What do you mean will there be any tourney play for this game? Have you been following whats going on at NEC8???
FRX had KOFXI as an OFFICIAL TOURNAMENT…yielded the highest turnout in American SNK history with 37 entrants…I know because I was there and helped run the tournament.
I wasn’t actually trying to suggest we play arrange mode. I was just saying allow the console only characters save the bosses, who are over powered.
Also I would like to point out, Mr. Big ain’t that great, his moves lost alot of priority in the change over and he’s just not as deadly anymore. Also Geese is just in the middle of the road I’d compare him to around regular Kyo in terms of strength. Ex Kyo would indeed be up there in strength with the top tier, but he’s not clearly better than any of them and doesn’t surpass Gato in anyway.
what about the boss characters… some of them seem extreme… are they legal…???
and i remember something about ex kyo being insanely good… had something to do with him not being made for this game and he had some stupid combos he could pull off… i remember watching some vidoe on youtube a while ago… i’ll see if i can find it…
they actually did allow the bosses in that tourney… at least shion I don’t remember if Magaki was in. And it was played in arrange mode. I still haven’t seen anyone give a convincing reason outside of the arcade thing as too why allowing the console only characters are bad… Just alot of console characters are for scrubs and stuff… Ah well. On another note, Momoko isn’t as scary as I thought she’d after seeing some videos. Basically you can hit her out of most of her mixup with a jab or just roll out inbetween stuff. She has alot of launchers but nothing useful to follow themup with… Hooray SNK for not thinking your characters threw.
Momoko can QS from a multitude of moves, but the only ones I find myself using are:
her Momokonba u+K linker (after any starter or the f+P/d+K overhead/low linkers)
If the move is cancelled on the first kick (what I call a “distance-closing QS move” - this applies to most moves not cancelled on the final hit), the incoming character will land very close to the opponent. This is useful for characters whose best combos seem to require such (e.g. Kasumi, Maxima). If the QS is done on the second kick, you have some time to think through your combo, though you will land slightly farther away.
the dp+K move
The B version (which combos from close standing A but not standing D, for example) knocks down on the second hit, but the first hit can be QS’d = another distance-closing move. The D version (comboable after a standing D) launches on the second hit, allowing for a QS into a juggle (my favourites include Mary’s qcf, hcb+P, dp+Bx2, Athena’s LDM and Kensou’s qcf, hcb+D QS’d on the fourth hit into another juggle).
Her other QS-able moves are
the standalone f+B overhead kick (Momokonba starter)
the df+B command attack (that, according to the mook, does not hit low even though it looks like it should - I personally cannot remember at the moment) - it does combo from close standing D, though
the b+A and d+K overhead/low Momokonba linkers (probably useful, though the d+K linker combos into u+K linker, which is also QS-able)
the final hit of the qcb+D Phoenix Arrow (which knocks down on hit, meaning QS options are limited to on-the-ground moves and escaping retaliation after a blocked qcb+D)
the qcfx2+B Momoko no DoReMi Canto DM (I find it difficult to concentrate on performing the inputs correctly and then QS-ing, but you may not)
As for following up after the qcf2+P DM, besides a Dream Cancel, a hyper jump/hyper hop E probably does the most damage and offers good positioning as well. (In the corner, a normal jump/hop will suffice.) dp+B is easier to land, but does next to no damage.
I have never thought to try qcf+Px1/2 (hit? block?/either?), qcfx2+P myself, but I will. I tend to forget about the posterior attack, since it, much like Momoko herself, is weak, has little range and is not as safe as one would like… but is still entertaining to use. :pleased:
the version i have of xi for the ps2 is kinda fucked up
it seems to have the same problems neowave does as in supers are a bitch to get out
yet i get them fine on the arcade version