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9:15 AM on 02.11.2009

360 Paradise Wednesday Week 2 - 10PM EST

Alright everyone, welcome to week 2. We had 2 hours of good clean fun last week. So we're gonna do it again tonight at 10PM EST.

What do you have to do? Join us! Multi player challenges and stupidity await us tonight. Just look for CronosBlade and send me a friend invite, or use your friend of friend ability to find me off of someone, and prepare to cause some havok tonight.

Our current roster is:

A special invite is open to our original gang of street miscreants in the hopes they may join us.

And as always, people are free to drop in and out if needed, there's always fun to be had. So come, join us, and prepare to freeburn the city and smash your friends.   read

8:43 AM on 02.11.2009

Street Fighter IV Fightpad Impressions

Picked one up over at Best Buy for $39.99. As soon as I got home (and got the obligatory cut on my hand from the clamshell packaging). I sat down to put it through its paces. I'll break down my thoughts on each individual game below.

Initial Impressions - As you can see above, the pad is beefy, but not uncomfortable. The D-Pad is squishy and the buttons are very nice. You have a switch underneath that allows you to set whether the D-pad is acting as the left stick, right stick, or D-Pad of a 360 controller. After over an hour of gaming, my thumb was not bleeding red or seriously hurting, which is a good sign.

So onto the games:

Street Fighter HD Remix - Immediately from the start, I feel like I have a problem jumping. It looks like Ryu is taking a step backwards and then jumping. In training mode, I test it out and sure enough, I've got to put a little more effort into a diagonal to get a jump out. I was initially disappointed, but then had an idea. I set the switch to act as the Left Stick, and maybe I'm crazy but I feel like I got better response in that setting. The other thing to get used to is that since the D-Pad itself is bigger, I had to adjust mentally to making sure I was performing motions correctly. So, let's talk some specific examples:

Ryu/Ken - No issues from the 1P side doing any move. On the other side, I have difficulty getting things out 100%. Again, a switch mentally in how my thumb is on the pad and it being bigger. 5 minutes later, issue resolved.

Guile/Vega - YAY! I'm able to charge without accidentally jumping. Again, due to diagonals, I whiff supers a few times, but after 5 minutes I'm pulling them off repeatedly.

Zangief - Holy crap, I just pulled off a standing SPD. This pad gets points for that alone. And I get it off 8/10 on the first try with no retraining. This was the classic command, not the remix command.

I go into arcade mode, and the pad never causes me grief to where I feel like I'm fighting it for control.

Pac Man CE
No issues with turning and getting Pac Man to go where I want him to. In fact I set a new high score for myself in the process.

Streets of Rage 2
At this point, I'm comfortable with the way the pad acts and have no issues moving diagonally onscreen. Specials (f,f) are coming out easily.

Poker Smash, Puzzle Quest, basically all puzzle games
Again, no issue of getting the cursor to go where I want.

So to sum up, the pad is lightyears ahead of using a 360 controller, but may not meet everyone's expectations. If you do jump in and get one, you may need some time in training mode to get yourself used to it before actually running out into the wild. For anything else though, the pad is awesome, and with Sonic Ultimate Genesis Collection dropping today, should be getting plenty of use tonight.

Overall Grade - B+   read

9:35 AM on 02.04.2009

360 Paradise Wednesday - Join us at 10PM EST

That's right ladies and gents. With the recent price drop and the influx of new fresh meat, I figured we should get a nice weekly run going. For those of you who weren't involved with the original FNF runs of Paradise,. it was epic loud fun for over 4 hours at a time. So we're gonna recapture that loving feeling tonight at 10PM EST.

What do you have to do? Join us! Multi player challenges and stupidity await us tonight. Just look for CronosBlade and send me a friend invite, or use your friend of friend ability to find me off of someone, and prepare to cause some havok tonight.

Our current roster is:
Hitogoroshi (maaaybe)

A special invite is open to our original gang of street miscreants in the hopes they may join us.

And as always, people are free to drop in and out if needed, there's always fun to be had. So come, join us, and prepare to freeburn the city and smash your friends.   read

5:29 PM on 02.02.2009

Fighting Masters Round 4 - Street Fighter Alpha

I figured I’d just make my way through the games I picked up with my Saturn which if you didn’t read about that, you can read up here in my blog. The next game let’s talk about is Street Fighter Alpha, or as my copy says, Street Fighter Zero.

I remember when this game came out in the Arcades. It was in 1995, I had just graduated high school, and I was spending a majority of my summer in an arcade with my best friends who were all fighting game fanatics. Imagine to our surprise as we walked in one day and there in the corner was this new shiny game. We walked up to it in awe and watched the (at the time) epic attract screen of Ryu and Ken throwing fireballs at each other. What kind of game was awaiting us? I played my very first match of Street Fighter Alpha against my best friend, and as is customary on every new SF game, the first fight was Ryu vs Ken.


In the time line, Alpha happens before Street Fighter II. Everyone here is younger, as seen in the art for the game.

The rundown of the cast is:

Street Fighter – Adon, Birdie
Street Fighter II – Ryu, Ken, Chun Li, Sagat
Final Fight – Guy and Sodom
New Characters – Charlie (I prefer Nash) and Rose
Hidden Characters – Akuma, Bison, and Dan

The cast certainly caught me off guard. We had 4 returning characters. Charlie in terms of storyline is Guile’s friend and the reason Guile is after Bison in SF II, but plays like Guile. I was a huge fan of Final Fight, so there was indeed a really cool moment seeing Guy in a fighting game. Adon and Birdie were brought in, with Birdie getting an overhaul in terms of looks.

While some characters looked younger, others had some massive changes as well. Sagat for example is BUFF. Not the lean version that we see in SF II, he’s built like a truck. Bison got the same treatment, as his design makes him look very huge.

Now before I move on, I’ve got to discuss Dan. For anyone who’s not in on the joke, SNK has a fighting series named Art of Fighting and the main character is Ryo Sakazaki, who happens to look like a combination of Ryu and Ken. He also fights in a similar style with a dragon punch and a one handed fireball. Capcom of course decided to respond, and thus Dan was born. Dan throws one handed fireballs and looks like a cross between Ryo and Robert, the two main characters of the Art of Fighting Series. He’s typically more comedic in nature than the rest of the cast. His taunts are the stuff of legend (including a Super Taunt in later games!).

But back to Alpha. We had just been introduced to the idea of super meters and super moves in Capcom fighting games a year earlier with the introduction of Super Street Fighter II Turbo. Alpha took this new idea and dramatically changed it. First, characters had more than just the one super seen in Turbo. Charlie actually has 3. Secondly, you could build up to 3 levels of super meter and choose to unleash specific levels of power. This was controlled by the number of buttons pressed. For example Ryu’s Shinkū Hadōken power was controlled by pressing one, two, or all three punches together during the motion. Each level did more damage and added more hits in the combo.

Another new feature was the Alpha counter. By making a joystick motion of B,DB,D + a button, a player could block an incoming hit and immediately do a canned counter attack. This takes 1 level of super meter, but really added strategy to the game and allowed players being pressured to create an opening to get a breather or go on offense themselves.

Alpha was also the first time air blocking was allowed. Again, adding a new dynamic to the fighting game genre, players could jump and air block a fireball rather than land on it and take damage.

One of the best known strategies in SF II was corner trapping an opponent. Alpha gave us a new mechanism to get out of the corner with rolls. Doing the alpha counter command as you hit the ground caused you player to roll forward. For example, a player being corner trapped could roll and even end up behind the opponent, reversing the corner trap.

Finally we have tech hits, which is escaping from a throw. You still take damage, but definitely not as much as if the throw had been completed.

The player goes through 7 stages, with the final stage being a boss specific to the character. Ryu faced off with Sagat for example. Over half the cast faced Bison however.

Now, the three hidden characters were not the only surprises, oh no. One of the biggest and coolest surprises ever was a hidden 2 player mode. To get to it, both players had to input specific commands on the character select screen. What happened next is a recreation of the final fight from the Street Fighter animated movie. Yes, it is Ryu and Ken vs Bison. Now keep in mind Dramatic Battle became a full fleged mode in Alpha 3, but at the time this was just awesome.


So how will it be remembered? Well in truth is it’s overshadowed by Alpha 2 and Alpha 3. However this game, much like the Darkstalkers series brought about change in other Capcom Fighting games. Playing this now, it feels very barebones compared to a lot of the games that came after it. But in reality, those games owe quite a lot to Alpha as it started a lot of the gameplay changes that became common in the genre.

Of course, those of you who want to play this now, you can get it off PSN for $5.99 or can find the Alpha Anthology for PS2 for less than $30.   read

11:37 AM on 02.01.2009

10 thing you don't know about CronosBlade

1)I was engaged once before I met and married my wife.

2) During the 2004 Elections, my boss and I were traveling for business. in Tennessee. We crashed both the Republican and Democratic Parties in two different hotels by switching the buttons we were wearing. I was so drunk that I barely made it the next morning to lead the training classes.

3) I have a framed and signed photo of me and Lou Ferigno together.

4) For my job I stayed two weeks straight in New Orleans 2 months after Hurricane Katrina hit. It's an experience and a sight I will never forget, sadly.

5) My wife and I met online, she's from New York, I'm Texan. Here we are almost 7 years later.

6) I've made mentions to people before, but I was a Gamefaqs moderator for over 7 years. I don't know how I survived that place, but I ended up here.

7) Along with Item 6, I also used to write FAQs. I've got one of the largest Phantasy Star Online FAQs for the Dreamcast. I also co-wrote one of the biggest Gran Turismo 3 FAQs as well. If you find these, you'll find my original online name. (I became CronosBlade when I left GFaqs).

8) My favorite movies are mob movies. I can quote Casino and GoodFellas line for line.

9) Anyone remember when Blockbuster ran a video game contest? The contest was a timed run on Sonic 1 and two other games, with high scores advancing,I made it to the regional finals in San Antonio at Sea World before losing by 1 point in NBA Jam (when my player missed a layup with 4 seconds in the game).

10) I am almost legally blind in one eye.   read

12:03 PM on 01.29.2009

Fighting Masters Round 3 - Vampire Savior

I've decided to start talking about fighting games again, so here's the links to the previous two of these I've done:

Round 1 - SNK Boss Syndrome
Round 2 - Time Killers

So being the fighting game fanatic that I am, I recently bought a Dreamcast (since mine is no longer with us RIP) and in the same vintage game store, found a Japanese Sega Saturn. If you aren’t aware, a ton of Capcom and SNK heavy hitters exist in Japan only format for the Saturn. Sure, some of them got US releases on the Playstation (and even US Saturn), but you wouldn’t want to touch those versions.

See, the Playstation versions suffered from multiple issues. Cut frames of animation plagued all of them. The Vs games didn’t have true tag team play because the PS1 couldn’t handle 4 characters in memory. Also, the load times were atrocious.

Now on the Saturn side of things, to help with the animation, Sega released RAM cartridges that plug into the cartridge slot of the Saturn. The most frequently seen one is the 4MB variety, as seen below.

There are two other RAM carts as well. One is specific to King of Fighters 95 as the 1MB RAM cart actually has the sprites and animation on it. The other is a standard 1MB RAM cart (below) that is used for almost all other SNK fighters. And that is where this gets tricky. For example, King of Fighters 97 will accept the 4MB RAM, but it seems to be the only SNK fighter that does. Likewise, Marvel Super Heroes will accept the 1MB cart, but oddly has some slowdown when using the 4MB cart.

Now the reason I went with the Japanese Saturn was my desire to play the import fighters. Sure I could get a ST-Key cart(region code bypassing) but that would then require me to swap the ST-Key and the RAM cart on the fly, and I’d rather not.

So in the same shop I nabbed the Saturn in, I grabbed X-Men vs Street Fighter, Marvel Super Heroes, Street Fighter Zero and Zero 2, and the true object of this long winded article, Vampire Savior.

Vampire Savior is the third game in the Darkstalkers series. The series as a whole never seems to have gotten much love. The path in the series is Darkstalkers, Nightwarriors(aka Vampire Hunter) and Vampire Savior. There are also some arcade specific games as well such as Vampire Hunter 2 (which just added in the missing original cast members) and Vampire Savior 2 (which added 3 more characters for a total of 18). The screenshot below is from the arcade Vampire Savior so it's short the added 3.

The Saturn version is essentially Vampire Savior 2 with the full cast of 18 plus a few other hidden secrets. The gameplay of the series was always slightly different than the other Capcom fighters. For example, Street Fighter 3’s EX special moves (the ability to enhance a normal special by using some super meter) was first seen in the Darkstalkers series.

The characters in the series are based in fairy tale, legends, and horror. Demitri for example is a vampire and Talbain is a wolfman. Victor is essentially Frankenstein, and even Sasquatch joins the fight. The cast is varied and all different, though I must admit BB Hood is probably the best character ever. Imagine Little Red Riding Hood whose family was murdered and so she becomes a monster hunter, equipped with missles, machine guns, and mines.

Vampire Savior eschews the standard round format for a more Killer Instinct style of rounds. Each player has two life bars. When a player is knocked down, the other player’s life meter remains the same. You win by essentially knocking the other player out twice before it’s done to you. Along with this was health regeneration (as seen in the Vs series of games). When you take damage, a reddish area remains that if you avoid taking damage can be healed over time.

Vampire Savior also allowed your super bar to store up to 5 bars. Along with this were some new abilities. The aforementioned ES moves (as called in this series) here use one full meter to use. EX supers are the super moves, with some supers taking 2 or 3 bars to activate. Finally quite a few supers in the game are of the Raging Demon variety (jab jab forward short fierce) which makes the game not so noob friendly. Even now I usually have to resort to FAQs to remember how to make Dimitri turn the opponent into a female (video below!)


Another feature in the game is pursuit attacks. When you knock the enemy down, you can input a command to jump on your opponent before they get up. The player on the ground has options such as sliding/rolling to the left or right to try to avoid this. Normally pursuit attacks are seen in 3D fighters (originally started in Virtua Fighter) but seeing this in a 2D fighter meant that you weren’t even safe on the ground.

Finally the Dark Force feature was included. By pressing a punch and kick of the same strength, the combatants are taken to the activating player’s “dimension”. The player then got some sort of advantage that lasts for a specific period of time. Some of these enhancements were flight, copies of the character that could attack from behind, an extra ally in battle (a bat, a cat) or in the case of Victor (the series’ Zangief) every punch became a grab.

The game has the player go through 7 stages. Each player has a sub boss fight before facing their specific boss (though over half the cast face the default boss, Jedah who is also playable).

So what has become of the series whose last arcade release was seen 12 years ago? Well with the exception of the well known and well drawn Morrigan, the rest of the cast has been left in the dust. Sure there were cameos of them in the backgrounds of Capcom VS games over the last decade, and Felicia is also playable in Super Puzzle Fighter II Turbo, but none other than Morrigan have actually been playable (though Dimitri is playable in SNK vs Capcom Chaos from SNK).

Unfortunately, the Darkstalkers series never really achieved high levels of popularity in the US, and with the cast forgotten, my hopes of ever seeing part 4 will never happen. Funny enough Darkstalker did get an anime though and tons of cosplayers for specific characters. Oh and the millions of pictures of Morrigan and Lillith…..together…if you know what I mean.


3:47 PM on 01.11.2009

Playing with others - Playing with my better half.

I don't mean my penis, I mean my wife, my significant other, my soul mate,

So to give you a bit of a background, video games are what brought me and my wife together. Her favorite games traditionally have been RPGs and such. We met because of these and here we are 7 years later, married 5 and have a beautiful 2 year old daughter. My wife is not a hardcore gamer, but isn't a casual one either.

Now as times have changed and our lives have gotten busier, she doesn't invest time into those 20-40 hour games anymore (bar a new Final Fantasy). But when a co-op game comes calling, she's ready to go. We played through every co-op game available in the PS2/XBox/GC era, and have made it through most of the current gen games that support it.

To be honest, it hasn't always worked out. She's not big on Gears of War for example. But there are three games that looking through everything we've played stand out as the three games that she has enjoyed the most.

Serious Sam - XBox
One thing I've realized is that my wife doesn't want story in a co-op game. She obviously is fond of story in her RPGs, but when we're playing games she wants more activity than cutscene. She wasn't a big FPS fan at all. This game was the one that changed her mind forever.

So we system linked two XBox systems and each of us had our own TV in seperate rooms. The screaming, laughing and fun filled many a night for months. Her names for the enemies always made me laugh (one of which she called Hoppies, which became her name for the Flood in the next game) She was timid at first about her playing skills at FPS games, but she realized that I didn't care what her playing level was, it was just FUN. I know she's hooked when I'll ask her what she wants to do that night and the answer comes back as "Games!".

Halo 1/2/3 - XBox/XBox 360
I'll keep this as a single game for this post's sake. She always felt that this was too heavy in story, but the main draw here was multiplayer. My old roomates and friends would come over, and we'd hook up system link into multiple rooms, and there was my wife in the middle of the fight with other people laughing and cussing people when the warthog ran her over. Again, even though she wasn't the best, she didn't care because she knew that either I always had her back, or I was shooting her in the back (I did get punched in the shoulder multiple times for teamkilling/teabagging her just for fun). To this day my friends are amazed that my wife enjoys playing games, let alone has gotten pretty good at them.

Left4Dead - XBox 360
The pinnacle in my wife's eyes. A co-op mode with no story, constantly changing game dynamics and the fact that no game is ever the same. Going by my 360's blog, I've played the game for 35 days. I'd say 30 of those days included playing time with the wife in this game. As I said earlier when she's hooked that's all she wants to do. And that is no different here. Now I've mentioned this in IRC before, but she wants to move to advanced and expert modes. And while we've done all four campaigns with 2 bots, you realize that the AI doesn't always work out the way you expect and we lost many times where 2 other humans would have helped us win.

So now we're on the edge of the next big jump. Getting her to go online. She's teased with the idea a few times (she's becoming interested in Versus after seeing me play with other Dtoiders) but she'd really want to do the campaigns. In a way we're back at square one as she's unsure of her abilities and afraid of being ridiculed for it online. But as I did when we started this, I'll be there with her every step of the way.

One thing they say is that in a good marriage, sharing interests make a healthy relationship and I have to agree. It's another facet to our relationship and it always makes sure that we spend time together. I know gamer girls are more and more common nowadays, but I feel that I really won out with a woman who understands and loves my hobby.   read

4:33 PM on 12.23.2008

RUN, do not walk to your PS3. SUIKODEN is on the PSN store!

$5.99. If you never experienced one of the best PS1 era RPGs, this is your chance. Consider that this and it's sequel Suikoden II are high priced to get a physical copy of.

Now Konami, get me S2 on the PSN please.

[embed]115781:16588[/embed]   read

12:18 PM on 12.01.2008

One of the worst things I've ever seen in a game.

Nevermind the fact that the game itself sucks (I at least got a small laugh out of the original Blitz) but Blitz the League II did something I've never seen before.

Hold on to yourself, cause you might wince in pain...

[embed]113222:16119[/embed]   read

9:18 AM on 11.06.2008

UPDATED - First Impressions - Naruto Ultimate Ninja Storm (PS3)

Update- For all who read earlier I left off one big negative. No Online Vs. :(

So Namco Bandai's Naruto fighter is out. I was highly impressed by the demo so I went ahead and picked it up. While I haven't gone far enough in to give a full proper review, I will give the positive and negatives:


Graphics - Honestly one of the best uses of cel shading I think I've ever seen. Added in the fully 3D fighting enviroments and special effects, and it is very impressive indeed

Fighting system - This is as fluid and as close to a cartoon as you will see. Yes, the gameplay is no where near complex as even Smash Bros (LOLOL), but it makes up for it in pure fun. Fighting on water, jumping and dashing, throwing stars and a host of other items make setting traps fun (Throw out timed bombs, then combo your opponent into them.

While Rise of a Ninja's fighting system was 2D with shifting, UNS is a fully 3D fighting enviroment.

Each player gets 2 assist characters, and like MvsC2, you can pick the specific type of assist the characters do before battle starts. You'll also get a chance to unlock different special and super moves for characters using in game money.

A grand example of crazyness: My wife starts a combo on me, I was able to substitute (effectively a dodge) and appear behind her. 7 hit ground combo into a special attack then adding in Sakura's assist = 24 hits.

The super attacks are flashy and insane. See below for an example video of a fight and the super that ends it.


Each super has a minigame to add more power to it (mashing buttons, or hitting the right button etc etc).

Finally, when a character has taken too much damage each character has a signature rage attack. Naruto for example calls on the Nine Tailed Fox for more power. While the rage attack allows you try to turn the battle, note your opponent can easily try to play keep away from you and that you can suffer negatives when Rage subsides such as lower defense or loss of all chakra power.


Ultimate Mission Mode - A failure compared to Naruto Rise of a Ninja on 360 and probably against Broken Bond coming soon. While all 3 games have a fully realized town that can be explored, there are some major differences

Rise of a Ninja's town was more alive. NPCs made comments as you run past and generally feels more complete. UNS does not.

The camera and it's control is not good in town. If you "roadie run" in Rise of a Ninja, the camera could keep up going around corners and had no problem showing where you were going. In UNS, you can easily get behind buildings without the camera catching up. You'll need to manually reset the camera (R3) a lot because manually turning the camera is SLOW and there is no option to speed up the camera turn speed. When both games have collection items and money scattered high up on buildings and in corners, camera is important and UNS camera fails and frustrates.

Furthermore, missions are handled in a way that it really takes you out of the experience. In order to unlock more missions (both side and story) you need to beat previous missions and complete tasks in town. However, most missions are started by going into the menu and choosing it at which point you get a screen of dialogue without voiceover as to the story that is occurring before being dropped right into the battle or mission. RoaN had fully voiced cutscenes and whether for good or bad, you had to make your own way to the mission area.

Fighting system wise, be warned that like most games based on anime, every character plays the same. Meaning there are no differences in controls for each character. Triangle then Circle will always do a special move etc etc. Furthermore each character can only have 1 special move and 1 super move set. As I said earlier you can unlock more moves, but when you go into battle you can only set 1 of each.

To summarize, if you want exploration/story/cutscenes, RoaN and the upcoming Broken Bond are what you desire. If you care more about the fighting system and are willing to put up with a flawed main story mode, UNS is for you.   read

5:21 PM on 10.16.2008

SSFII HDR changes in rebalance mode

Capcom has released a list of the changes to each character in Super Street Fighter II HD Remix OMGWTFBBQ. Of course if you're not happy with the list, you can go back to Original mode which plays like what we're all used to.

I'm going to say it before you get down into the list, the Zangief changes are huge and I'm not sure I like them (easier SPD?). Also Akuma now has a super meter and has the Raging Demon. I'm going to give this thing a try though, some of the changes sound good (such as Vega able to cancel a wall attack).

The list, as posted over on PS3Fanboy and over at Capcom's blog:


* New move: fake fireball. qcf+short.


* Strong dragon punch is invulnerable on the way up, exactly like Old Ken's, and also always knocks down. It's now a 1-hit move, not 2-hit.
* Fierce dp has bigger arc, always knocks down, juggles against jump-ins, but no additional invulnerability.
* Short helicopter has shorter duration
* Medium helicopter kick goes slightly farther
* Roundhouse helicopter kick goes farther and faster.
* Roundhouse helicopter kick does less dizzy
* Air roundhouse helicopter goes slightly farther
* "Crazy kicks" have simplified joystick motions. New motions: 1) qcf+short, 2) qcf+forward, 3) qcf+roundhouse.
* Damage lowered on first hit of knee bash hold.
* Range of knee bash hold reduced by a small amount.
* Super can now be used as a reversal.


* Roundhouse flash kick now travels forward rather than straight up.
* Super has easier motion: charge db, d, df, f, uf+ kick. (Old motion still works.)
* Super does slightly less damage.
* Uspide down kick is an overhead
* Upside down kick slowed down slightly
* Upside down kick can be performed at any range, not just close range, by holding towards+roundhouse.
* Upside down kick is more vulnerable, allowing Sagat's low tiger shots and other moves to hit it.


* Jump short has higher priority, can hit sweeps.
* Floating fierce move (jump straight up + fierce) can be steered farther left/right.
* Hundred hands easier to execute
* Strong and fierce versions of hundred hands have lower priority and all versions do a little less damage
* Ochio throw now bounces off the other way, preventing Honda from repeating it in the corner
* Ochio throw now deals the same dizzy points as other throws rather than twice as much.
* Jab torpedo can destroy fireballs.
* Jab torpedo travels shorter distance
* Super travels slower before first hit, but travels faster after first hit.
* Super now knocks down and juggles.


* Horizontal ball has safer recovery.
* Horizontal ball with jab and strong have same sound effect and same spinning speed as fierce version.
* Horizontal ball with jab and strong travel slightly shorter distance so whiffed roll into bite is a little more effective.
* Diagonal ball has faster startup and safer recovery.
* Hop move has new command: hold stick left or right then jab+short OR strong+forward OR fierce+rh. (Old motion of kkk still works).
* Hop back builds much less super meter.
* Forward version of hop has slightly more foot-invulnerability at startup.
* Electricity easier to execute (mash punches)
* Super move has faster startup, faster recovery, and always knocks down if it hits.


* Green hand command changed to qcf+p
* Green hand has slightly faster recovery.
* SPD command easier: hcb,f+p OR hcf,b+p. (Original 360 command still works)
* Super command easier, hcb,hcb,f+p OR hcf,hcf+p.
* Running Grab (and double suplex) command is now hcb+k OR hcf+k.
* Running Grab runs faster.
* Kick lariat can now be done with jab+short as well as original KKK command.
* Punch lariat can now be done with strong+forward or fierce+roundhouse as well as original PPP command.
* Kick lariat has invulnerable feet during Zangief's first rotation, but vulnerable feet after that.
* Kick lariat has a different sound effect on startup than punch lariat.
* Punch lariat's initial hitframe now extends down to the floor so it can hit Dhalsim's low fierce or sometimes Guile's low forward. As before, this hitbox is only active for 6 frames out of the entire lariat.
* Hop move can only be done with towards + fierce. No longer possible with back+fierce, back+strong, or towards+strong.
* Hop travels farther forward, slightly higher, and has slightly better recovery.
* Jumping (forward/away) strong has hitbox that reaches slightly farther forward.
* Low fierce has slightly higher hit box, mainly to hit Vega's off-the-wall attacks.

Chun Li

* Removed df+medium kick move.
* df+roundhouse (the "neckbreaker") no longer crosses up, removing the loop of repeated knockdowns.
* Lighting legs easier to execute (mash kicks)
* Lighting legs do less damage and have a little worse priority in Chun Li's stomach area.
* Aerial spinning bird kick can be done with charge down, up+kick, so that you can do it after a headstomp.
* Aerial spinning bird kick travels more straight now, then falls in an arc at the end
* Ground spinning bird kick has a new parabolic arc. It can also air-juggle and deals a fair amount of dizzy.
* Super does slightly less damage.


* Teleport command requires only 2 punch or 2 kick buttons rather than 3.
* Teleport recovery is not longer, but has more vulnerable frames at the end.
* Yoga flame changed to qcb+p so it doesn't overlap fireball command.
* Upward yoga flame changed to qcb+k to match other yoga flame.
* Upward yoga flame now travels way up the screen with roundhouse version.
* Super changed to hcb,hcb+p to match yoga flame command.
* Super has more forgiving timing window.
* Super is now more vulnerable around Dhalsim's head and throwable from behind.
* Super can now be used as a reversal.
* Noogie hold has shorter range.
* Ducking ranged punches no longer cleanly go under Guile's Sonic Booms


* Turn punch and headbutt award less super meter.
* Small and medium headbutts travel slightly farther and are less safe.
* Throw range decreased.
* First hit of throw does less damage.
* Turn Punch can be performed by holding 2 punches or 2 kicks, rather than all 3
* Super does a little less damage


* Defensive backflip command changed to jab+short for small version; strong+forward OR fierce+roundhouse for double flip version (old commands of kkk and ppp still work)
* Offensive backflip can no longer be charged straight back (must be charged down/back).
* Off-the-wall attack no longer knocks down
* Off-the-wall attack has additional recovery, to prevent combos after hitting with it
* New Wall Dive Fake: After going off the wall (charge down, then up+k), you can press kick again to drop without attacking.


* Super has more range, and always knocks down if it hits.
* Fireball recovery is better than New Sagat but worse than Old Sagat
* Some normal moves are from Old Sagat
* Stand strong can be cancelled into special moves, second hit of stand forward and short cannot
* Tiger knee always knocks down and juggles (but NOT into super)
* Tiger knee damage reduced because of new juggle property


* Devil's reverse (charge down, up+punch) has 1 frame of invulnerability at startup
* Stand jab has better priority, can stop honda's torpedo and blanka's roll
* New move: df+roundhouse is a fake slide.
* Jump straight up + strong now juggles the same as jump toward/away + strong


* Hooligan throw motion changed to qcf+p
* Spinning Backfist motion changed to qcb+p
* Spinning Backfist is invulnerable to fireballs during startup (all versions)
* Spinning Backfist's hitbox on 2nd hit is bigger so that it doesn't fail to get 2nd hit if the 1st hit connects
* Cannon drill has better recovery
* Cannon Spike is usually not safe on block anymore.

Fei Long

* Flying Kick motion changed to qcf+k
* Short version of flying kicks have additional frames of partial invulnerability, allowing them to go through fireballs at the start
* Flying kicks have lower priority on first hit, allowing them to be countered air-to-air a little more easily.
* Flying kicks have 5 additional frames of recovery
* Medium and roundhouse flame kicks always knock down and can juggle
* Short flame kick is no longer safe on block from point-blank range.
* Rekka Punches travel a little farther
* Rekka punch motion is a little more forgiving, so it's not as hard to get all 3 in the series.
* Super travels farther
* Fei Long's head is vulnerable during 4th and 5th hits of the super (and can't go through fireballs during that, but still can during first 3 hits).
* The super causes a different angle of knockdown so that comboing after it is difficult/impossible.
* Super meter gains slightly reduced on flame kick and flying kicks.

Dee Jay

* Machine Gun Punch, much easier to get all the hits
* Machine Gun Punch destroys fireballs
* Machine Gun Punch does less dizzy and less damage than before.
* Medium and Roundhouse Dread Kicks, 2nd hit sped up so that it almost always hits if the first hit connects.
* Medium and Roundhouse Dread Kicks have a few frames of foot-invulnerability at startup
* Medium and Roundhouse Dread Kicks have reduced damage because of improved ability to combo


* Hawk dive command changed to jab+short OR strong+forward OR fierce+roundhouse while in air (old command ppp still works)
* Hawk dive's bounce changed so it ends with T.Hawk close to enemy and safe on block or hit.
* Hawk dive does not knock down
* Special throw command easier: hcb,f+p OR hcf,b+p, and you can actually start in down/back or down/forward (Original 360 command also still works.)
* Special throw now has a whiff animation if you miss.
* Super command easier: hcb,hcb,f+p OR hcf,hcf+p.
* Several of T.Hawk's normal moves are from Old T.Hawk, such as stand roundhouse and low roundhouse.
* Fierce dragon punch now always knocks down and juggles
* Fixed a bug where a stray hitbox on low strong could be hit from very far away.


* Super meter added and new super move: Raging Demon. Command is jab, jab, towards, short, fierce.
* Super travels slower and farther than the secret version of Akuma
* Super has additional start up frames.
* Super is not able to grab an opponent out of jump start-up.
* Air fireball has new downward angle and causes Akuma to hang in the air slightly when thrown.
* Air fireball can now be done lower to the ground, allowing instant air fireball using "tiger knee" motion.
* Akuma takes more damage than other characters.
* Akuma can now be dizzied.
* Teleport command requires only 2 punch or 2 kick rather than 3.
* Blue fireballs have more startup and recovery. Now same startup as Ryu's fireball and only slightly shorter recovery than Ryu's.
* Fierce blue fireball only has the huge knockback effect from very close range.
* Red fireballs have more startup.
* Helicopter kick has much less invulnerability.
* Akuma's leg is no longer invulnerable during his ducking kicks.   read

1:29 PM on 10.09.2008

KOF XII Gameplay video - RAIDEN

From the floor of the Tokyo Game Show, three minutes of gameplay

Terry vs Robert
Terry vs Raiden
Raiden vs Kyo

Raiden looks amazing. Combining a new look, being redrawn and the new animations make me drool.

[embed]106986:15080[/embed]   read

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