GameplayKOF XII is about a return to simplicity. You still have your 3 on 3 team combat but gone are the Quick Shift, the Saving Shift, the Skill Bar and the Dream Cancels from KOF 11. Instead, you get new gameplay mechanics that borrow a bit from the Street Fighter series. The main super meter is a throwback to the Mark of the Wolves game as it builds from having you take damage. Once full, you can unleash your super move. However, the game has done away with the “Desperation” super move feature (being able to do your super move an unlimited amount of times if you are low on health.) There is also a new system in place called the Critical Counter. Once your CC bar is maxed out, a fierce/hard counter hit will put you opponent in stun, allowing you to unload a custom combo. In addition, there is a “Deadlock” feature that has both of the characters get pushed away if they connect at the same time and even a Street Fighter IV borrowed guard attack maneuver (an attack that absorbs a hit before going off.)
As for how the new features work in the game, everything mixes pretty well. The combos you can land from the Critical Counter system are extremely damaging and may seem a bit overpowered at times. However, it is exciting to know that fights can be turned around in an instant. The guard attack is a nice trick against rush down players. However, the attack is a bit overpowered as it can block anything and still manage to get the hit out. The Deadlock feature makes appears sparingly but you can dash in immediately to capitalize on its effects. Because of these features, the game goes from extreme offense to defense in a matter of seconds, giving way to a nice battle psychology of cat and mouse.
However, despite the balance issues of the Critical Counter and the guard attack, the game is very fast and that retains much of the flavor of the other King of Fighters games. Pacing wise, the game isn’t as frenetic as Marvel vs Capcom 2 or BlazBlue but slightly faster paced than Street Fighter IV. The roster is trim for KOF standards as it sits at 22 (including two console characters) but most fans will be happy with the ones in the game. However, in keeping with the “simple” approach to the game, a lot of the characters play like earlier incarnations of themselves or are different altogether. For example, Terry Bogard is missing a few special moves and only has one super while Lori plays completely different due to his lack of Orochi power. This may turn off some players as it seems more like regression than progression and it would have been nice some for of the characters to have more moves. It’s puzzling why some characters have more than one super move while others don’t. This feast or famine approach skews the character balance a bit but nothing is too explicit or jarring.
The controls are solid but like most SNK Playmore brawlers, the execution windows are a lot tighter than most fighting games. You’ll be doing motions that you’ll swear that you’re hitting but the timing restrictions are a bit more severe. The learning curve can be a little steep but you won’t be blowing too many moves once you get used to the games timing.

Graphics and Audio
Gone are the sprites of old and say hello to completely new hand drawn characters. The new sprites are simply gorgeous to look at and sport rich, deep colours. The game simply pops in HD. While it’s disappointing that the characters do become pixilated when you are close up, the characters still look fantastic overall. The animations have been revamped as well and all of the attacks look very convincing. My only major gripe is the lack of background variety. All of the stages are pretty bland (fighting in front of a crowd…yawn) and utterly forgettable.
The music is serviceable as well. While it doesn’t have the J-rock guitar shred that is found in most fighters, the music gets the job done. It’s nothing spectacular but nothing at least it’s not annoying or unintentionally hilarious (I’m looking at you Street Fighter IV menu music!)