KOF XI Thread :: Ver 2.0

Well yeah, I’m well aware of what the parry can do, but that doesn’t make it useful when I can get the same end result by either blocking or dp’ing.

So far, his only options off a low that I’ve noticed(unless I’m missing something) is cr.b, st. a, b hien shippukyaku or close cr.b, cr. c, whatever.

How the hell do you get Vanessa’s LDM to miss so you can get Max mode?
And what are the Max mode combos that link into the infinite?

Shin_Kensou’s vid is too complex.

oswald, kyo, duo lon, kim.

all of them are really good (esp. kim and oswald), except maybe for duo lon. hes still good but got toned down dramatically from kof2k3. still better than iori, imo. safer rekkas, more damage options (palm combos still hurt) and most importantly, much much much better QS combos and starters.

How should I go about playing Terry in this one? I feel a bit thrown off by how much he’s changed in recent KOFs. I still want him in my team, but I don’t know how to really use him. For the record, I usually pick K’, Kim, Iori or Benimaru along with Terry.

terry is a fucking beast in kofXI
i think he’s in one of his strongest incarnation…

nice poking, nice combos, nice damage, nice mixup options and great team sinergy

i use him as my main and i know almost everything about him…ask me and i’ll answer you

There was a lot of Terry at FRX I tell you what…between Ninjamatt/“ShinTerry” and he has nice crossover options. I wish FRX wouldve allowed us to film like a lot of KOFXI so that you all would see Terry being used by him and Steve Harrison.

No the Terry in MotW was the best.

I always thought Terry in KOF XI is nuttin but pokes and jump punishing buster wolves (since both parts hit in this one)

she has two ldms: one is the sc-only “go to heaven” hsdm from 2k2 and the other (qcf*2+E) is the maxmode.

what’s nice about Terry is being able to do

standing far B/C, Buster Wolf. Carried over from NGBC. You can even link a far B from cr. Bx2.

Oh,make no mistake,he’s still great. It’s just that,with previous KOFs, I knew as soon as I landed a deep jump D that more than half of my opponent’s lifebar is gone. I have two problem here: Not beig able to combo from his close C,E and how different the power geyser is. I also can’t QS for crap,so that doesn’t help!

Anyway, since I’m looking for advice, can anyone help me out with using Ash? I would like to learn to use him better, but I need some general tips first before I get to learning big combos and stuff.

PM me KOF4life and I am sure I can give you some Ash pointers…Are you looking at making him leader???

Anyone else thinks Terry makes a good leader? I’ve been using a team of Terry(L),Iori and K’( sometimes using Clark), and Terry’s LDM has donw wonders for me! I’m not a combo machine by any means,so having a "get out of my face!’’ move like that which can do so much damage is pretty useful! Especially when you factor in that it can stop other LDMs,such as Adelheid’s.I don’t know if it can beat Oswald’s,though…

I never played with K’s or Clark’s LDM but def. Terry’s LDM over Iori’s anyday

Terry’s LDM is pretty decent… anti-air, of course, but it gives Terry more damage in juggles as well.
Still, I’d rather use K’‘s or Clark’s LDM- K’ for retarded damage, Clark for being retarded and getting away with it.

In terms of priority, I suppose Terry’s LDM kills most moves in the game.

I would stick with terry as leader. It punishes a lot, including messing up someones wake up game. Also, because of it’s length, if someone rolls at you, just do it, it’s a free 45%. For the standing C,E combo, buster wolf after it, but don’t try to link it, you have to wait for the E to resolve, then buster wolf. If you have the levels, then DC from there.
Also, K’ doesn’t need to be leader, he does enough damage without the leader. Clark’s leader is really good, but it isn’t something that one generally uses much anyways because he is mainly composed of ranging and wake up games.

Ya I agree with this here in NorCal we have a player name Tyram who uses Terry and most of the time he activates the LDM to mess up wake up games mostly.

Cool! Nice info,guys! Too bad I only have one guy to test it against. He plays as Oswald (L),Kyo and either Shingo or Gato (whom he’s still learning). His Kyo is the most troublesome. I want to know how to deal with a Kyo that keeps constantly hopping at you and doing combos. He’s my only trouble spot,as his Oswald relies on the LDM but he can’t really use him that well. Terry can usually handle Kyo pretty well,but my other characters can’t all that well. Tips?

Does it kill Oswald’s LDM,though?

If you mean would it beat Oswald’s LDM if Terry did his LDM at the same time? Of course it would. Terry is COMPLETELY INVINCIBLE from the start of his LDM. But a good Oswald is not going to just throw out his LDM from full-screen hoping it hits, since there’s a myriad of ways to combo it instead.

Terry’s LDM is pretty much the best reason to actually play him. If Terry has two levels charged, the other player will be too afraid to actually jump in on him, because no jumping attacks will get through that. And as mentioned before, Terry’s LDM is great on people who roll too much (especially against Clark any other character that can tend to do a lot of roll into command throw). But you still have to be careful when you use the LDM, because although Terry is invincible during it, it’s NOT an instant punishment. There is a chance the first part of it could miss entirely and the opponent can block. It doesn’t help that the horizontal range of the LDM isn’t quite as good as it looks either.