KOF XI Thread :: Ver 2.0

Oh yeah you should have no prob finding vids with those characters…be it on youtube or anywhere actually Fadedsun…

ash things:

atg (air to ground):

C or A
C have a little delay so it’ll hit relly deep and eats a lot of crouchings
the you can follow with anything you want
A is really fast to come out and give a nice hitstun so you have a lot of time to input sans coulotte while ash’s leader

a2a (air to air)
definitively B is your best friend here, a straight fast kick really fast to come out and make your opponent to land on foot open to some nice mixups
also air E is strong and do knockdown but you have to use it from far 'cause is a little slow to come out but overall it have great priority

crA is your ground pressing and combo starter just ABUSE it
standing A is a nice HH preventer so be free to use it
stand B is great it have to be guarded low and is cancellable so you can do wonderful mixups
crB is your low combo starter sad that can’t be cancelled
fwdA overhead…i have to explain?but it’s only QS able not cancellable
backB/D not too much use but are little helpful to vary your pressing and zoning…i’ll cover this later
crD is a standard sweep really slow but you can rely only on this
stand E nice antiair and cancellable upon hit…you can use this to stop aggressive peeps

hcfC command throw…it’s a great starter for sans culotte and supercancellable…a little difficult to use 'cause have a slow startup but you can fake opponents if you’re smart…ash rely heavily on this to land damage

qcfqcfB/D DM

TEH PUNISHER if used in right range this wonderful and cool looking sommersault can punish everithing…yes, even a guarded gato palm!!!then you can dreamcancel or just QS out to land ownage!!!

ok let’s put on interesting stuffs

first of all ash is a zoner kind of chara plus he’s a charge type too and not so easy to master
to land serious ownage he have to be placed as leader and have a great support group…
i just want to advice…if you mind to pick ash thinking that you can only spam shit and own for free you choose the wrong character…
he do not have any overhelming tecnhique you have to use your fantasy and use all in his arsenal…then he can become an hard character to kill

picking ash you have to put in your mind this argument:

at every screen position you and your opponent are you have to know EXACTLY what you have to do and how to react :

  1. ash is a charge character so always bve in condition to release a bcf or dcu move keeping lever in backward/downbackward position
  2. at close distance abuse of crA overheads and close Bs
  3. mid/far jump with C or spam fireballs while charging sommersault to hit a jumper
  4. far distance have to become a fireball spam game…alternate from A to C version but don’t become too predictable change this regarding of your opponent doings
  5. hit and run is a great strat for ash…remember he’s a zoner you have to gain full advantage of this come close press and mixup, if he reacts just do a backD to quickly gain distance then catch with a fireball or a sommersault
  6. QS out, ash is a great support in qs combos…you can change character qsing out of anything
  7. cornerize an opponent…then use his command throw…wait for opponent to be in air then backD then jump B he’ll land on foot open to a nex mixup
  8. learn everithing about sans coulotte and your ash will become a beast
  9. sinergy him with a good team…once juggled everyone will be open to a sans coulotte…personally i pick kim and terry that with ash make a wonderful team…but other air launcher characters can be used as well

feel free to ask anything you want…

Yes abuse cr. A. Safe abusable poke, and can verify a qcfx2 + B from a cr. Ax2.

If qcfx2+B is blocked, QS to avoid any punishment

You can still do the b + B (Floreal) sucker method. If Floreal is blocked, wait and counter with qcfx2 + B. Mainly used against scrubs and n00bs. Not as abusable as in 2k3.

I like to use Ventose (A) to set-up rush down patterns. Use it as a shield to run behind. Run up and hit from far away with
standing far C/D
crouching D
HH anything, HH attack, empty HH to crouching B, crouching A or f + A
mix that shit up mang

you can also cancel standing far C into Germinal

learn to HH it will definetly help. I just started learning and it has made my Ash oh so much better.
Cr. Ax2, HH D, cr. Ax2, HH D (blocked) is a great pressure string. Switch it somtimes and normal jump and go for a possible cross-up.

Jumping C & D are Ash’s cross-up’s but the positioning on them are extremely hard.

Combos you need to know

Cr. Ax3, Flash Kick (B)
*can also substitute it with cr. B, cr Ax2
Jumping deep D, cr. Ax2, Flash Kick (B) or super Flash Kick
*can also substitute with cr. B, cr. A
Command throw, super jump E
Command throw, Flash Kick (D) (works best in corner)
Command throw, SC, Thermidor (qcfx2+A), run-in and juggle the opponent with a jump E or Flash Kick (D)

Thanks a lot, Rengoku. I appreciate this. I’ll come back if I have any questions or difficulties.

And also, thanks Soundatron. Posted that while I was reading Rengoku’s post.

[media=youtube]ce70eyon0KU[/media]

I also got a few KOFXI vids got lying around meh hard drive, I’ll upload em on meh Youtube account(CaptainHer0) later on. As for Kasumi strats just check out CoolWater’s old KOFXI strat thread in the “Other Games” fourm thingie…

[media=youtube]Jrqabq3wNl0[/media]

It basicly shows what kinda stupid shit Oswald can do but nobody ever uses really. Like stooping Athena’s LDM with his Moon Slasher DM.

bump

i found a good flair combo that perfectly sets up for a ldm reactivation. though the damage is less than optimal, i recommend this for beginners and people who have trouble reactivating ash’s ldm:

[insert generic ldm setup here]>d u+B, d u+B(1hit), b+D, wait, b f+A, b f+A, b f+A, b+B, b+D, b f+A, b+B, ldm

make sure theres no time in between any commands, and by the time you do the last b+B, the ldm time will run out and they will be extremely low to the ground.
you can also replace b+B with qcf qcf+E for the finisher.

ash pwnz

I recently learned to play Kensou & vanessa, fucking infinite.
Kensou is pretty basic and easy to learn, and a good battery (his DM’s aren’t all that useful)

Plus, Kensou’s Spin kick xx evac-Vanessa, infinite.
Drives the crowd wild.

I’d recommend Kensou to some basic players.
He’s a mix of Ash & Duck.

Just in case anyone cares. Duck can kara his f+a into command grab super… relatively useful as you can do run up on a waking up opponent and use the f+a to get them blocking but then just grab them.

^ Does he really need that though? I mean 2p side Duck has the freaking huge frame advantage of his after a blocked jab BS.

hayate has an infinite too

whoa what? what’s his infinite? I’ve tried doing multiple kicky wall slam things and can’t seem to get it too work. Please share!

Also K’ can cross up with his slide qcb+k,qcb+k on an incoming character… I think it’s super cancelable too so if you were really fast you could cancel into ldm or something.

Edit: link to hayate infinite… [media=youtube]FSoDoRWx2i0[/media] didn’t know you could do that with his punchy thing… very interesting.

do you have to do the boomerang glitch first for hayate inf? ( for those curious, throw a boomerang then tag out, when you tag him back in he can walk off the screen )

^ Most likley no.

I have yet to really delve into the KOF series but this game makes me really really want to buy a jap PS2 and import big time.

Has anyone tried playing Jap PS2 import games on the PS3 system yet (US system or Jap otherwise)?

me and my friend just played like around 70 matches of kofxi.

after playing so much, i can safely say that eiji is a better character than oswald.

Oswald has a few(Ailbeit VERY few things) that make him a tad better than Eiji.

eiji is more solid overall and he has a better movelist (normals, specals and supers)

he also has better matches than oswald. with oswald, its either a hit or miss. you arent gonna win if you cant get that j.hp in with him

Hes actually right with that one AF…Oswald its all about the HH J. C or Normal jump Crossover Jump C etc to nail that combo…or wait till you jump and so st.a to Joker etc…

from what I’ve seen I think Jenet is better than Eiji & Oswald, but only from the Jenet players I’ve seen, otherwise I don’t like her.

Eiji; I’d say he’s ok but he lacks overall style. He’s nuttin but hk xx any special, his DM is broken (the sword one), his LDM is hard to land outside of a DC (IMO), and he doesn’t have that many link or chain combos, unless you know how to bounce the enemy off the wall constantly w/ spirit blast

Oswald; He’s kinda slow IMO, but his combos own. He can use a variety of combos from the same attack, so you can’t really call him broken, he has a bunch of high damage or 100% combos, but he’s hard to learn if you don’t have the game, and for some reason Oswald can’t do all that well against rushdowns, I don’t know why but when I play a rushdowner w/ him, I can’t do anything unless I land a spade (when all the combos begin)