KOF XI Thread :: Ver 2.0

Here’s my thoughts on letting a character die:
A character who is one hit/grab super from death is a living time bomb; they are practically a judgment battery for your opponent. You could amass a decent judgment lead, then all of sudden one of your characters dies, then your almost dead character comes in to an inescapable grab super, and suddenly you’re down on judgment. So it’s always a judgment call (not in game but IRL judgment) when it comes to keeping a really weakened character alive. In Marvel, they can heal life back and timeouts are determined by total life so there’s an incentive to get them out when the cards are down, but in XI they just kinda leave for a bit and timeout is determined by judgment. Slightly different scenarios there.

I will always be looking for a tag combo as soon as I get my first skill point if my point character is around 50% health or so and will continue thinking about getting that character out of danger till around 15% health, at which point I will only tag off a clean QS opening or a SS to avoid a super or something. I generally won’t bother trying to save someone who has like 5% health left, I just try to milk as much damage out of them as I can before they go because they could be a liability further down the road.

Yeah understand that. Cordorroy…look up Quickmorphs…thats the term for when you qs and the character comes in behind the opponent…

There is already a good chart for that stuff…

Yea, your not only in the QS deparment corderroy

I definetly need to learn myself.

Apparently most need to…because that all me and Rengoku STILL SEE IN MATCH VIDS…its as if its a skill thats lacking…

Which makes me think most don’t do it…

I’m not home so I havent tried (still at work) can you QS if the move was blocked?

Yep. It’s always a good idea to keep at least one skill guage to save your ass if you accidentally use an unsafe move/your opponent predicts your strategy.

in fact it’s strange to read that most of the kof players don’t know such basic things…

btw what you see in vids have to be improved upon your skills and characters…

watching some gato vids i realized the ‘be forever safe’ tactic that missed me since i started palying kof

learn to poke to bait for an opening…that’s all i have to say regarding attack strings

Whats a good poke with range for King and Kyo?

this sucks!!! no one plays kof11 in my area and i dont know anyone within a 100 mile radius that plays…seems like yall are good so i could use some good practice…anyways thanks for the switch move combo…i try it out then slowly advance to more complicated ones

LOL @ Shibuya

I am in the same boat. I had to teach my friend how to play. But there is an arcade down the road from my work that has the arcade machine that people sometimes play on.

i dunno for king 'cause i do not use her…
kyo’s crB crA and farB are great pokes…
but the ‘fighter’s manual’ say to not become predictable and mixup your stuffs

for general discussion i can say that the bait strategy for your chara have to start from pokes…usually crA crB stA stB farA farB or commands do the job well

but agains, this is only the very basis to work on around

for example, kim…his basic pressure string is composed of crB crA farA

so to lock down your opponent you can start from lows depending on distance or on farA if you are some steps away from opponent

also remember that this kind of attacks have great priority gained from theis speed
in fact you can stop almost all hyper hops just hitting a far standing button (kim is shit stopping HH from close distance only farB that sucks but at some foot away farA is wonderful)

le’t restart, once you locked your opponent you have to think on what mixup is the best for that situation

when i did kickboxing in real my master told me a little secret…when starting a chain always use the same startup two pokes to make your opponent think then changing the rest of the chain…

this applies well to kof…with kim i do a lot of stuffs…the most basic one is to setup an HH

crB/A crA farA just inputting in the right timing this sequence you’ll be at the right distance to HH

then you can go for HH with an air attack, empty jump then low combo, air attack then overhead, empty jump then overhead…

here, your oppo have 25% to guess right…so you can assume that is a powerful mixup…

but beware!
doing always the same finisher for the poking string (in this case HH is the finisher) will make you predictable so after a farA your oppo will ever try to counter an HH (dp motions or far standing A)

so if you know that your foe is expecting an hyper hop just change and do a sweep (kim’s have great range) or land another farA

or you can break the startup chain to make caught your oppo unprepared…

crB then overhead, then sweep, then HH

crA delay another crA then jump high to setup a crossup

and so on…those are kim’s basics but you can work around to improve…or on this base start working on your team

for an additional example the sam tactic as kim with ash is a bit useless…throwing some pokes then a sweep is not a great idea 'cause ash’s sweep lack of range and speed compared to kim’s so thy can jump easily over you or stop with a poke

but a nice ash mixup is to throw 2 low pokes holding back then do forward A for the fireball to come out…after two of this just expect a reaction beetwen low pokes and fireball then do a backD to gain distance and do another fireball to change your opponent reaction time…

it’s all about mind game here pal!

as you can easily notice the phrase ‘do not become predictable’ is carved in fire in this post

i hope this bunch of stuff can be helpful

Dang I need to work on my “switch up game” I believe thats the reason I be losing at times

Don’t mix things up just for the hell of it, if you’re doing one thing and it keeps on working, why stop? Wait till your opponent proves they can get around your baseline strategy.

As to QS combos and stuff… they’re fairly simple really. Almost every QS combo I do I “figured out” by just randomly QSing moves and seeing what I could do off them. It’s actually pretty simple, just remember that for most ground QS combos you’re going to want to hit a button like right after you QS to get a jumping attack out of the QS and it’s pretty simple from there, really you’re just doing your basic ground B&B off a jump-in in most cases. There are plenty of exceptions of course but eh, you’ll figure out how to maximize damage off a QS pretty fast once you get used to the system.

Well I need to learn other strategies with my othere characters besides Kula. Being Kyo and King. I find myself attempting the same thing over and over. I just need to figure out different strategies for them just incase I run into a person who can best my current style of play.

If you haven’t notice, we both live in CT

Hmm whats a good strategy for a turtler? Most of the time they block and counter. I can usually dominate with Kula since she has good long distance pokes and her pressure game is REALLY good. I have problems using Kyo and King on these types of players.

^ Use a grappler or a character with a command grab.

Well with King, you can just harass them with her fireballs and pokes to force them to stop turtling, or at least frustrate them into doing something.

With Kyo… you can do the same but it doesn’t work as well ;( Just learn to mix up better, Kyo has a pretty decent high/low game that also leads to good damage so practice up. Use your pokes, use your fireball and hyperhop, it’s just a matter of patience and forcing openings in the end. It would help to know what specific characters are giving you trouble I suppose, but that’s the basic idea.

I’ll give that a try.

Amen Rengoku, Crimson Disaster etc…you both speak the truth…yes if it aint broken don’t fix it…

My friend Unholy Knight will come in here and post up some FFN casuals between me and Turbovec last night…and Unholyknight…

They are mainly so you guys can see **Momoko, Malin, and Athena **being played…

The real Denton XI action will happen next Friday when Gualberto shows up 2 play

He will post it up later…