Yeah sure thing I can add them to the wiki as well!!!
Kyo KOFXI Primer I:
-First things first about Kyo- hes got his fireball back (qcb+p) and hes got the rekka chains…making a more complete Kyo. EX Kyo is still better than him but hes not tournament legal.
- He has his NeoWave chain of cr.b, cr.a to df+D to qcf+c, qcb+c, f+C to DP+C finisher but in this game don?t bother?.
Why?
-There is a simpler more effective LOW combo that is more reliable in tournaments- cr.b to St.C to f+b to qcf+c to qcb+C to f+C to DP+C finisher. The first combo listed at times buffers in the Dragon Punch motion thus you will get a DP after the DF+D and in a tournament that?s not reliable. I?ve seen it wayyyy too many times like I still see people messing up Kulas DP+C after a lay spin. Stick to what works in a tournament situation, trying to be flashy will get you KILLED.
-His corner OG Frame trap- [St.Cxxqcf+D, wait press the second D. ] Repeat this in the corner and if they try to interrupt it it will hit them. I wont reveal how to get out of it now because that defeats the purpose of telling it to you doesn?t it!!! Discover this for yourself!!!
-His best Air to Air tools- Down+C (TOO GOOD been that way for a while) and E. Down+ C is almost godlike as it has been for a while?Japanese use it a lot ala 98 style…if you are air 2 air this is your friend…has very very good priority and if it hits them they cannot tech it. It will beat many many things so yes use this if you anticipate them jumping.
-His old school backdash floater move is down+C after a backdash, it makes you travel further than before and is used for some Mexican tricks.
-Dark Geese Kyo Tech Trap- KOFXI is the first KOF that has opposite tech rolling…in that you can tech forwards or backwards. If in the corner and your opponent techs forwards or the way OUT of the corner and you anticipate it…backdash down+C will stop that cold and then continue to his main bnb combo.
-If you are going to jump in on someone Hyperhop b is your best bet. But dont over abuse it…
- Mexican Kyo Trick #1: True Mexican Uppercut anti air- This is the little thing most people don?t use but I can honestly say this is a TRUE MEXICAN UPPERCUT…because very few DP as an AA with Kyo in Mexico?yes I?ve been there and seen it myself…Cr.C is the Anti Air of use…and it stops Maxima?s body splash, Oswalds jumping C, and many things…but will not beat much of Gatos stuff but that?s obvious. However air to air down+C will beat it! Also Dp+A is something to use against Gato and Kulas Hyperhop C…
- Mexican Kyo trick #2- Do a Throw that puts your opponent very close to the corner?but not too close?you need to be able to crossup roll to the other side and on wakeup backdash to down+C so that anything your opponent tries will be snuffed!!!
Now there are plenty other Kyo tricks and combos and other things but I will save that for later.
Have fun!
can you interupt standing C if cr.B is blocked? oh and what is the problem with doing C aragami after d/f+D, i don’t see why the notation is difficult, but maybe it’s because mira kyo relies on it heavily
No you can’t interrupt it…
The problem like I say is you may have it down in training mode but you gotta return your stick to neutral before going into dokugami chain after df+D…meaning a high chance you will buffer a DP from the df+D to qcf+C motion…I’ve seen it happen A LOT…and that means you are wide open after a DP+C…
Practically no chance of fucking up a CLOSE cr.b to St.C…
its like 50x easier and more reliable in a tournament.
all good kyo combos in mira come from either
standing B,d/f+D or C,C,d/f+D or A,A,A,d/f+D and last and probably the hardest to time cr.A,cr.B.d/f+D. I just can’t see myself messing up notation in XI like that, when notation in advanced MIRA shit is much harder. Though you’re right it’s easier to mash out cr.B,C because you can put in the notation with no timing just by tapping down B, neutral C,C
Yeah well in MIRA its different than KOF XI Kyo…
Very nice Dark Geese. I await more info. Now I’m off to try some of what you posted.
Geese if you could direct me to a Kula and/or Gato guide much love would be had :wonder:.
I’m on it now Chase…
Gato stuff-
http://forums.shoryuken.com/showpost.php?p=3382993&postcount=32
http://forums.shoryuken.com/showpost.php?p=4083007&postcount=3
Kula
http://forums.shoryuken.com/showpost.php?p=4083007&postcount=3
Now keep in mind this doesnt have all the shit you saw at the OSC…thats all what I deem as “MexiJAP Kula” (a blend of how Mexicans and Japanese play Kula in KOFXI) so dont expect what you see in these threads to transform yours into what you saw at the OSC overnight lol. This is just the touch of the iceberg…I can get into detail…
What you saw took hard work, travelling, blood, sweat and tears…
:lol:
That was unexpectedly speedy :lovin:. My game should be here tomorrow so i’ll work on this shit :tup:
DG thx for the help.
Sure…and I just caught a pun…with Kula I said the “touch of the iceberg…”
lol.
Glad I could help…man you need to find a Makoto like person in KOFXI… :lol:
lol any really fast characters with an unfair command grab? :wonder:
Shen…Kasumi…
You might wanna try Clark… :lol:
Psst…send link for good K’, Ash and Ryo stuff.
I’ll have to make one for them…I believe…
Also Chase something to consider in SNK game…YOU CAN COMBO INTO MANY COMMAND GRABS…
So keep that in mind…you can use them solo or COMBO INTO THEM…
Thats been an SNK engine thing for quite sometime…
Imagine if Makoto could do that!!!
well than she’d have an infinite, lol. St. MP > Karakusa (LK) rinse repeat. Ya i’ve seen iori do that shit and i was like wtf? Also some super grabs.
I’m just liking Gato, Kula, Oswald cuz Gato and Kula are ridiculous, and I just really like how cool Oswald is :wonder:. I might change it up if I don’t like playing with him to much but we’ll see once I get my hands on the game. I just read that the PS2 isn’t arcade perfect and they removed some of Oswalds LDM air-juggles? Does that mean he can’t hit someone in air land and LDM? or Anti-air than LDM?
No matter WHAT fighter you play command grabs are good . I’ve never seen one that isn’t at least decent
.
This is true. Alba in KOF MIRA can do it. I’ll have to try it for Ash. In MIRA, Ash can charge when he does his command grab, is this true in XI?
It could all be the same, since I don’t own the Japanese version. Box say’s for this release only so no clue.
By animated let me give you an example:
So after you kick Shion’s ass she is all panting and sweating while whoever you are playing is demanding questions, she say’s some crap about Magaki or w.e his name is, at that instant a portal open’s up behind her and a hand slips out. Her eyes go wide and she curses him before she is sucked up like jello into the void.
That’s one example of the “Animated” sequences, it could be the same from the other version, and I’ve been fooled by the box. Curse it.
Chase- Not true…who told you this? Oswalds LDM is an Ultimate Juggle…you can juggle it practically after anything in the air counterhit or not…where things CHANGE in the Ps2 version (I’m going by the Japanese version I dont know about the US) is that if you pick Arrange mode then things are DIFFERENT…
But no one plays arrange mode…which practically fixes a lot of the problems IN THE GAME ITSELF.
Are you okay- That scene is the same as the Arcade as it is in the JAP PS2 version…