qcb,hcf+K Choureppadan [M],KD,# Cancel chart A B C D CD ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/- [M]/c [M]/c [M]/c Standing far [M]/- Crouching [M]/r/c [L]/r/c [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- Critical Counter Initiator: close C #. Andy's Close B links with his Far D. 1. HIRATEUCHI: Can be combo from light attacks and can be combo into anything else. 2. ZANEIKEN: Note the charge motion. Comes out faster than ever now. If Andy isn't within range he will rush in without an attack. Combos from light attacks. 3. KUUHADAN: Multi hitting anti-air attack. Light version comes in lower and straighter angled, while the hard version comes in higher and at a much steeper angle. It is possible to crossup with the hard version depending on the range that it comes in at. 4. BREAKING: Andy now has an interrupt to his Kuuhadan on the first hit. Andy can follow up with other specials. This also allows a safe way to cancel out of the move if blocked. 5. SHORYUUDAN: Anti-air attack, light version hits once and travels lower to the ground. While the hard version hits three times and travels higher in the air. This increases it's recovery time. 6. HISHOUKEN: Mid level projectile, light version travels slower than the hard version. It is possible to have two projectiles on screen at once. 7. CHOUREPPADAN: Improved Kuuhadan with more hits and damage. Travels as high as the hard Kuuhadan but with a longer angle. ------------------------------------------------------------------------------ KIM KAPHWAN ------------------------------------------------------------------------------ THROW MOVE NAME PROPERTIES b/f+AC (near) Sakkyakunage [U],NR COMMAND ATTACKS f+B Nerichagi [O],X,# f,f+D Tra: Yopuchaji [M],# SPECIAL MOVES qcf+K in air Hishoukyaku [M],KD,# qcb+K Hangetsuzan [M],KD,# qcb+K in air Kuchuuhangetsuzan [M],NR,# charge d,u+K Hienzan [M],KD,# [DM] qcb,db,f+K Hououkyaku [M],KD,# Cancel chart A B C D CD ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/c Standing far [M]/- [M]/-/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/c [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/c [O]/- [O]/- [O]/- Critical Counter Initiator: close D #. Kim's far D hits twice, but isn't cancelable on either hit. 1. NERICHAGI: Overhead kick. Doesn't combo from normal attacks. Can be cancelable when canceled into, but loses it's overhead property. 2. YOPUCHAJI: New command attack, will whiff crouching opponents. Can be canceled from light attacks. When this connects Kim will jump backwards which will allow him to use his aerial normals and specials for followups. 3. HISHOUKYAKU: Reverted back to a qcf motion. When it connects it'll hit the opponent several times and knock him down. This is similar to his '02 form but unlike that version Kim can now do this move from small jumps. On block kim gets pushed back with noticable recovery time. This move also can be peformed using a lax motion at the end of the qcf motion if you press uf and kick he will perform the move inches off the ground. 4. HANGETSUZAN: Light version does one hit while the hard version does three. Both versions knock down. 5. KUCHUUHANGETSUZAN: Kim now has an aerial version of his Hangetsuzan. This move hits once and can not be fallbroken from. This move can also be done from a small jump and also has the lax motion by adding a ub motion at the end of the command. This can also be used as a crossup given enough range and timing. 6. HIENZAN: Anti air kick, light version does one hit while the hard version does three. Both versions can combo from light attacks. The hard version no longer has the no recovery kick follow up like in previous versions. 7. HOUOUKYAKU: No longer can be done in the air anymore. This move can now be fallbroken. ------------------------------------------------------------------------------ ROBERT GARCIA ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+AC (near) Kubikirinage [U],NR COMMAND ATTACKS f+A Upper [M],# f+B Low Kick [M],# B+D in air Ushirogeri [M],# SPECIAL MOVES qcf+P Ryuugekiken [M],P,# dp+P Ryuuga [M],KD,# charge db,f+K Hienshippuken [M],KD,# qcb+K in air Hienryuujinkyaku [M],KD,# hcf+D (near) Ryuuren: Geneikyaku [U],T,KD,# f,b,f+K Geneikyaku [M],KD,# [DM] qcf,hcb+P Ryuukoranbu [M],NR,# f,hcf+P Haoushokouken [M],P,KD,# Cancel chart A B C D CD ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/c Standing far [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/c [O]/- [O]/- [O]/- [M]/c Diagonal jump [O]/c [O]/- [O]/- [O]/- Critical Counter Initiator: close C 1. UPPER: Can be combo from light attacks. Can also be followed up after his Low Kick. Both means can combo into something else. 2. LOW KICK: Despite it's name it actually hits mid-level. Can be combo from hard attacks. 3. USHIROGERI: Cross up kick, looks and works a lot like Iori's old Yuri Ori. This is NOT an overhead. Robert can also use this during a backstep which is quicker than his normal back dash. 4. RYUUGEKIKEN: Mid-level projectile, light version travels slower than the hard version, both travel the length of the screen. Because of the speed the light version travels you are not able to have two projectiles on screen. 5. RYUUGA: Anti air attack, can combo from light attacks. Light version is lower to the ground and hits once. The hard version travels higher in the air and hits twice though this increase Robert's recovery time. 6. HIENSHIPPUKEN: Old-school charge motion with a twist. Flying kick that works as a good anti air, executes fairly quickly. Light version hits once and has better recovery time. Hard version hits twice but leaves Robert with a lot more recovery time. Robert bounces back upon successfully hitting with the hard version. 7. HIENRYUUJINKYAKU: Aerial Flying kick, like all air moves this one can also be used in a lax motion by adding an ub motion and kick after the qcb motion. Has noticably long recovery upon block. 8. RYUUREN GENEIKYAKU: Command throw that can be combo from hard attacks. The taunt animation cannot be canceled from. 9. GENEIKYAKU: Trap move that works great against rolls and bad jump ins. Combos from hard attacks only. Note that the 'taunt' animation at the end of this move is NOT cancelable. 10.RYUUKORANBU: Auto combo DM, combos from hard attacks and command attacks. Robert is invincible during the forward dash but can be hit from the start up flash. 11.HAOUSHOKOUKEN: Fast DM Projectile, negates normal projectiles. Can be negated by other DM projectiles. ------------------------------------------------------------------------------ BENIMARU NIKAIDO ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+AC (near) Catch and Shoot [U],KD COMMAND ATTACKS f+B Jackknife Kick [M],# d+D in air Flying Drill [M],# SPECIAL MOVES qcf+P Raijinken [M],P,KD,J,# qcf+P in air Kuuchuu Raijinken [M],P,# qcf+K Iaigeri [M],# > d,u+K Handousandangeri [M],KD,# qcb+P Benimaru Lancer [M],KD,J,# dp+K Super Inazuma Kick [M],KD,# [DM] qcb,qcb+P Benimaru Rolling Thunder [M],P,NR(ground), KD(air),# qcf,qcf+P Raikouken [M],P,KD,# Cancel chart A B C D CD ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/- [M]/c [M]/c [M]/c Standing far [M]/- [M]/- Crouching [M]/r/c [L]/r/c [M]/c [L]/c Vertical jump [O]/c [O]/- [O]/- [O]/- [M]/c Diagonal jump [O]/c [O]/- [O]/c [O]/- Critical Counter Initiator: close C #. Benimaru's jump ceiling is now on par with other characters. 1. JACKKNIFE KICK: Combos from hard attacks, but no longer can be combo into. 2. FLYING DRILL: The drill can actually be combo from a hard punch. Though you'll probably have to jump in rather shallow for it to actually connect. 3. RAIJINKEN: Comes out a little slower than XI but still only hits once. It also now has a juggle property to it. This move can still hit opponents if Benimaru was hit by an attack beforehand. 4. KUUCHUU RAIJINKEN: No longer knocksdown, Benimaru will continue to fall afterwards. Light version makes him fall forward while the hard version makes him fall backwards. Like all aerial moves it can be performed with the lax motion by adding an uf to the motion. 5. IAIGERI: Comes out quick and can be combo from light attacks. 6. HANDOUSANDANGERI: Followup to the Iaigeri, like XI it can no longer be performed if the Iaigeri misses. But unlike XI it has reverted back to it's old command. The move can actually be done by simply doing an up or up-forward motion after the Iaigeri. The game will pick up the down motion from the qcf of the Iaigeri. 7. BENIMARU LANCER: New move for Beni, can act as a pre emptive anti air or a roll trap. After it connects it has a juggle property for followups. Oddly this can combo from a standing D on a Counter Hit but not a standing C. 8. SUPER INAZUMA KICK: His old anti air move returns! Light version does 2 hits while the hard version does 3. Can combo from light attacks. Benimaru no longer flips backwards for the light version and will land straight down after the kick for both versions. 9. BENIMARU ROLLING THUNDER: Can negate projectiles and is great for roll trapping. Depending on where the opponent get hit determines roll recovery. If the opponent is hit on the ground he's collapes to his knees. This can NOT be followed up however. Beni taunts right after the move connects but can be canceled. 10.RAIKOUKEN: Both versions will now only go forward. Negates projectiles and some DMs. Beni taunts if the move connects but can be canceled. ------------------------------------------------------------------------------ SHEN WOO ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+AC (near) Kokakugeki [U],NR COMMAND ATTACKS f+B Fusenkyaku [M],# SPECIAL MOVES qcf+P Gekiken [M],NR (charged)# (strong punch can hold) > K while holding Feint [-] > qcf+K Gekiken~Tenrenken [M],KD, J(strong) qcf+K Tenrenken [M],KD, J(strong),# qcb+A Fukkogeki [O],# > qcf+A Kouryugeki [M],KD > qcf+K Fukkogeki~Tenrenken [M],KD, J(strong) hcb,f+C (near) Danken [U],T,KD,# > qcf+K Danken~Tenrenken [M],KD, J(strong) [DM] qcf,qcf+P Zetsu: Gekiken [M],KD,# qcf,qcf+P Tenkenren~Zetsu: Gekiken [M],KD,# (during Tenkenren hit) C,A,B,C Bakushin [M],P,KD,# Cancel chart A B C D CD ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/- [M]/c [M]/c [M]/c Standing far [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- Critical Counter Initiator: close C #. The Tenrenken can be used as a followup from Gekiken, Fukkogeki and Danken. The window is tight but it can be done. 1. FUSENKYAKU: Lost the Fusen Gowan Ken as a followup. Can be combo from hard attacks and chain into something else. 2. GEKIKEN: Light version immediately goes regardless of the button being held. Hard version can be held down for more power. When fully charged Shen's fists turn red and can either cause a guard crush (if blocked) which can be followed up or a collapse if it hits which also can be followed up. Pressing kick will stop shen from charging acting as a feint but you cannot feint out of the move when fully charged. 3. TENRENKEN: Anti-air punch, light version can combo from light attacks and keeps Shen stationary. While the hard version pushes shen forward a little and can be combo from hard attacks. Hard version also has a juggle property. As stated before Shen can use this move as follow up to his other 3 special moves. 4. FUKKOGEKI: Overhead punch, cannot be combo from anything. Can use the Kouryugeki as a followup as well as the Tenrenken. 5. DANKEN: Unblockable throw, there's a trick to his command instead of doing hcb,f, you can actually use a qcb,f and the throw will also execute. This trick also works for Daimon and Elisabeth. 6. ZETSU GEKIKEN: Both versions are immune to all attacks and can be combo from hard attacks. 7. TENKENREN~ZETSU GEKIKEN: This is a followup to the Tenkenren and you can basically say it's like a super cancel. The timing is tight but you can tell you did it if the super initiates right after the Tenkenren. 8. BAKUSHIN: Negates projectiles and comes out incredibly quick regardless if you combo it or not. Have to input the buttons very fast for it to execute but it is slightly easier if combo from a hard punch. No longer gives Shen the strength bonus as it did from previous games. ------------------------------------------------------------------------------ JOE HIGASHI ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+AC (near) Kubizumoh: Hizajigoku [U],KD COMMAND ATTACKS f+B Step-in Middle Kick [M],# SPECIAL MOVES hcf+P Hurricane Upper [M],P,# hcf+K Slash Kick [M],KD,# dp+K Tiger Kick [M],KD,# tap P repeatedly Bakuretsuken [M],# > qcf+P Bakuretsuken Finish [#],KD,# [DM] qcf,qcf+P Screw Upper [M],P,KD,# Cancel chart A B C D CD ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/c Standing far [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/- Vertical jump [O]/- [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/- [O]/- [O]/- [O]/- Critical Counter Initiator: close C #. Joe's crouching D is his old df + B Sliding command attack. It functions very similarly to his old crouching D in KOF '94/'95. #. You can longer mash buttons to increase the damage of the Hizajigoku. 1. STEP IN MIDDLE KICK: Combos from light attacks and can be combo into. 2. HURRICANE UPPER: Mid level projectile that can be combo from light attacks, both versions run the full length of the screen now. Light version goes slower than the hard. Due to it's speed though you can't have two projectiles on screen. 3. SLASH KICK: Combos from light attacks. Light version travels about half screen width while the hard version travels about 3/4 of the screen. 4. TIGER KICK: Anti Air kick, immune to attacks on start up. Light version travels half screen width while the hard version travels about 3/4. 5. BAKURETSUKEN: Can combo off light attacks and is very close range. Repeated presses will net you more hits. 6. BAKURETSUKEN FINISH: Finisher to the Bakuretsuken, should be done right after Bakuretsuken starts otherwise it will whiff due it's poor range. 7. SCREW UPPER: Has a start up, but will take up the entire length of the screen in front of Joe. Great for anti-airs and traps. ------------------------------------------------------------------------------ LEONA HEIDERN ------------------------------------------------------------------------------ THROWS MOVE NAME PROPERTIES b/f+AC (near) Leona Crush [U],KD COMMAND ATTACKS f+B Strike Arch [O],# SPECIAL MOVES charge b,f+P Baltic Launcher [M],P,KD,J,# charge d,u+P Moon Slasher [M],KD,# qcb+K Earring Explosive [M],P,KD,J,# charge b,f+K Grand Saber (Move) [-],# > K Grand Saber (Roll) [-] > P Grand Saber (Attack) [M],KD qcb+P in air X-Calibur [M],KD,# [DM] qcf,hcb+P in air V-Slasher [M],KD,# Cancel chart A B C D CD ---------------------------------------------------------------- Standing near [M]/r/c [L]/-/c [M]/c [M]/- [M]/c Standing far [M]/- Crouching [M]/r/c [L]/r/- [M]/c [L]/C Vertical jump [O]/c [O]/- [O]/- [O]/- [M]/- Diagonal jump [O]/c [O]/- [O]/- [O]/- Critical Counter Initiator: close C 1. STRIKE ARCH: Overhead kick, can be canceled from hard attacks and is cancelable afterwards. 2. BALTIC LAUNCHER: Projectile, light version comes out right in front of Leona, while the hard version comes out diagonally upward. Comes out rather slow so the only effective way to combo it in is after a CD in the corner. Both versions have a juggle property. 3. MOON SLASHER: Anti air slash, both versions now leave Leona stationary. This move can be combo from light attacks. Comes out quick but has recovery time afterwards. The move does less damage when used at max range of the slash. 4. EARRING EXPLOSIVE: Mid level projectile that turns to a ground level when the earring bounces on the floor. Has a long start up, light version reaches about half the screen and bounces twice on the floor. Hard version reaches full width and bounces three times. Both versions have a juggle property. 5. GRAND SABER: This move has altered quite a bit from the past. When the move executes Leona will run a short distance depending on what kick button was pressed. Light version makes her go forward while hard version makes her dash back. From here you have two options, if you press the opposite kick button that you used to execute the move Leona will dash in the opposite direction. Great for stategic retreats and what not. Repeating in this fashion you can make Leona run back and forth indefinatly. Pressing punch while she dashes will execute the slash, if you are running backwards she will still dash forward with the slash. 6. X-CALIBUR: Leona will now dive down from the air instead of throwing a short range projectile. Light version makes her dive at 30 degree angle while the hard version makes her dive from a 45 degree angle. Noticable amount of recovery if the slash has been blocked. Can also be executed with a lax motion. 7. V-SLASHER: Similar to her X-Calibur, light version will make her dive at a 30 degree angle and the hard version will make her dive from a 45 degree angle. During a CC you can execute this move like a standing attack without having to jump in the air. ------------------------------------------------------------------------------- ATHENA ASAMIYA ------------------------------------------------------------------------------- THROWS MOVE NAME PROPERTIES b/f+AC (near) Psychic Through [U],NR COMMAND ATTACKS f+B (air) Phoenix Bomb [M],J,# SPECIAL MOVES qcb+P Psycho Ball Attack [M],P,# dp+P Psycho Sword [M],KD,# hcb+K Psycho Reflector [-],RV,KD,P,# qcb+K in air Phoenix Arrow [M],KD(D),# [DM] hcb,hcb+P Shining Crystal Bit [M],P,# > press A+C Cancel [-] Cancel chart A B C D CD ---------------------------------------------------------------- Standing near [M]/r/c [M]/-/c [M]/c [M]/c [M]/c Standing far [M]/c Crouching [M]/r/c [L]/r/- [M]/c [L]/c Vertical jump [O]/c [O]/- [O]/c [O]/- [M]/c Diagonal jump [O]/c [O]/- [O]/c [O]/- Critical Counter Initiator: close C #. Athena's far C is cancelable, unlike other characters. 1. PHOENIX BOMB: Chains from hard attacks on the ground. It can also be done in the air and chains from light attacks in that fashion. Can also be canceled into with special moves and normal attacks. 2. PSYCHO BALL ATTACK: Mid level projectile, light version comes out faster but travels slower, hard version has a start up but travels faster. It's possible to have two projectiles on screen at one time. 3. PSYCHO SWORD: Anti air attack, no longer can be done in the air anymore. This move can be combo from light attacks. Light version hits 3 times and is lower to the ground. Hard version hits 5 times but travels higher in the air increasing recovery time. 4. PSYCHO REFLECTOR: Just as a note, this move can be done using qcb+K. I'm not sure if this in error in the game's command list. The actual reflector does not hit, but can counter all forms of striking attacks: Normals, projectiles, etc, regardless of range of the attack. When it reflects Athena's reflector produces a Psycho Ball that knocksdowns. 5. PHOENIX ARROW: Light version of this hits twice without the sweep kick finish. Hard version hits 3 times with a sweep kick finish, this increases the recovery time if blocked though. 6. SHINING CRYSTAL BIT: This completely wraps Athena in an aura. So no more slightly open spots like before when the smaller crystal bits would come out. If the attack makes contact, either blocked or hit, will end the move. It can be canceled prematurely by pressing AC. ------------------------------------------------------------------------------- SIE KENSOU ------------------------------------------------------------------------------- THROWS MOVE NAME PROPERTIES b/f+AC (near) Ryuuhousui [U],KD SPECIAL MOVES qcb+A Ryuutouda [M],# qcb+C Rintesshoh [M],# qcb+K Sikkuuzanryuukyaku [M],KD,# dp+P Ryuubokko [M],KD(3rd lv),# dp+K Ryuugakusai [M],KD,# [DM] qcb,qcb+P Shinryuu: Choukyuudan [#],P,KD,# Cancel chart A B C D CD ---------------------------------------------------------------- Standing near [M]/r/c [L]/r/- [M]/c [M]/c [M]/c |
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