View Full Version : kofxi thread
mukai
January 4th, 2006, 16:27
sup everyone as lot of you no am a kof beast. i been play the game for longer then most you fool's been jerking off. lol just playing on some real shit. here this year's kof ranking character's KOF XI
S Class:
Kula
Gato
A Class:
Oswald
Eiji
Jenet
B Class:
Ash
Kim
Kyo
Shen
Clark
Ralf
C Class:
Duck King
Benimaru
K'
D Class:
everybody else
Arcadia said so.
here's a little something something for those that are new to the game. lol that's everyone that comes to this thread.
http://db.gamefaqs.com/coinop/arcade/file/king_of_fighters_xi.txt
am not going to post combos of stuff like that but am going to post the dream cancel faq
http://db.gamefaqs.com/coinop/arcade/file/king_of_fighters_xi_dc.txt
p.s. there's alot of rules in kof.
number one YOU CAN'T PLAY THIS GAME LIKE STREET FIGHTER? it doesn't work so good if you play the game like street fighter high skilled kof player would rape you. number 2 DO NOT TRY TO (DP) OF THE GROUND ONCE AGAIN THIS ISN'T STREET FIGHTER. if you do you going to get stopped? number 3 learn how to small jump it's really good. it ain't like in cvs2 when you small jump you can combo and do dm's. damn running out of time i'll be back to post more stuff for y'all to learn about kof peace. alright am back, don't be small jump all over the place like a fool cuz it will get you in hot water. only do it when you need mix up or start a combo. 4 you have to learn how to run in kof i was playing the shogun aka andy and he was just walking not running after me. when he hit me with a move or a dm? so andy you have to work with the running to much 3rd stike for you. 5 learning how to use the dm's aka desperation move. the dm's are pretty good in kof lv1 has good invincible start ups on the dm's. like if you did kyo's c version of the orochinagi. fireballs wound( not ground fireballs) would go right threw kyo standning pokes also. and if you do it with a versoin low attacks can't hit him on start up. so y'all have to learn that as well. READ THIS IT MIGHT WORK IN KOF XI with the character's that are in the game. http://db.gamefaqs.com/coinop/arcade/file/king_of_fighters_98_g.txt will post more stuff soon
Ghost
January 4th, 2006, 16:50
I'm far too lazy to learn all the little nuances that go with playing kof 11. I'm gonna go ahead and stick with games I can understand, like Dig Dug.
mukai
January 4th, 2006, 16:54
I'm far too lazy to learn all the little nuances that go with playing kof 11. I'm gonna go ahead and stick with games I can understand, like Dig Dug.
shit i don't even thin you no how to play dat shit right.
Junior G-Man
January 4th, 2006, 17:13
Yeah, I can totally school Rob at Dig Dug.
mukai
January 4th, 2006, 17:58
you fool's are to good lol?
here are some matches http://www.snk-capcom.com/forums/showthread.php?t=15293&page=101&pp=15
yo gav-o- when i learn that duo lon combo it's going to be on.
Sage
January 6th, 2006, 04:26
Ed's copy-paste skills are more superior than anybody here
Andy
January 6th, 2006, 09:09
Wow, I can't believe Iori didn't make the list, looks like I will be trying to rock out the low tier again. Jenet IS A class, her overhead has priority over a lot of other moves, except the standard DP stuff.
Mukai is right, small jumping and running is the key. I keep trying to play it like 3S and I kept getting rushed down, so I will have to work on my running and small jumping then when I am confident, I shall have my rematch with Mukai.. winner gets crab rangoon!
I intend on having a nice surprise for the KOF payers soon, if everything works out right, it might be as early as this weekend.
Thanks everyone and thanks Ed for getting this thread started
Andy
mukai
January 6th, 2006, 15:32
andy wat you should do if you have neo wave is practices. small jump's running and your rushdown and mix ups. andy i think i will take you up on that match. i played with some other character's like whip king yuri and ryo there pretty nice not bad. but the one character i like now is duck king he's toDuck King.
Pros: Great mobility, Good damage, easy traps, easy setups, balanced moveset, switches well, some high priority normals, normals move him forward very far.
Cons: Fair air domination, limited b&b's, has poor wakeup game, moves have a wierd randomness, some moves leave him WIDE open, bad priority specials and short range on important normals.
Ducks Kings strength is his unpredictability, oddly high damage even on chip and his dial combos, which are actually dial strings preset into the game software. His supers are ok, but he has no anti air moves UNLESS you do Duck Dance, which leaves him open for death.
btw: f=forward, b= back. d=down, cr=full crouch, df = down+ forward, buttons are in CAPS everything else is pretty straight forward.
Air Feint ***** (d,d in air). Basically a jump reset letting him rechoose his motion when performed. Cannot be buffered like in Real Bout, but can be done after almost any move that leaves him high in the air. Best move ever!
Dash feint **** (Dash,df +C). Like a roll, he can be thrown out of it. Unlike a roll there is NO moment of vulnerability anytime when this move is performed can only be cancelled at the end. SWEET!
Feint ***** (d+A, crf+C). This makes his mixup game all the more evil against those cautions turtlelers. Jabs then slides in very quickly for a very short time. Great for this special throw setup.
Choke Roll **** (d+C on downed opponent). Only one use for it. Unlike Duolons, Duck's body hits the opponent so if you are to far away or do it too late, it wont hit. If you can, do it. FREE DAMAGE, plus he always ends up on the other side meaning you can get a free C headspin for some good chip.
Overhead ** (f+A) . Too slow, uncomboable, weak damage. Just go for the C headspin. The chip alone does more damage than the overhead.
Combo 1 ***** (cr+b, standing B, f+C). Great combo all around. Fast, good damage, can be switched out of, performed after jump ins of any kind, starts low, can buffer to any move he has. What else can be said about it.
Combo 2 ***** (cr+B,B, df+D). Interresting combo. Can be buffered into all of his moves for clean hits and maybe a good combo.
Needle Kick ***(Df+b). Like any other slide kick in the game. Nice to get a Choke roll. Cannot be buffered into or out of. Leaves him vlunerable unless done from the farthest range. Nothing more than a fast, mid range knockdown.
Jump kick ** (standing B far away). Its a wierd slow jump kick but it is his best anti air and can be canceled into air feint. Interresting, but otherwise useless.
Headspin Attack *** (fb+P, press C on C version for extra hit or rfb+P in air). His headspin moves are a mixed blessing. Neither is effective more than half screen away, but both will combo from close C ONLY, A version might combo from string 2.
Air cannonball is horrible if you miss, and 50/50 if they block. If you do it right above the opponent you will cross over and get a free combo for as much as 50% health
Break Storm ** (dp+K) Useless... ok not realy. The B version ONLY hits opponents HIGH on the air. D might seems to randomly hit opponents who are very close. Prety unreliable. Both versions go WAY too high but seem tricky enoguh to be unpredictable upon landing. Use sparingly if ever.
Dancing Dive *** (rfb+K). Never use the weak version. D-version trades air, hits low at the beginning and can be followed up with an air feint for sweet mixups. Can be buffered from close C.
Supers:
Break Spiral*** (fb, uf, d +K). HAH, good luck getting THAT pretzel motion on 360's! Uncomboable, low priority, low range. Bah, at least its a throw!
Beat Rush **** (hcb,f +P-> A,A,B,A,C,C,D,C, dp+E). The only reliably comboable move. Also has high invincibility frames. Good on the ground, bad anywhere else.
Duck Dance: *(d,d +CDE) I give it 1 star out of my love for P-Chan. Only combos in the corner from a standing C and DOESN'T dizzy if the first hit hits. Also keeps dancing no matter what. At least you don't have to press C to perform the follow ups.
->Diving Punisher: *** (qcbx2+P in air)
->Rolling Punisher:*** (qcfx2+P)
I clump these two together because they are basically powerful headspin attacks. They deal MASSIVE, MASSIVE chip but mediocre damage. I have yet to combo either.
Air one is better cause I have been able to bounce it off the opponents head. It's like a friggin drill for gods sake.
->Dancing Caliper: *****( qcbx2+K) Good move if you can get it to hit since it goes STRAIGHT UP. If you do it you will recognize it from Fatal Fury.... its the original breakstorm that looks like Terry's rising tackle and made that funny weed-whacker sound. Does GREAT damage, but only hits opponents point blank. His best anti air since it is the ONLY move he has that vacuums and has huge invincibility.
->Break Hurricane:*** qcfx2+P Not a great move, pretty low damage starts out with a knee then goes into a break storm.[/quote]
LDM * (hcb x2 + E in air) horrible, horrible move. Don't even bother using his as leader. It's just break spiral in the air. STUPID!
__________________
dame good
mukai
January 6th, 2006, 16:39
this one is for andy cuz he likes shingo.
Shingo.
Pros: Moves in fast, deals damage quickly, VERY easy to pick up, moves smoothly, very well rounded moveset, has many of Kyo's useful normals, good air coverage, easy cancels.
Cons: Slow on recovery, lacks combo depth, poor defensive capabilities, has very few cancellable moves.
Shingo's strength is his... well, strength. He is a single blow character without the grapples. Looks a lot like Kyo but plays much more like Shen Wu. If you are just learning KoF, he is that character for you. Like a bologna sandwich; simple, not too fancy and can get the job done.
Moves:
Kakkodake ***. f+B: Axekick. Useless for anything other than building that extra sliver of meter. It connects much more often than not after S or D + C and it doesn't hit overhead ever?
100 Shiki**** (dp+P): It's a DP, what the hell do you want from it?
114 Shiki********** (qcf+A): Shingo's all purpose move. Need a combo, do this move. Need to retaliate after a move pushes to far away, use it. Need to punish a slow move like Iori's d+D, use it. Need to move forward quickly and safely, use it. Goes 1/3 the distance of the screen in 5 frames and only leads to trouble if done point blank... MAYBE! Cancels almost naturally into every DM he has.
115 Skiki ** (qcf+C): As good as 114 is, this is bad. Slow, laggy, knockdown FAR away, virtually uncomboable and hits after it's half over. Just avoid it except after a well placed C.
212 Skiki *** (hcb+K): Second hit is a very fast overhead (for B version, anyway). Both versions comboable after close C ( 75% sure). I have had no success in canceling this move into a super unlike in previous games. Use it sparingly or if you want to switch, otherwise....
Shingo Kick ** (qcf+K): Basically Kyo's jump kick, but goes less up and a lot more forward. It doesn't combo or cancel and makes a bad anti air so it's more a filler move than anything else.
Air Shingo Kick ***** (hcf+K): So what makes this move better than the move above, especially since they are the same move with the same properties? It's an air move, that's what. It makes his air mobility far less predictable. When performed, it floats him a little then WHACK! It can also be performed after a back dash and sends him right back where he started from. Use it a lot more than the other one.
Idou Sachi *** (qcb+P): A combable roll. And that's it, use it sparingly.
Nitogi **** (close dp+K): Basically a grapple that launches. Easy to set up and perform along with good damage potential with the basic uppercut follow up. On the downside, I have yet to combo it as in previous versions.
DM's:
*note* Never perform these outside of a combo. Either buffered from C, cr+C or cancelled from 114 shiki. They will never, EVER work as they are slow and stupid to look at.
Burning Shingo***** (qcb,hcf + P) It can lead to some real easy cancels or tag-out comboes. Like all of his moves, it does really good damage. If blocked, you are DOOMED!
Ge Shiki Kake Hourin *** (qcfx2 + P) One hit shoulder ram. That is all.
Leader Moves:
Oboro Ka Kuruma: qcfx2 + E ***** This move is carnage. Great anti air, fast as shit, easy to dream cancel into or regular cancel from and does good damage. The one downside is that it may miss full damage, as the most powerful hit occours when he falls flat on his face. Of course, if you miss, you eat dirt!
mukai
January 7th, 2006, 16:37
Eiji Kisaragi
Pros: Uber recovery on everything except for one super, superior frame advantage on ALL specials, fast, easy to use, good normals overall.
Cons: Limited combo options, horrible for switching, limited special moves.
Eiji is a wierd character. He has 4 moves that are basically the same. He is a limited character, but what he has is deadly, especially as a leader. His brutal simplicity is, often, overshadowed by his limitations as a character. Basically he is a character whose moves you have to abuse to survive.
Throw:
Kuuchuu Ippan Seoi: close, b or f + C or D
Special Moves:
Kikou Hau **** ( qcf + P)
Very short ranged move, a blast of Ki energy that extends slightly from the hands and, if it counter hits, critical wires. Fast enough to combo, but its a knockdown. It comes out at average speed and has NO recovery, as many of his moves. Abuse, abuse, abuse.
Kasumi Kiri:***( qcb + P)
Another very short ranged blade type attack. He dashes forward a little bit
and cuts when he gets pretty close. Sucks overall, but it can be comboed into but not cancelled. Screw that!
Ryuu Kagejin: **** dp + P
Yet another short ranged attack. Splits his hands appart and causes a glowing blade to appear across his chest. Comboable and stays out for a long time still with no recovery. What makes this a 4 star move is that it can reverse EVERY fireball including super fireballs if you are fast enough. Otherwise, pretty useless.
Kotsu Hazaki Kiri: **** hcb + K
Basically like a chou ate giri or a hard vertical slash with a sword drawn from the back.
Tenba Kyaku: ** (rdp + K)
Not a great move. Jumps at the opponent and kicks pretty much the whole way down. I don' t think it can be comboed like in AoF so aside from the low recovery, screw it.
Kage Utsushi:* (qcf + K)
Warpish dash. Nothing special.
Super Moves:
Kiritetsu Nami:**** ( qcf,hcb + P)
When I used him in AoF I would abuse the HELL out of this move. It is unbelievably deceptive. Eiji ducks, so the move comes out higher than his body. He sweeps as if to perform a chou ate kiri so the moves starts almost directly above him. Comboable, is you can time it. Overall A great move.
Kiritetsu Kamakiriken: *** (hcf,fcd or qcf,hcb + K)
Pretty basic super, nice cause you can Dream cancel it and it hits jump ins if you don't trade.
Leader Moves:
Yami Kari: **** close, hcbx2 + E
It's a throw, and it does really good damage. Other than that, nothing special.
__________________
mukai
January 10th, 2006, 14:22
here's something i fold dream cancel vid's some of these are pretty nice. http://am.sega.jp/utop/closeup/kofxi_06_04.html
Valcion
January 13th, 2006, 13:05
Anything on Mailin? She seems pretty good, but then again, i'm no expert...
coco savage
January 25th, 2006, 13:38
But ummm,,,you left out cb in "S class"...serious error...dam ed , step it up round here
mukai
March 14th, 2006, 00:19
Anything on Mailin? She seems pretty good, but then again, i'm no expert...
i played with her she's a rush down character here's a link for her http://kingoffighters.planets.gamespy.com/forums/viewtopic.php?t=226
Ghost
March 14th, 2006, 12:38
A rushdown character in KOF...whoda thunk it. Thats almost as crazy as saying SNK makes difficult bosses...it's just too farfetched for me to comprehend.
Andy
March 14th, 2006, 12:49
i played with her she's a rush down character here's a link for her http://kingoffighters.planets.gamespy.com/forums/viewtopic.php?t=226
That site is pretty cool, thanks for the link. I'm trying to get into KOF more, and will do so once time permits. Are you registered on the site? If so, I would appreciate spreading the word that we have the KOF X1 vs cab going and that we will be doing ranking battles once we move.
As always thanks for the support!
Andy
KazuyaTakumi
March 14th, 2006, 13:03
That site is pretty cool, thanks for the link. I'm trying to get into KOF more, and will do so once time permits. Are you registered on the site? If so, I would appreciate spreading the word that we have the KOF X1 vs cab going and that we will be doing ranking battles once we move.
As always thanks for the support!
Andy
Hey at least our doubles cab @ TGA is alot more better and cooler than the wannabe doubles cab @ Tilt in the Warwick Mall lol. Whoever thought of putting King of Fighters XI in a fighting furlong (horse racing game) cabinet is a real dumbass. To quote Clay "learn to ride Iori" lol. But seriously though, KOF XI is actually pretty good and I would love to join the next ranking battles for that tourney.
mukai
March 19th, 2006, 20:51
That site is pretty cool, thanks for the link. I'm trying to get into KOF more, and will do so once time permits. Are you registered on the site? If so, I would appreciate spreading the word that we have the KOF X1 vs cab going and that we will be doing ranking battles once we move.
As always thanks for the support!
Andy
yes i am registered there if you got there and ask questions about kof xi. the site is one fo the best kof sites i've ever been on they have alot of useful kof types learn from this site so i can start playing at 80% skill level. and here's another site i got to as well http://www.cyberfanatix.com/ they have some nice matches enjoy
mukai
March 19th, 2006, 20:53
But ummm,,,you left out cb in "S class"...serious error...dam ed , step it up round here
cb my skills are unmatch now son the last time i played you gato got to beastly on dat ass
Junior G-Man
March 24th, 2006, 10:46
Think Im going to get into this game, it looks far too good not to.
mukai
March 26th, 2006, 20:21
37 wins for me lastnight you cb it's over for you in the tourny
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