If you restart the infinite with a super, that won’t be a problem (Kensou setup).
Besides, it’s not like she’s Whip or anything.
If you restart the infinite with a super, that won’t be a problem (Kensou setup).
Besides, it’s not like she’s Whip or anything.
I will be recording some casuals today (Try to if someone comes over) so stay tuned…
Thanks for mentioning the NGBC laggy stage problem, Geese. I was about to ask about the American version’s tournament viability since it seems to load a hell of a lot faster for me (might be because I’m playing it on a PS3).
Yeah because of that laggability the JAP version must be used…even if the US version has less load times it all suffers from the slowdown on the 3d Dragon Stage…
It’s not just that stage though. There’s the one with the waterfall and two others. I think the Dragon one is just the worst one. It sucks you can’t choose the map, at least in KOF if you switch it to arcade mode and use vs. it NEVER chooses the laggy ones. I should probably try to import it but then again I’d have to get something to play it with like swap magic or a modd chip.:sad:
That means pretty much any 3d level it lags…
Hi guys, this is my first post here but i’m kinda old of the fighters world…
recently (7 month) me and my friend have discover the KoF XI great potential, very funny and tech game, we play it a lot and archive a good lvl of play, different QS combo, Ozzie Ace everywhere and other crap =p but… now we are kinda bored of play (we are only five player) together only, and it’s time to try some network match!
now here is the problem, how can i play online? i have a ps2 jap with no chip, original kof xi jap and an ADSL connection… so, if i’m not wrong, the only thing i miss is the damned KDDI:MMBB registration right? -.-, someone can help me? dunno how to register on their site and move on. exist any guide around?
It is interesting coz in a (i hope so) near future, KoF 98:UM would be on KDDI:MMB network too.
You cant play online unless you live in Japan.
**EDIT: **KOFXI casuals are coming soon guys stay tuned I promise…
I finally got this game (my first KoF game) yesterday, and was messing around with all the characters last night. I’m definitely using Kula, as I always play with the ice character, if the game has one, and I like her options. I also really like Duck King’s character, so I’m probably going with him as well.
I’m not sure about the last character… Duo-lon was interesting, but I hear he’s execution-heavy, and my execution is average at best. I want to try Whip, because I like her spacing, keep-out moveset, though I remember reading dismissals of her being terrible. What exactly makes her so bad in this game, I don’t remembering hearing any specifics? I couldn’t find a Whip primer in the archived links sections. Otherwise, Eiji and Malin seemed solid. Advice on a third character, and who should be leader?
Gato is always a good leader…remember that. Duo Lon is execution heavy…dont expect on doing any stuff you see me do unless your execution is very good.
There are a few good leaders in this game…you could go Duck King, Malin, Kula (L) if you want…up to you…
Phil uses Malin and makes her look good, but overall she’s mid-tier. Eiji is probably the 4th best character in the game. Still, the crux of their games are basically the same (speedy, mix-ups, get in close, pressure for openings).
If Malin is on your team, give her the Leader. Her LDM is deadly…it can OTG and has practically zero damage reduction in combos as long as you don’t Dream Cancel it (and you never should). If you go with Eiji, give the Leader to Kula.
It’s not that Whip is really bad in this game (she’s much improved from 2003) but that everyone else was made better. Compared to her best version, 2002, she’s just slower and weaker overall. She has no really damaging combos without using her supers (which you should be saving for others). Same story for Quickshift combos.
Her game has always been pokes (with her…whip) until you have an opening to combo, but her pokes in the game are too relatively weak and lack priority.
Malin is great. Just spam her Jumping C or D into a combo. Jumping C is faster and has good priority but her D has a slow startup and REALLY GOOD priority. I mix it in when I want to combo, if they jump use C but for combos I primarily use D. I don’t like whip in this game but overall I never liked whip to begin with.
You mean if they jump use Crouch C.
I’m talking air to air. I found out NOT to use crouch C as an anti air since you’re either going to lose or get an exchange when fighting people above her tier. I still recommend it when they’re trying to crossup or have you in a corner and are right on top of you. Off the top of my head Kim, Ralf, Clark, Duck, Beni, and a bunch of other people beat her crouching C. It could be a timing thing like her jumping D but I stopped trying after about 3-4 hits and she was already about to die.
I rarely trade or lose when I use Crouch C as her Anti Air. It all depends on how you use it. Watch how I use it with her…when I do it…it works…sure Air 2 Air C…but when I use Cr. C it works…
I know when to go Air 2 Air… when to use Cr. C…when to use qcfx2 k super.
Even St. D I know when to use as an AA at times…
Also against those people try Air 2 Air E…its much better trust me…
I’ll give it another shot but no guarantees. :tup:
is there “down time” when kula does her qcb.B, f.B or just doing qcb.B as a GC string fiinisher safe? I’m curious cause then I have a choice of whether to use qcf.A or qcb.B, f.B for GC finishers to either have more push back or stick up close if I have frame advantage to keep the pressure on.
Also I was trying to do some QS stuff with a bunch of chars and sometimes when I QS someone in j.C/D would whiff sometimes, is it because of the angle the attack is or slow start up? I’ll use Oswald as an example where I QS him in with j.C/D it would miss. But I learned to use j.A for QS for Oswald.
Thanks
–CMX
Lay Spin with Kula can be jabbed out of…but against news abuse the hell out of it…
:devil:
None of the guides list any uses for basic AB cancels in character combos. Are they useless?
for combos: mostly. only a few characters have combos that use them. but they have great tactical use. they were originally intended to counter enemy guard CD/E (and to a much lesser extent, saving shift) but there’s other applications you can use such as making normals safe on block, ground crossups (by cancelling the first hit of certain multi hit normals), etc.