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The King of Fighters XI/K': Difference between revisions

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== Throws ==
== Throws ==


Spike Ride - Near opponent, press back or forward + C or D
'''Spike Ride''' - Near opponent, b/f + C/D


== Command Moves ==
== Command Moves ==


One Inch - Press forward + A (unsafe / made safe if combo into and cancelled into a special)
'''One Inch Punch''' - f + A  
* Unsafe unless comboed into and cancelled into a special
* Wire damage on counter hit


*'''''NOTE: On counter hit the opponent wall bounces'''''
'''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.


Knee Assault - Press down-forward + D (unsafe / made safe after qcf + B)


*'''''NOTE: As a stand alone move on a crouching opponent it connects as an    overhead, otherwise it won't, eg: Senario 1 (Crouching opponent trying to block low): df + D, qcb + B / D & Senario 2 (Crouching opponent trying to block low): d + A, d + B, df + D, qcb + B / D.  The first Senario will be successful, but the second won't, because df + D loses its overhead property when d + A, d + B gets blocked.'''''
'''Sniper Slide''' - f + B (unsafe / made safe with qcf + A / C)
 
 
Sniper Slide - Press forward + B (unsafe / made safe with qcf + A / C)


== Special Moves ==
== Special Moves ==


Iron Trigger - qcf + A or C (both safe)
'''Iron Trigger''' - qcf + A/C (both safe)
* A version on its own will knock down the opponent.
* A version is faster.


*'''''NOTE: The A version on its own will knock down the opponent'''''
'''> Second Shoot''' - f + B


'''> Second Shell''' - f + D
* A version launches higher than C version in corner


>Second Shoot - Press forward + B (both safe)
'''> Blackout''' - b + B/D


*'''''NOTE: The A Iron Trigger is faster than the C Iron Trigger'''''
'''> 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


>Second Shell - Press forward + D
'''> Crow Bites Plus''' - f + B/D, during C Crow Bites


*'''''NOTE: In the corner the A Iron Trigger will launch higher than the C Iron Trigger'''''
'''>> Minute Spike''' - qcb + B/D


>Blackout - Press back + B or D


'''Blackout''' - qcf + B/D
* Not safe from projectile attacks and DMs
* Useful for mixups & tick throws


>Minute Spike - qcb + B or D (both only safe at max distance / tip of attack)
'''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


Crow Bites - dp + A or C (SC) (A version safe at max distance / tip of attack)
'''> Narrow Spike''' - qcb + B>D
* Unsafe if Minute Spike is blocked


*'''''NOTE: The A version is a good wake up anti air as is the C version'''''
'''Air Minute Spike''' - In air, qcb + B/D
 
 
>Crow Bites Plus - Press f + B or D (During C version)
 
 
>>Minute Spike (aerial) - qcb + B or D
 
 
Blackout - qcf + B or D (unsafe from projectile attacks and DMs)
 
*'''''NOTE: Useful for mixups & tick throws'''''
 
Air Trigger - In air, qcf + B or D (both safe)
 
*'''''NOTE: B version knocks opponent down, whereas the D version flame stuns'''''
 
Minute Spike - qcb + B or D (both relatively unsafe)
 
>Narrow Spike - qcb + B or D (both unsafe if Minute Spike blocked)
 
Air Minute Spike - In air, qcb + B or D


== Super Desperation Moves ==
== Super Desperation Moves ==
Heat Drive - qcfx2 + A/C (DC)
* Hold to delay


Heat Drive - qcfx2 + A or C (DC) (hold to delay)
'''Heaven's Drive''' - qcfx2 + B/D (DC)
*'''''NOTE: very fast and good damage'''''
 
 
Heaven's Drive - qcfx2 + B or D (DC)
*'''''NOTE: rubbish damage only useful on a jumping opponent'''''


== Leader Desperation Move ==
== Leader Desperation Move ==
'''Chain Drive''' - qcf, hcb + E


Chain Drive - qcf, hcb + E
* Connects after d + D in Arcade Mode only
 
* Invincible to projectiles
*'''''NOTE: can connect after d + D in Arcade Mode only, also is invincible to projectiles'''''


== Combos ==
== Combos ==

Revision as of 01:42, 8 April 2011

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.

K' tutorial and combo vid

http://www.youtube.com/watch?v=ce70eyon0KU


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