KoF XI: Character Strats

OOH… K’…

Compared to 03, K’ is a combo demon. His downside, His Air Trigger doesn’t have a bounce back like it did in NGBC and 03. With that said…

He has a new special normal in the form of f+b. This is a step kick, not the old hop kick which is now df+d. I must say… This can be linked to almost all of K’ moves. And I find it useful against Gai (Damn bastard, Joe is a better fighter) for combo damge in my hit and run strategy.

Like always, his DMs are practically invincible. And now his Heat Drive is so damn fast that if you blink, kiss your energy goodbye. His Chaindrive LDM can be dream canceled after his Heaven Drive. And his Heaven Drive can be super canceled from his Strong Crow Bites. But that together and you get one wicked combo.

K’ is middle-top tier. His Kryptonite is definitely Gato. My rant ends…

NOW!

It is confirmed, Shingo’s DP+K launcher can be comboed from very close
standing C or from crouching B. This means that not only does Shingo have potentially the most damaging un save-switchable, no stock using LDM combo setup THROW in the game, but he also has a regular combo of the same type… SWEET!

Boooo!!!

I came across this problem with some people that I have played against in the past. First of all, when you quick shift you HAVE to time your attack, since you are essentially jumping in. This is, however, not the case for saving shift but the attack is a complete knockdown. This may not seem like a big deal, but not all attacks have the same stun duration, for example most normal attacks have shorter stun than most specials, which in turn have less stun than supers. Just something to remember.

My arcade just got this in this weekend. Im an accomplished T5 player, and 3S. Im currently learning CVS2, GGX#2, CFJ, and now KOF XI.

Ive watched a few videos and seen a few things that I can try tomorrow. I need some basics on what Im looking at; cancels for supers; combos; buffers; launchers, in any. You know that kind of stuff. And if u can go ahead and tell me everything I need to know with vanessa that would be superb, she is the shitz that I would worship if she was real. But anywho hit me back I think this is by far the kewlest game of all, also a tier list would be great Gato = top tier brokeness i bet

Anybody got some strats fer Kula? I really wanna use her in XI since she’s like god-tier almost lolz.

Kula, much like Sakura in CvS2, is not a character that requires strategy to use effectively. Either you do what you see in videos (most of which differs very little from video to video) or create something interesting yourself.

Is it just me sucking on stick, or does c.B->oc.C with Terry not work in this game? I can get s.B->oc.C pretty consistently, but not the low one.

Aside from that, has Terry changed much from '03 or what?

Wow really? Cause she’s a pain to use in 2002. Oh well I shall try her out and see what I can do.

For the Combo, it does hit but unlike before the df+C uppercut is not guaranteed unless you are point blank. I would suggest c. A instead since you have to be a lot closer for it to connect.

Quick question…

Does anyone like Eiji like I do? I’m obsessed with the guy. I missed him from his cheap ass KOF 95 days…

I have been getting into Kensou on Neowave/2k2 how is he in XI?

i’ve been playing yuri - jenet - kula (L) lately.

YURI

i couldn’t get c.b - c.a - double chou upper to connect consistently unless i cornered them.
on a combo vid, in corner, i saw something like c.b - c.a - df+D - saifa (A) - chou upper © - tagout…

because i couldn’t get c.b - c.a - double chou, i just used c.b - c.a - df+b as bnb, with qcf-hcb+K super if i have meter. one time i did c.b - c.a - df+b into chou upper but i dunno how consistent it was. i dunno if there’s a better one.

jumping c is a good air-to-air. jumping d crosses up at the right angle, i couldn’t really do it too well. problem with super hopping d is that i kept doing tiger knee air fireballs.

i use standing c to beat short hoppers, it’s kiiinda fast and has pretty good priority.

JENET

what are the setups to land qcfx2+K super? i know it hits after j.d+K and also after qcf+D - d+K (whiff). i think i saw standing E on CH into qcfx2 + K?

i’ve been using a simple mindgame for jenet. on block, c.Bx2. after, you can do either qcb+B (overhead) or qcf+D, d+K which resets and you can usually get c.Bx2 afterward. you can play with short hop D’s too.

since i couldn’t reliably do qcfx2+K super i just did c.C - qcfx2+P. that super is unsafe on block, in G:MotW i think it was safe…

i had trouble with anti-air, especially short hoppers. E is definitely too slow =P

KULA

she’s so braindead to play as. short hop C has a humongous hitbox, and c.b - s.b - dp+C does enormous damage and is relatively easy to hit. heck, j.C, close C (2 hits), qcb+b, df+D, dp+C does insane damage, more than other characters with supers. and of course, you can take out the dp+C and add s.a - LDM…

jumping d makes a better air to air though.

far standing C sucks, so on block you should cancel to qcf+A or qcb+A. i used to do qcb+B, f+B but my opponent kept techrolling in between.

any tips for ralph and oz?

i saw a vid where k did his minute spike like 7 times,also saw kyo do qcfA into qcfa again then tag in kula into leader! does the wall let you do silly things? =x

also gato did his qcb+B like 5 times in the corner before he did qcfx2 super.

how is Ash, did they really tone him down bad or what. In some videos I saw he could crouching Ax3, Emerald Ankle. In 03 he could only do 2 of them to Emerald Ankle. And I saw he has sumthin that looks like a jumping CD attack

Man this thread isn’t as lively as I would’ve expected on SRK.

Been messing around with DuckKing alot, such a kool character. Does any more experienced DK players see any good use in using his d,d cancel after a blocked string that ends with qcb+C_D. Seems like the recovery is good enough to continue pressure, or perhaps to go for any extremily low to the ground air grab super (sorry I don’t remember the name for it), which would possibly grab a standing opponet. I want to try this out, but I suck at getting certain motions out in a timely fashion on these type of arcade sticks.

Also B -> d,d seems like it could have simular uses too.

On another note can anyone give me anything on the yo-yo using chick (forgot her name to), and DuoLon. Perhaps the changes to Ramon also?

His fireballs aren’t as abuseable as they where in 03. Only A fireball is good only use C version when you’re a fullscreen or so away. C fireball doesn’t cancel out other fireballs and go on it gets negated now. You really have to play Ash almost like Guile and utilze normals. Also, you can’t cr.bX2 into sommersault super anymore it’s Cr.A st.B now or something.

coulda sworn I saw someone do cr. A, B to super. Aew u say B does chain into it’s self
So what if two Ashes throw a C fireball? While if ya ask me, C version was always good from max range
Does he still have the back + B, (blocked), super through their attack?
Same super cancels, does qcfx2 + P still juggle for more hits? same leader? Does he still have back + D?

Lol sorry for 20 questions, but I’m a big Ash player and I have no arcades around here and with the few I doubt they have the game lol. Sides I’m really stoked on this game!

^ It’s probably cr. A, B to super but I’m not sure about that. Both fireballs would cancel each other out Yeah it’s really gay…with Ash your just waiting for the opponent to miss a move or spamming A fireball or fireball super, the sommersault super is’nt as safe as it was in 03 and has HORRIBLE recovery.

His new LDM follow-up is cool. It’s like Chizuru’s “seal” move from 03 where they can’t do a special move for about 5 seconds methinks…

Can somebody PLEASE teach me Oswald? I can only win with him by being random as hell and spamming cr.A and st.A…

will the somersault super had bad recovery in the 1st place. If blocked or whiffed, ur done for lol