KOF XI Thread :: Ver 2.0

Its funny that Malin went from a turtling zoner in 2k3 to a rushdown character in XI.

after the A version of her uppercut move, you can follow it up with another uppercut or her DM(qcf, hcb + P)

Not really, she can only do another uppercut after her C version, but she can do the super on either version.

Here are some simple combos

do her dp+C, then her dp+A, then her uppercut super!

d+B, d+A, f+B, dp+A, uppercut super!

Standing C, f+B, f+A, dp+A, uppercut super!

Oswald shit DG sent me

You have strings such as cr.b,cr.axxFar St. C…

Or Cr.axxcr.bxx df+A…

Or you can go cr.b.cr.axxdf+axxE and Karacancel the E to qcf+p series…

In corner you’ve got jumping Crossup C as everyone knows of course and of course you can do the following

#1-Jump Crossover C and if blocked throw the opponent…
#2- Jump Crossover Cxxcr. b combo series if they block low after a blocked Cr. C
#3- Jump Crossover C…delay…start either #1 or #2
#4 Jump Crossover CxxCounter as you land to a combo of your choosing.
#5 you can also do the" Ghetto Double Crossover stuff"-
Jump Crossover C,…repeat!!! Then you can go from and of that to any o the above…
#6- You can also do Jump Crossover C and then roll forward/backwards and if you roll forward it will cross them up…but be careful if they catch on!
#7- Jump Cross over C to the cr.b,cr.axxFar St. C Blocked String or the others I listed first.
#8 Jump Crossover C cr.bxxcr.axxJOKER…All blocked…since Joker is and Unblockable correct??

Then you can also do Jump Crossover C, blocked to Joker…BOOM!!!

If you Knock them down in the corner I seen the Answer Do this at TS6- Throw a card then do his qcb+b/d move and time it where they both hit the opponent at the right time…

master doing this from crouching motion because then you can buffer in Joker (since it is an Unblockable correct?) and then they dont know if you are gonna do that I just said or hit them with a Wakeup Joker!!!

Here is how you use the “Cards”

" I seen the Answer Do this at TS6- Throw a card then do his qcb+b/d move and time it where they both hit the opponent at the right time…"

He normally does the short card on wakeup… never really do it up close unless its on wakeup because they can punish you!!!

The Answer uses Oswald as leader and Kula as not…I know…tough choice but he is master with Oswald so that makes it easier…

Kula is a great one…the best character in the game with Leader so its a toss up IMO…thats a choice I gotta ask myself with Kula and Oswald everyday trust me bc their LDMS are great!! Now wait till the dream match when everyone has their HSDMs (LDMs in the 2k3/XI series) cna can use them!!!

Um, Oswald’s LDM is NOT unblockable. It’s for combos and easy damage anti-air/juggle tricks.

As far as the Kula/Oswald choice, I think Oswald is significantly scarier with LDM than he is without it. Kula is just straight-up good no matter how you look at it, the LDM with her is just more easymode damage and overall unfairness. Without LDM, Oswald has to rush a lot more and do more pressure/mixups, especially in the corner.

Oswald stuff I do:

In the corner after a knockdown, typically from a comboed untechable QCB+K, the standard mixup is to throw A version card, then make the opponent guess between instant hop C and crouch B. If either of these hit, the card will combo and you get free close D>df+A>QCB+P>QCF+P>QCB+B for the knockdown, repeat. If the opponent falls for this one too many times, you get a free stun and in the corner that means death for the other guy. If either mixup is blocked, you get to mixup AGAIN because of the card’s blockstun. This is Oswald 101 and it’s what makes him REALLY scary in the corner because his combo damage is so high and which way you’re supposed to block is a total guess. If you have him as leader, you can just skip the multi-mixup deal and combo into LDM on your first clean hit.

Hyperhop E with Oswald is good, great range if you are outside of hyperhop C range and you get a knockdown, which is almost always in your favor. Far C is a good poke, as noted above. His card chain moves are not all that good outside of combos, so stick to pokestrings that lead to combos. Crouch D 1hit>fwd+A is a decent pokestring that hits low and leads to QCB+P into knockdown combo and is pretty safe if blocked. Stand A and stand B work as anti-airs that lead to free LDMs if they hit and carry practically zero risk, so you can just spam them repeatedly and shut down hyperhopping from a lot of characters. Since so many characters rely on this method of offense to do anything at all, this helps Oswald dominate even harder.

i think once you can consistently pull off QS into ace then oswald will be beasting even without the LDM cuz they are used in similar situations and you can save 2 meters for your teammates.

I’m talking about Oswald as a character himself. Any jerkoff can learn the two main Ace setups and QS into them from any other character in the game. But when he’s actually in the match and fighting someone, LDM makes him much more threatening. His LDM combos also actually do more damage than his Ace combos.

Basically, if you intend to actually learn how to use Oswald and fight with him in a match, especially as one of your mains, the LDM helps quite a bit. Making him leader also doesn’t stop you from using Ace combos anyway, so that’s just more icing on the cake. Why do you think Gato/Kula/Oswald is such a good team? They all have ridiculously powerful no-meter combos and they can QS into each other to use said combos.

i dont really think that ace / LDM damage difference is that noticable , its still nice to be able to finish most any b&b into LDM though

maybe its just my slow reactions, i feel more comfortable with kula’s LDM when it comes to juggling. just hate to be rushing down with oswald and have to charge as well

The thing about charging for his LDM is that if you know the combos, you know where you can start charging without having to interrupt the flow of the combo. This isn’t like Capcom where you have to charge for “2 seconds”, the charge time is quite short. And while the damage isn’t “that noticeable”, you take that and combine it with the fact that comboing into LDM is far easier and more versatile than comboing into Ace (requires specific setups) and you start to see why Oswald with LDM > Oswald without LDM.

I got a question!!!

when is this game gonna be released… i went to the mall and all i hear is that they don’t see it comming! So is it gonna be called KOF 2006 or KOF XI!!! sorry if this is a stupid question but i rarely play SNK and i finnaly found a intresting one in KOF XI and wouldn’t mind picking this one up!!!

it’s been in some US arcades for a while, but aside from that you’re gonna have to import it from japan to be able to play it when you want to.

… Im depressed, well i guess there goes my intrest in SNK!

The Europe version will be in english.

yea, but based on his location, he’d still need to import it

no there goes your interest in SCEA.

I messed around in training mode with Lizzy last nite.

I would say her best jump in is B. Due to the really really deep angle it goes in at. Maybe D as well. I got it to cross-up a few times. B can cross-up as well, but overall she doesn’t have a real reliable cross-up. D is a straight forward kick and B has a very tiny hit-box.
Hyper hop forward or backward + any jump attack is good, except B is good. Cause they can all be used as air-to-air attacks. This gives a slight zoning ability.

Her qcf + P is good in poke strings. For example the opponent blocks either combo
Standing C, f + B, f + A
crouching B, A, f + B, f + A
then cancel to her projectile. Fairly safe. And it does pretty decent guard damage

And yes you cant juggle off her dp + A, not even off a counter hit :sad: (how gay is that?!?!:annoy: ) but after u hit them with it, run forward, and once they hit groudn roll. This can lead to some good cross-up combos since u’ll land behind them. But remeber they can quick recover none the less.

I toyed around with LDM as well. I forgot the combo and everything but its possible to hit a cornered opponent with it, they bounce off the wall and u end up in the corner. I got verify how this is done so u dont do it on accident cause no one wants to be in the corner

Meanwhile, has anyone found some good uses for her counter (qcb + K)

Besides knowing what the other person is going to do because they’re THAT predictable, no. I randomly use it though, although most of the time I can’t get it to connect >_>

Somebody buy me a consolised Atomiswave so I can play this baby :frowning:

I have a question. I use 4 teams…

Team Buriki (Gai/Ryo/Silver (L))
Shin Kyogugen (Ryo/Robert (L)/Yuri)
Team Joker (Shingo/Malin (either leader)/Yuri)
Team Badwolf (Gai/Adel (L)/Eiji)

Honestly, team Joker is my best. but what do you guys think?

For now yes, but could you post up the link to the wiki so I can get some idea of how to play her again?

:lovin:

I use your last team, although I have Eiji as leader and Gai is interchangeable with Yuri. Not bad, IMO. =P

Az, as much as I love Adel, he’s useless to me unless he’s a leader. My s.cancel combo…

jump d, close c, b + b, weak reppukyaku, s. cancel to god press

That’s the great equalizer, but still, i like your style.