KOF XI Thread :: Ver 2.0

He isnt good. He freaking GODLY. Hes right up there with the big boys in this one.

kof11+alchol vids were a freakin mess! :wasted: blurry as fuck,slurry talking and double vision? were we supposed to be drunk also? :confused:

ok duolon have his too…

hold ABC then backD

the same trick as ash

im going to write up clack in the wiki using Emil’s, 2k2 clark page as a base.
in the meantime, just look at his, but ignore the 2k2 specific stuff.

just in the interest of keeping this thread rolling I’m gonna put up some stuff with Jyazu, he’s not my main but I

like picking him to mix things up everyonce in awhile. I normally but him first as he doesn’t really need his

supers. Also be careful as he can be stunned easily so learn when to block and when not too.

Movelist plus usefullness of moves.

Normals that I use
st.a
good poke, great for combos reaches very far!
st.b
same as above but comes out slower can be comboed off of st.a it is cancelable
cr.b
low attack can combo into st.a but the link is tough it is cancelable
st.c
a little slow to start up but reaches far and is cancelable a mainstay for combos
cr.c
same as above (I think it might actually hit low, don’t have the game infront of me to check)
cr.D
Long distance sliding sweep, I haven’t been punished for it, doesn’t mean it’s safe though. knocks down
st.E
OMG BEST CD ATTACK EVAHHHHH!!! This thing is the same animation as his f+c comes out quickly and knocks down, has a ridiculous detached hit box, Liberal use is a must!
J.C
I don’t really jump much with jyazu unless the opponent jumps because his just is so lofty but when I do I use this
which is good anti-air and can crossup.
J.E
Hard to learn how to hit with this but it reaches very far out infront of jyazu good to learn how to use at it is
useful for getting in at times.

Command Normal
f+C
This is his best command normal chains off of a or b or c you can ancel from it into many of his specials for
good combos, decent as a long distance whiff punisher but a little slow to come out if you don’t cancel into it

df+C
Jyazu starts with a low kick then into the forward c, this move isn’t cancleable that I can’t tell but it will chain
off the same moves as f+C not a good move and I cry when I get it because it always comes out when I’m trying to go for big punishment combo

Specials
qcf+A
This is a counter, I belive only counters highs and mids about as useful as other counters

d,u+P
The all mighty icicle, jyazu pounds the ground and an icicle falls from the ceiling on to the opponent, the startup
is slow, but good recovery, great for long distance poking, can be used as early anti-air if you anticipate the
jump, also good in some combos.

dp+A/B/C
Everybody gets fucking shot! Jyazu shoots three bullet ball things each counts as a projectile so they will go
through 1 hit fireballs. Depending on the buttom pressed he fires at a different angle, A= straight up B= about 45
degrees, c= just less than 90 degrees. Good for poking can be used as anti-air but I really haven’t seen it work.

hcb+K
The tornado fireball, Jyazu throws a ground fireball that when it hits the opponent hits three times and launches
them into the air which puts them in a juggle state, good for combos, can be used in ranged game though only the D
version goes full screen as with the icicle start up is slow recovery is decently quick, if they do get hit by it
full screen you can follow up with an icicle.

qcf+C
The big purple fireball, Jyazu takes two swipes with his claw and a big purple fireball comes out, good in the range wars as it’s decpetively fast and hard to jump over, only use from full to 3/4th a screen away though. Only good for long range pokes.

qcb+P
Spinny thing, his main combo move, jyazu flies forward and when he hits the opponent (or they block) he goes up and then bounces back, the first few times your opponent will probably have trouble punishing this as he bounces back farther than exepected, but it is punishable. Though this does have alot of priority and can be used as a ghetto dp, but not on wakeup, well sorta you can do it as wakeup but it will get meatyed out alot of the time. OH it’s Super cancelable and is his best one.

rdp+K
A flip kick like vega’s, it’s real fast, is good anti-air, I haven’t used it as wakeup so I don’t know how invincible it is, it can combo from the max range st.a. So I use it alot as a long distance punisher, st.a xx rdp+k

b+C in air at wall
Jyazu hops off the wall and does his qcb+p at downward angle similar to duck kings air ball, I only use this sometimes but it can be good for wakeup games in the corner.

I don’t use his supers so I’m not gonna talk about them except to mention that if you get all 3 hits of his ldm it does more damage than almost any other super in the game execpt for getting hit with shen’s explosion or galactica phantom.

Combos
st.a,st.b xx qcb+a
st.a,st.c xx qcb+a
st.a xx f+c xx qcb+a
st.a xx rdp+k (as noted earlier max range punishement combo, if your to far away for this sweep them)
st.a,st.c xx f+c xx qcb+a
(you don’t have to be point blank but you must be close for all this to connect
st.a,st.c xx hcb+k
(basic combo into the tornado fireball, it’s up to you what to do after, I believe icicle does the most damage but I normally go for a simple standing c and try and mix it up from there unless I’m gonna kill them and then I just do the icile)
cr.c xx hcb+k (another combo into tornado fireball usefull when your to far away to get the st.a st.c link.)

so yeah basically mix and match that stuff.

Tricks
St.E basically not a trick but abuse the fact that it hits so far infront of him when playing poking wars, this can easily beat dragon punches if you space it right.

Some stuff after I do st.C after the hcb+K

cancel into another hcb+k (This fireball may actually hit low, even if it doesn’t people get hit by this alot, normally after this hits I go for the icicle.

cancel into an icicle and the go for hyper hop cross up.

wait a sec, sweep

hyper hop D for the crossup

if near corner (opponent must not be all the way in the corner) cancel to qcb+C this will cross them up! it’s hard to get the sapcing right but it’s cool to do every once in awhile.

Umm so that’s it for now. As I play more I’ll update.

Now that makes sense. Thanks.

I do not believe Liz can combo anything off her wp uppercut move, and dreamcanceling outside the corner with her never works because they bounce out of her super.

But don’t dreamcancel with her anyway there is no point, at least in my opinion. Just do
cr.b,cr.a xx f+b xx f+a xx qcfx2+E! or into her wp dp thats her general BNB.

Oh random thing I found out, you can juggle off her qcf+hp in the corner, though the spacing seems strict and I haven’t gotten anything better than a hp to connect, does anyone know any good uses for this?

Wait, is this game new?

It seems like ya’ll are already deep into it…

When did this come out? (I’ve been away from the forum for a while)

Requesting Jenet and Oswald Strats/Combos/whatever!

It will be greatly appreciated.

It’s been out in arcades for awhile, like 8 months or something maybe longer? I forget, but anyway it’s been on console for around 2 months now?

Also I know nothing of jenet. But I play a little oswald.
Basics.
cr.b, cr.a is your main combo starter, but you gotta be close otherwise rekkas won’t combo.
jumping C is your main jump move this thing is crazy, big hit box and crosses up, perfect for the hyper hop. Anti-air is either the hcb, hcb super. (incidently this is really his only get up off me move) or st.a from the right range. I prefer him as a leader but thats just me.

Bnb is either
cr.b, cr.a xx qcb+a, qcf+a, qcb+b
cr.d, f+a xx qcb+a, qcf+a, qcb+b

there is way more than that as he has some really complicated stuff, but thats good to start with. Maybe someone with more oswald experience wants to get more indepth about it.

Am I the only Momoko user on this board?

Ah, ok. That makes more sense. :wgrin:

Just a thought

Did u try using the Floreal with it some how (b + B) I dunno. I cant verify it lol. But dont even try his LDM bullshit. If u have Oswald or Kula on the team just automatically fork the LDM over to one of them lol

jazu’s supers are really really good. i usually use him in the 2nd spot because of how good his supers are.

it has some frames of invincibility at start up, does tons of damage, good chip damage, good for tag outs and safe if blocked.

having a super helps a LOT. its a good “get the fuck off of me move” due to its invincibility and the hitbox extends to his back. also, the fact that you can super cancel off of this from a blocked buzzsaw is extremely valuable, saving yourself from retaliation.

about elizabeth:

you cant juggle anything off her lp dash punch unless the move have a juggle anywhere property.

Yeah Jazu is pretty good and quite easy to learn. And the supers are safe since it if blocked it will push em out to outside sweep range unless of course ya char. Save Shifts not that I see much of that anyway.

Hmm didn’t know about invincibilty I normally dont’ do supers like that but it’s good too know thanks. Yeah the buzzsaw thing is pretty useful. I’m guessing you use the Kick super? I thought it was still punishable by some of the faster supers?

I use her once in a while when I get bored with my usual characters

Umm…you can easily combo her 2363214+A special off of her weak dp. You don’t even have to super cancel it.

Also you can Dream Cancel anywhere on the screen and still get all the hits. But the timing is VERY strict. Just delay the uppercut super (after a weak dp) to where it hits the opponent right before they touch can tech. Then wait a second and Dream Cancel. It will all hit.

Is 2003 worth playing now that XI is out (kind of like how no one plays NG or SI, because 3s expands on the previous ones and creates more depth).

not really unless for characters that aren’t in XI or for Duo-Lon and shit like that