The NEW King of Fighters XI Compendium Thread

In the corner only- Hyperhop b, cr.axxqcf+a,f+b, hcb+CxxLDM, qcf+a,f+bxxqcf+b, st.C, f+axxqcf+b, (now you are on the other side),cr.a, Hyperhop b, land, cr.a, [qcf+a,f+b,hcb+c]x2, down+Cxxf+axxqcf+b, [qcf+a,f+b,hcb+c]x2 (The second Palm combo is the Double Palm must be done a lot slower than the first)…

Then John Save Shifts to interrupt it so we dont know the rest though I have a pretty damn good idea… :rofl:

-DG

Cool. Thanks a lot Dark Geese. Very informative. I’ll go practice that now. Also, I always look forward to your posts of tournament vids. KOF doesn’t get enough play.

Well I’m trying to get it more play lol. Uploading matches as we speak of me actually doing that very combo in a match…

god help me… if i had to do that even once i would get brain damage trying… lol… i’m glad with my current team of kula, maxima and clark… easy combos, easy escape ways and simple mind games…

lol.

@ Dark Geese and Hatred Edge - You two seem to have misunderstood my comment about the cancelable attacks. I did not say ALL cancelable attacks follow that format; of course there’s execptions. Also, I’m aware that 6+A is used in combos, that was kinda of a retorical question; my problem is I haven’t played Whip long at all so to me all her normals just look kinda look all the same.

In anycase, what I was saying is that most command normals I’ve seen don’t allow you to do specials after them unless you do a normal beforehand; in which case this propery changes THEN it becomes cancelable. Some examples:

A obvious example is Mai in NGBC, who I picked up recently; she has two command normals [6+lk] and [3+lk]; both of these cannot be canceled into ANYTHING unless you cancel them form a normal beforehand. Otherwise if you do them, that’s it, you can’t do do anything else. Not to mention both are unsafe if they do not gain the cancelable properties…

Another slightly different example is King Lions upper [6+LP] or chopping right [6+HP] cannot be canceled unless they they are canceled from a normal first however, what’s different about this is that standalone you CAN cancle the upper into the chopping right or vise versa (but nothing else) and THEN cancel after you have covered that limitation.

And of course, I realize there are exceptions across games and characters, etc…but that isn’t here or there - I’m just wondering what are the cancelable properties of Whip [6+A]. Basically to me it would be incrediably useful if you can cancel out of it unlike most CN’s without doing something beforehand as the range on that move is insane.

TR: I see what you are saying.

Here the KOFXI matches with me actually doing those comboes and testing out more stuff since I been in the dojo:

[media=youtube]XX73UIRSARA[/media]
[media=youtube]pDhfo_qhcic[/media]

MightyMar is levelling up!! I got great hopes for him!

Great vids.

@Dark Geese I was trying to do that combo with Duolon mentioned in an earlier post but it’s pretty hard. I’ll work my way up to that one. Can you list an LDM combo or 2 that starts off with his command grab? That would be a better place for me to start.

Also, during the LDM everytime I do qcf+a, f+b, qcb+c, the opponent is always too far for me to hit them with another one. Can you explain how to get this? Somehow pros can pull off Ash/Duolon/Shen LDM without punching anything or jumping off the ground. How does that even work? Sorry for all the questions. I just started Duolon a couple of days ago.

Midscreen: Command grab, qcf+A, f+B xx LDM, hh.C, cr.lp xx qcf+A, f+B, [loop of choice]
In the corner if you land a command grab, you can do the same thing but replace the first cr.A with cs.C, though I’d rather use the cr.A.

It’s all execution and short cuts, I don’t know they’re technique, but I’m sure it comes with practice.

Im back on the grind folks…im still tryn to get used to playing K. i still cant consistently do the kick loop in the corner but at this point thats the only thing i cant do with him. I started playin eiji again too…I love this game

That combo he posted works…but its best to do that combo IN THE CORNER after the command grab. You can also replace the cr.lp he has there with St.C then continue the rest.

i had some questions regarding clark… since he is my strongest character i rely on him a lot… but i feel as though i need to improve my mix-up and spacing game with him a lot more… i’m fairly comfortable with all versions of his specials and know what does what… but sometimes things happen that is either odd or just plain messed up… so if clark experts could help me out that would be great… so here are the scenarios…

i sometimes on wake up mix-up between the regular hop stuff… a shining wizard for blocking low… a meaty cr.C xx sab_uab to stop jumps… and cr.B xx sab_uab for non low block… which to my best knowledge gets the job done…

now the problem comes with a fifth mix-up of whiffed cr.B to his ‘uab’ DM… i try to use it like how zangief can use it in sf4 where after a spd he can mp glove into another spd or ultra and it will connect unless the opponent jumps or backdashes… now for clark i got it to work at times but sometimes my opponent’s character just sits there and i whiff right through them… and one time i grabbed k’ through his wake-up dp.C with it which i don’t get how because as far as i know he is invincible during start up…

another awkward thing is with his running DM… i’ve heard it has lower body invincibility but i used it to beat jump-ins at the last moment… also sometimes regular ground attacks… so what’s the deal with that? and if i do it in or near someones face is it possible to jump out of it?

Add st.C (one hit) to f+b then hitconfirm into hcf+p then follow that up with down,down+A or down,down+B as a followup.

Shining Wizard can catch people blocking high. It can also catch rollers and those that jump in with a normal because of the recovery time when they land Shining Wizard can catch them on that as well.

hmm i don’t get the breaks for hcf.P > dd.A_B… like i seen people break out of it at times… i was wondering how do u break it?

and i think u r talking about his dp.D… cause shining wizard (hcb.C) catches crouchers…

You gotta anticipate whether he’s using the a ender or the B ender…if he uses the a one A break, B one B break.

If it whiffs right through them you probably did the grab a tiny bit too early. Sometimes it looks like they have woken up but are still the knockdown state thus invincible to everything. I’m not sure on the invincbility on K’ dp+C but I do know he counts as grounded for a good part of the starting animation, which is why he can be grabbed out of it (also necessary for his super cancels). You probably already know, but another Clark mixup which is useful is tick into dp+K/tick into s.C. I’m not too familar with XI Clark so I don’t know what his best light normal to tick with is, but maybe c.B since you are already using that in your mixup game.

so what i figure is as soon i grab he has to either press A_C for A/C and B_D for B/D follow-up before the grab animation starts after the take down… am i right?

ya i use the hop A tick to dp.D at times… haven’t been using s.C, f.B xx hcf.P much cause i’m not comfortable with the amount of time i have to hit confirm yet… but i’m working on it… maybe i should perfect the timing on cr.A > s.C link cause then i’ll have enough time to hit confirm for sure…

Yes to both parts and St.a/b and cr.b are good normals for Clark in this game.

Dark Geese: i’ve seen u use clark at times so these questions r for u or any expert clarks… i’ve been practicing to come up with more ways to mix-up the opponent and increase his arsenal / bag of tricks… so as i post my findings u can test them out and give me feedback on how effective they can be…

1… running DM ‘hcb~ff~hcb.C’ is very well known for all grapplers in kof… i was wondering what r the best ways to set up a running DM with clark… i’m still not consistent in being able to perform it but so far i try to go for it from either a far s.B / hop A tick / a deep hop E / cr.A, cr.B…

2… after SAB and flashing elbow follow-up i try to do a ‘slowly inputted’ either b~hyper jump A / regular hyper jump A to mix the opponent up with a cross-up mix-up…

3… cr.C seems to have very good priority as a normal and has very good range… so i’ve been trying to find ways to catch people with it… and if i do, then to tag on specials to increase damage… a simple way is cr.A > cr.C xx SAB_UAB… if opponent tries to interrupt between and gets caught the second part will combo… also another one is cr.A, cr.B > cr.C xx hcfx2.D… cr.C has a lot of range and is special cancellable and has a big hit stun… but unless done fairly close nothing really combos off of it except for his running DM… yes doing this is obviously risky …but i’ve never seen it done before and before writing it off u should see the range of the combo… and i can think of a few situations from watching different xi match videos where clark was too far to punish a whiff with a run up SAB or hop A… but he was in range for a cr.C and could’ve done cr.C xx hcfx2.D for very good damage…

4… i’ve been trying to catch obvious jump-ins with a counter hit s.E… cause on hit u can cancel into dp.C for a good chunk of damage…

5… finally my favorite one… this can not be done regularly or it becomes very obvious… so when done randomly i think this might be a very good trick… it’s cr.A > cr.C xx hcf.A as a block string… clark will stop running right before he reaches the opponent… and the opponent recovers just a bit earlier than clark as it seems… so upon recovery u can SAB_UAB / cr.lk xx ??? / hcb.C / dp.D …or even cr.A > ??? and maybe even set-up the same thing again… to make this set-up to work i think u have to first utilize #3 and have ur opponent scared and block…

Funny you should ask this because I’m actually working with Clark as a solid backup in KOFXI for my KGD team this week due to the fact that he can solidly counter Duck and Gato.

  1. The best way to set that up is to set up good running grab/hit mixup game.
    What I mean by this is a game good enough to where your opponent will hardly be able to tell if you are using Clarks command run or his regular run, work on that mixup first and do a regular run and a command run and ask yourself how easily you can see the differences…practice them in different mixups until it becomes very difficult to discern the difference.

In regards to using the Cr.Cxxsuper, yes it’s good if you are good at hitconfirming…if not then you may wanna cancel it with his regular command run and not the command run super.

I’ll be playing with Clark this week vs. MightyMar in the XI vids…

ok thanks i’ll work on the run / command run mix-up… it’s just kinda scary cause hcf.C is so unsafe on block… so i try to refrain from just throwing it out…

and that’s what i was talking about… unless u do cr.C fairly close nothing combos off of it but hcfx2.D… so if u see a bait situation where u r near the tip range of it and u think u will score a hit u could do it… cause people won’t really expect to eat something like that from clark from that range… u will have to know ur opponent fairly well to attempt the gamble though i guess…

also maybe give #5 a try and see how it performs?

i’ll be waiting on those videos…