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The King of Fighters XI/K': Difference between revisions
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{{Navbox XI}} | |||
[ | [[Category:The King of Fighters XI]] | ||
[[Category:K']] |
Latest revision as of 22:22, 7 April 2020
Throws
Spike Ride - Near opponent, b/f + C/D
Command Moves
One Inch Punch - f + A
- Unsafe unless comboed into and cancelled into a special
- Wire damage on counter hit
Knee Assault - Press df + D
- Unsafe made safe after qcf + B)
- As a stand alone move on a crouching opponent it connects as an overhead.
Sniper Slide - f + B (unsafe / made safe with qcf + A / C)
Special Moves
Iron Trigger - qcf + A/C (both safe)
- A version on its own will knock down the opponent.
- A version is faster.
> Second Shoot - f + B
> Second Shell - f + D
- A version launches higher than C version in corner
> Blackout - b + B/D
> Minute Spike - qcb + B/D
- Both versions only safe at max distance
Crow Bites - dp + A/C (SC) (A version safe at max distance / tip of attack)
- Good wake up anti-air
> Crow Bites Plus - f + B/D, during C Crow Bites
>> Minute Spike - qcb + B/D
Blackout - qcf + B/D
- Not safe from projectile attacks and DMs
- Useful for mixups & tick throws
Air Trigger - In air, qcf + B/D
- Both versions are safe
- B version knocks opponent down
- D version flame stuns
Minute Spike - qcb + B/D
- Both relatively unsafe
> Narrow Spike - qcb + B>D
- Unsafe if Minute Spike is blocked
Air Minute Spike - In air, qcb + B/D
Super Desperation Moves
Heat Drive - qcfx2 + A/C (DC)
- Hold to delay
Heaven's Drive - qcfx2 + B/D (DC)
Leader Desperation Move
Chain Drive - qcf, hcb + E
- Connects after d + D in Arcade Mode only
- Invincible to projectiles
Combos
Mid Screen
- d + B, d + A
- df + D, qcb + B / D
- qcf + A,
- f + B
- qcb + B / D
- Heat Drive
- Heaven's Drive
- dp + A (SC)
- --> Heat Drive (hold for a sec)
- --> Heaven's Drive
- s.C, f + B or d + C, f + B
- Heat Drive
- Heaven's Drive
- Chain Drive
- qcb + B / D
- qcb + B, qcb + B, dp + A (SC)
- -->Heat Drive (hold for a sec)
- -->Heaven's Drive
- qcf + C,
- f + B
- qcb + B / D (delay this so that you hit at max range after qcf + C)
- Heat Drive or dp + A, Heat Drive
- Heaven's Drive
- j.D, s.C (2 hits), f + B, qcb + B, qcb + B, dp + A (SC)
- --> Heat Drive (hold for a sec)
- --> Heaven's Drive
- d + D, Chain Drive (Arcade Mode only)
Corner
- s.C, f + B, qcf + A, f + D
- Heat Drive
- Heaven's Drive
- dp + C, f + B / D, qcb + B / D
- j.C / j.D, qcb + B / D, (land), 3~4 x Air Minute Spikes
- sj.D or s.C
- Chain Drive, 3~4 x Air Minute Spikes
- d + B, d + A
- qcf + C, f + B
- qcf + A, f + D
- d + A (kara cancel) --> df + D, qcb + B, (land), 3~4 x Air Minute Spikes
- dp + C, f + B / D, qcb + B / D
- d + D, Chain Drive (Arcade Mode only & can't be too close to the corner otherwise the LDM will wiff)
Mixups and Tick Throw Set ups
Blocked
- s.C, qcf + B, (throw)
- d.A, d.B, qcf + A / C, b + B, (throw)
- s.C, f + A, qcf + B, (walk a little), (throw)
- s.C, f + B, qcf + B, (throw)
PS2 Arranged Mode Differences
Heat Drive suffers from longer start-up & recovery. And due to this he cannot do the following combo...Standing close C (2 hits), Sniper Slide, Iron Trigger (C), Black Out (B), Heat Drive.
He cannot combo a Iron Trigger (A), from crouching B, link crouching A. However you can combo into a Iron Trigger (C).
Can't combo a Chain Drive off a crouching D.