I agree with RIMM, Abdul. If you're looking for something similar to SF or KOF, AOF3 isn't your cup of tea. If you're willing to sit down with it you'll realise it is rather complex.
BTW SonGohan, my brother and I have had 2-3 hour long ROTD sessions at times, and I can play AOF3 for hours on end.
Umm I'm gonna think of some more things to say, abdul.
OK AOF3, some things to note:
-combos are almost all juggles They take timing to get down but when you can get them down, well like any fighter you'll feel rewarded.
-There's a lot of dial-a-combos (meaning "canned" combos where you do something like fwd+A,A,B and he does two punches and a kick). Of course there are normal moves too, and I think AoF3 has more per character than ROTD.
-It's a bit slow. Not like slow motion, but it's tactical. This really is a different sorta fighter, SNK experimented a lot in this one and I'm glad they did.
-Only 2 characters from previous AOF games are Ryo and Robert, with Yuri doing cameos.
-AOF3 also has followup attacks. When someone is on the ground you can hit them, it's always weird to end the match with a guy already on the ground. BTW Karman Cole's is the best IMO, a punch right to the face!
-AOF3 has a nice jazzy kinda soundtrack. It's varied though, but there's a bit of jazz in it (man if there were a 3-slot I'd put this, NTM, and MS1 in it for jazz).
-The characters are all cool imo but others may not think so. Wang Koh-San is a wandering Chinese guy with a pet pelican who attacks sometimes; Karman Kole is like a bodyguard who wears a suit (kinda bland), Kasumi, well she's Ryuhaku Todo's daughter (from AOF1) so she looks similar. Ryo and Robert look really good, I mean no joke I saw a combo vid for this game and saw Ryo's standing animation and how the folds in his clothes reacted to his movements realistically... man that REALLY impressed me. This game is really fluid, animation wise. It's kinda detailed in the sprites but the backgrounds are awesome, sometimes they have neat little subtle things in them that IMO are neat touches (like a sign blowing in the wind). My little brother described it looking cartoony and it does (in a good way), IMO this game is as fun to watch as to play.
-Wyler is a weird boss. He's not too hard but he can be at times. He's like a pumped up guy (like Bain (sp) from Batman The Animated Series), and he's a little cheezy looking but I like him. I don't have to resort to a pattern to beat him though.
ROTD misc. stuff:
-The combos seem intimidating at first but they're really not. A lot of them are mostly the same for each character (CD combo, attack, <wall bounce>, CD combo, then DM or team duplex). This can get a bit repetitive. The CD combos are dial-a-combos and are the bread-and-butter of this game's combos (you pretty much need them to do long combos)
-The soundtrack is really varied. Techno to laid back guitar to some weird "chinese karate dojo-ish" music (that IMO fits the stage well) to funk to megaman-ish music (Oni and Cassandra's stage).
-This game kinda has a high learning curve to it. Even on stage 3 or so they'll do simple combos on you, even in the middle of moves. You'll need to get to know the computer's patterns and tendencies, and know when they're open, to get good.
-This game's characters are all cool IMO but I know there are people out there that are annoyed by a few. Kang is cool imo (he has a combo that dizzys and a throw dm/sdm) but others hate him, Jones' voice is annoying and pupa's can be (she sounds like a little baby, it's weird). And there are tiers. Jimmy and Sonia as a team have a glitch in their team duplex (where one runs at the enemy and does like 10 hits, then the other runs in and they both attack at once and then the guy who ran in gets to keep playing) where if Jimmy is the one "tagged in" by it he can do a CD or a few other moves and continue the combo (after a team duplex the combo should be over). With good timing and a full 3 energy bars you can do a 80% or so combo with that team.
-Other tier-related stuff: Elias' CD seems like it can dodge projectiles, it's kinda antiair, and it seems to have a bit of priority. Sonia's CD is completely antiair (not like the other guy MUST be jumping but if you're jumping then Sonia can hit you). Cassandra's DM/SDM is like Geese's Raging storm and has autoguard out the wazoo (especially when in the air). There's a lotta stuff that can be abusable, but you gotta keep your guard up and play fair.
-The boss is really really cheap. I have to resort to a pattern that doesn't even work all the time. Cassandra's air DM/SDM is cheap against him (he'll do his anti-air like capt. commando's "captain column" in mvc and she'll go through it and hit him, or he'll counter while blocking and get hit by the second part). Abubo, the midboss, is not too hard. His throws are annoying but any grappler's can be. Kinda dumb though-- if you have someone on your team with an air-to-ground type move (Pepe, Cassandra, Alice), you can knock Abubo down, dash him into the corner, then with good timing, jump and do the air-to-ground so it hits him as soon as he gets up, and do it over and over. I can get near-perfects against abubo (I have gotten SS ranking before, surprised me as I thought A was the highest).
Both have their strengths and weaknesses, but they're both great fun to play. I can't decide myself, that's why I own both.