Thanks for that combo tip. It took a while to get it down (timeing-wise), and I subsituted Oswald for Gato as the finisher, but it definitely helped me topple challenge #34. Now it’s on to #39 (last one left). Hopefully all the quick switch practice I got in #34 will come in helpful for #39. Thanks again.
Another combo is d+A, standing C, qcf+P.
His qcb+K ( or hcb+K I forget which motion ) has great recovery after the hit, even when blocked, after that I do a d+A, d+B, qcb+P into a super cancel when they think I’m open after the rush hit:tup:
I like facing Eiji players that rush ( like me:bgrin: ), but I really hate Eiji players that turtle all day:arazz:
I faced an Iori yesterday that turtled. He just spammed Backdash>B+B in the air and chucked fireballs all day. Everytime I rolled past his fireballs I’d get far C-ed in the face…groan
I always considered that almost no one in KOF deserves to turtle. NO ONE! Anyone agree?
Whip?
^ So did I, but latley I’ve played people who runaway/turlte with certain chars.(Iori, Eiji, King)
King? Turtle? The bitch is made for projectile abuse to rushdown. Like Marco.
^ Only like 1 King player I faced rushed me down. Everybody else is like:
Venom Strike! Jumps or Rolls by it POWER KICK! Gets nailed by it
Basic Benimaru stuff…
For now know that Beni’s best move is his qcf+b x3 move…it is very safe on block and can be spammed like crazy.
Typical bnb combo seen in 2k2/2k3/XI- cr.bx2xxkick chain series move.
You will see people whore that a lot and it is an excellent battery builder as is HH/backdash air fireball.
His qcb+p(the charge up punch?) move is good for getting in close and with his Shinkuu Tatateguma or his twirl kick move…It is used in his bnbs as well for variation and to put the opponent in the corner.
His LDM is useful, but IMO I would much rather have his 2k2/NeoWave Ouroborous one…
Another bnb with Beni is St.Cxxforward+bxxwhatever…be it the chain kick series or the Spin Kicks. You gotta work to get in…but With Beni you can play very good keepaway and battery because of his chain series…continue it even after block because it is bery hard to punish.
Use his command Grab only at the right distance because it lacks range.
This is some Beni stuff for now…
EDIT- Off Rdp+k you can link combos with Eiji as well guys as has been noted. (Excellent recovery=combo!)
But…just because it has excellent recovery from the rdp+d guys…does NOT mean you cannot roll in between the last hit of the Rdp+D and the ensuing combo if all blocked!!! And I do not mean Using the Counter Roll or Rolling while in blockstun…
And OMFG Whip is atrocious in this game…I do not think Momoko is the worst character…Whip seems worse truly…
^ Umm when did XI Beni have a command grab? BTW DG, Beni’s QCB+B IS NOT safe on block as it pulls your opponent towards you leaving you open for punishment after thet block it and it’s not spammable. QCB+D is better since it knocks them away.
Whip>>>>Momoko
Whip has:
-Range
-Zoining Capabilities
-A deccent LDM
-Crossup Jump C
-Keep away abilities
Momoko has:
-Mix-Up Confusion
-Annoying Spammable headstomps
Uhhh yeah…Momoko has ZERO range and does pitiful damage, She also takes damage poorly. She also has to be almost kamikaze style-rushdown with Momoko.
How do you Super Cancel and Dream Cancel with Terry?
qcb+D?? Are you talking about his twirl kick or his chain kick series AF?? in other words (qcf+d)x3
I am talking about his chain kick series…
Oh I murder/OCV with Momoko…and she can definately do the job…
Biolink…be more specific please…if you go to www.gamefaqs.com and go to the King of Fighters XI section you will find a Dream Cancel FAq…that should help you out a lot.
agreed and Whip has her AA crouching C mix-up
HCB + A = low
HCB + C = over-head. U’d be suprised how this works on the n00bs
plus she can easily verify a combo/super off of a low attack
Dark Geese,I am sorry about not being specific,but this is my first KOF game ever so when I saw the Super Cancel combo’s and Dream Cancel combo’s in Youtbue video’s I thought they were cool,but I’m lost as to how to do them.
i never even try to block whip hcbs. i wait for release then roll and combo
Truth. HCB+C nails SO many damn people it’s not funny. QCF+A/C is also good for jump/hop happy people.
The problem with Whip is that she’s a defensive character in a game where a purely defensive game is just a bad idea. Zoning and keepaway alone doesn’t get you anywhere when 90% of the cast can and will eventually get in on you, and the problem with Whip is she doesn’t have anything scary to prevent that, nor does she have anything dangerous that she can do to pre-empt it and kill the other guy. See, zoning is great and all for a character like Oswald or Kim or Eiji or Jenet or pretty much anybody with GOOD COMBOS because they will hurt you off their pokes and stuff, or at least disrupt your rhythm enough to start their own offense which will generally mess your character up pretty bad. Whip… doesn’t.
Momoko may not be great but she generally WILL get in at least once, and she at least gets mixups and combos should she eventually break someone’s defense. She isn’t exactly the best all-around character or anything, she’s not the best at anything really… but she is a momentum character who can actually do something when she has the momentum.
In short- they both do no damage and take bad damage, but Whip is a more defensive character and Momoko is a more aggressive character and KoFXI rewards offense far more than it rewards defense.
Let’s talk about how adhelhieds ldm unblockable is completely ridiculous, TOOO MUCH DAMGE! I know oswald can do it too, but that’s supposed to be banned. Damn is the unblockable ldm dumb.
You just do them, there is no cancel command ALA guilty gear, pulling them off is all about timing. Commands are all the same (you just do your DM command at the right time during a super or your LDM command at the right time during a DM), may take some practice.
Really.
And if we’re talking about people that are the worst characters, I still maintain that it’s either Athena or Kasumi. At least Whip can bring you close to her in this case with HCB+B, where she has semi-decent follow-ups that won’t get her killed since she recovers first.
Kasumi, as I complained earlier, has nothing besides her LDM; the same for Athena. They both have shitty fireballs, and it’s not like either of them are going to live long enough to get enough meter for their supers, regardless of whether or not they’re Leader.
That said, I say that Kasumi is worse because Athena’s supers are better overall. Kasumi has an ultra-shitty super projectile that doesn’t even go across the damn screen and a super grab that she’ll never be close enough to get off. Athena’s Crystal Bits last ridiculously long, and that should be enough to put her over poor, poor Kasumi.
Dark Geese: Have you tried Leader Momoko? Her LDM after you kill someone is so damn nice, and actually works unlike trying to Galactica Phantom incoming people.
Sigh. I haven’t played this game in two weeks and I start school tomorrow. I guess I’ll try and see what happens on Tuesday.