The King of Fighters XII Arcade

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  • เผยแพร่เมื่อ 10 ก.พ. 2025
  • KOF XII uses the traditional 3-on-3 team system with each fight consisting of 5 rounds. The game also removes the short-lived Multi-Shift System that was introduced in The King of Fighters 2003, reverting it to one fighter per round. Since there is no story for this installment, there are no default teams or team endings in the roster, so players are free to make whatever teams they desire.
    Unlike prior games, this is the first King of Fighters installment where there are no official Teams, although Teams can still be formed.
    This game is the first of the series which some characters were given new voice actors. They are: Ralf, Chin, Kim and Raiden. Ryo also gets a new Japanese voice actor but returns to his original voice actor in The King of Fighters XIII. This game is also the only mainline entry of the series with English voices (the others are all the games of the Maximum Impact series and KOF Sky Stage).
    The game returned to its standard four button layout. Players can still dash, backstep, and perform rolls as their evade. Recovery rolls can be done with any button and throws are now performed by holding a direction and tapping A Button + C Button when close. The C Button + D Button attacks are still present but the Guard Breaks from previous games (pressing C Button + D Button while blocking with a block of super energy) can now be done at any time. Super special moves are now executed in real-time and in a similar manner as The King of Fighters '94 with a single-level Super Gauge.
    The newest addition to the game system is "Critical Counters". When the Critical Counter gauge located beneath a character's lifebar is full, the player can time their attack to clash with their opponent's blow and leave them open for a devastating attack. After a successful counter, the player with the advantage can dash, combo, and even perform a special finisher attack with their character's desperation move. The time frame for this effect lasts as long as the green colored ripple from the clash is on screen; once it dissipates, the damage boost from the Critical Counter ends. Counters can be done on the ground or while airborne. The clashes of Critical Counters only occur when strong attacks (or certain moves performed with strong attacks) connect simultaneously.
    Other additions include a new "Guard Attack" feature which allows a fighter to intercept and hit an incoming opponent's strike damage-free (even Desperation Moves can be repelled in this fashion). Finally, there is also a "clash" system in place (called the Sousai or "Deadlock") whereupon every time characters land blows on one another with matched timing, the engine will generate a 'break' effect and push the characters away from one another into a neutral standing.
    Each stage has two types of themes played for it. Depending on the stage, the themes can work with the depicted stage ambiance or play a standard musical riff. The music staff from the previous title were in charge of overseeing the production but were not the ones conducting the music. As a side note, the music played during the trailer is included as a track in the game.
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