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The King of Fighters XI/K'
Throws
Spike Ride - Near opponent, press back or forward + C or D
Command Moves
One Inch - Press forward + A (unsafe / made safe if combo into and cancelled into a special)
- NOTE: On counter hit the opponent wall bounces
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 - Press forward + B (unsafe / made safe with qcf + A / C)
Special Moves
Iron Trigger - qcf + A or C (both safe)
- NOTE: The A version on its own will knock down the opponent
>Second Shoot - Press forward + B (both safe)
- NOTE: The A Iron Trigger is faster than the C Iron Trigger
>Second Shell - Press forward + D
- NOTE: In the corner the A Iron Trigger will launch higher than the C Iron Trigger
>Blackout - Press back + B or D
>Minute Spike - qcb + B or D (both only safe at max distance / tip of attack)
Crow Bites - dp + A or C (SC) (A version safe at max distance / tip of attack)
- NOTE: The A version is a good wake up anti air as is the C version
>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
Heat Drive - qcfx2 + A or C (DC) (hold to delay)
- 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
Chain Drive - qcf, hcb + E
- NOTE: can connect after d + D in Arcade Mode only, also is 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.