Sounds interesting, somebody mentioned to me before. I might join Friday nite.
this is such a splinterred community, god damn…
lol, I’m a training dummy
Yup. You don’t even need to really chase her down, she has a suprisingly big hitbox when landing. Seeing E’s do just shy of 1/4 of a bar after avoiding it is good. Seeing them do the exact same thing right after being knocked down by that E is better.
Generally, not blocking when getting up isn’t playing the percentages. Mashing that roll or anti-air will always hurt much more that it will benefit.
^ Is the same thing possible for people who whore K’s uppercut? The C variant I mean.
His travels futher but is still very punishable.
- You were rolling into him before you even saw him attack. Sometimes you rolled into him and he didn’t even do anything.
- this sort of goes with the first point. You wouldn’t even be able to throw (or do anything else for that matter) after rolling into your opponent. You instead would be on the receiving end of a combo.
- He’s saying you whiff a superjump attack across the screen, then throw when you land.
- He’s saying, using wakeups without confirming the opponent actually did anything.
- Don’t remember wakeup supers but I remember doing random supers without confirming if they would hit. You also didn’t hit confirm your combos, you continued with the whole thing even though they blocked way before.
Edit: So…what’s changed about Athena in XI? I keep hearing she sucks…and that her LDM is the only good thing about her. Why is her fireball game not as effective anymore?
As you can see Emil I play Athena straight 2k2 style just about…you just gotta work a little harder and her fireballs travel slower…but don’t tell that to me…I can still win with her even WITHOUT her LDM…
In theory her fbs traveling slower should hurt her…but her damage is toned down and she’s less effective than 2k3…but you can still do damage with her, but she cannot lockdown as effective…cr.CxxC fb still combos etc…but they are not as fast for lockdown purposes…
Turbo…don’t pay AF anymind…
I’ll see you tonight…
**We are recording again tonight guys **and I’m hoping more fools won’t punk out in front of the camera so we can give Turbo a break from all the action…so we will record some more and put some more up…
If there are requests I will try to handle them…I got a real busy day today from start to finish but I will try.
KOF XI emphasizes rolling. In previous KOFs it was a suicide to roll out of nowhere, but here its actually useful. Recovery time its now faster plus the range has been shortened.
eh?
i found AB rolls more unsafe than in prev kofs…
if i try to roll on the same identical situation i do it in 2k2 i get a free combo…
Well you are more vulnerable at the end of rolls in KOF XI than in previous KOFs, every SNK player in my state that I’ve talked to has stated this. However, the roll itself is faster and shorter, so it is easier to apply when dodging certain moves.
Agree’d rolls seem very dangerous in this game if done regularly
The problem with XI Athena is unless she’s leader the opponent has zero reason to fear her unless she has the fear of random LDM behind her. Without that 2 levels of meter I find 70% of my game is d.A and 20% d.C. The opponent should just be smashing up on Athena without regard for self preservation. Who care if she shining crystal bits you on her wakeup? (her only move with the slightest hint of speed/priority) That means less meter for Pheonix Infinity.
Her Psycho Ball is all risk no reward as you can literallly roll past it and clobber her while she’s still stuck in the “throwing” animation. Phoenix Arrow is okay since it has this wierd ability to hit people who try to nail you from behind as you land. Psycho Sword is useless. Pheonix Bomb makes you loose all momentum and puts you a distance away from opponent. Athena is mediocre up close on offence, 100x worse further away. Her telaport can save her from getting trapped in the corner I think, her air teleport is useless. Her command grab is a garunteed LDM setup other than doing it in a QS combo.
Dude she ain’t useless…that is a fact…
She has more stuff than you give you credit for like st. D her St. E and air E is good…backdash down+b is good…more stuff then you really give her credit for…
I guess Momoko is useless too eh?
It’s all how you use the character…
Psycho sword is NOT useless…once again its how you use the character…
ok so i didnt go to work today…was feelin sick…anyways i was trying out King on KOF11…is it me or did they really take alot of her moves out??? as a whole i think she is still worth playing…i can link alot of low punches to her low slide and then from there do the flip kick special then from there do a supermove…is she worth investing in???
She’s crap tier for a reason…lol that’s like me saying Sean’s Dragon Smash is’nt crap It’s all how you use him! Yeahh…
Her Psycho Sword which was never an amazing anti-air to begin with has absolutely crap priority. Most characters can just beat it with a jumping normal. Her new Millia-like air teleport is useless: There’s a pause before she dives back to the ground, and she has to stop and recover upon landing as well. Yes, she has an amazing LDM, but nobody can win a game simply by relying on one LDM. Certainly not if you can’t get aggresive to build up your stocks in the first place.
I think jump E and maybe air D+B are her only good air to air moves that plus Phoenix Arrow. Momoko is better than Athena because she has mix-ups and the ability to rush and be dangerous without meter where Athena NEEDS meter for that LDM of hers.
I don’t think Athena is that bad, problem is she isn’t GOOD, per se.
She has a few tools to get in, more importantly she has good backwards mobility (backdash d+B) to create space to set things up. Sure she’s not going to do huge damage or rush people down but she can space herself and get some things rolling. She has issues getting rushed down once people get on top of her but that’s low tier for you. At least she has some combos here and there and decent pokes. She’s not great but not every character can be top tier.
Little things like how she can do ghetto traps/setups with her reflector, backdash d+B, a decent fireball, okay combos, etc. mean she’s more than just a “tag in, LDM, tag out” character.
And actually at this point I don’t think Athena is considered any worse than most of the bottom 30% or so of the cast. She has more than an LDM going for her, at the very least.
since when did anti airs mean much in this game -_- it’s only good against normal/super jumps. To beat hyper hops or hops, it takes too much reflex to react to it. Better to just roll, or stand A or B out.
Anyway tiers in kof don’t mean TOOOO much i think. As long as your team doesn’t consist of all low tiers then all should be well. And athena is good to mix up the pace of things. She mightn’t be a rush down character but she’s a very good potential zoner and turtle character. And if time is running out, well yea even better. Athena FTW!
just my two cents…
That’s what I am talking about.
And Kasou’s post…I agree with both…
Sounds like we need to redo the tiers in XI…
I don’t think the fireballs traveling slower hurts her. When i throw a fireball with her, I don’t expect it to hit. I always throw the slow one because I want to force people to jump or roll it, which means free anti-air or combo. Do Athena’s fireballs have more recovery in kofxi? If not, then this tactic should still be very viable.
I play my Athena VERY similar to the way this guy plays here in this kof2k2 match:
[media=youtube]coS2m88VLrQ[/media]
Are you saying that strategy is not viable here? Is her f+B toned down? Is the crystal bit toned down? I don’t see why you would need the LDM unless the crystal bit is toned down considerably. Generally, whenever anyone jumps over her fireballs on reaction, they will eat a crystal bit. It is pretty easy to run forward and do it instantly using buffered input, so anti-airing with that is not a problem at all.
Edit: Psycho sword has bad priority if you use it just as someone’s jump attack is going to hit. If you can force someone to jump and you see it way ahead of time, doing the dp pretty late won’t get her hit out of it, from my experience anyway (against Clark jump CDs, etc). But Crystal bit is better in every way.