K' (KOF:XI): Difference between revisions

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== Throws ==
Spike Ride - Near opponent, press back or forward + C or D


== Body Tosses ==


Spike Ride - Near opponent, press back or forward + C or D


== Unique Moves ==
== Unique Moves ==


'''One Inch - Press forward + A (unsafe)'''
One Inch - Press forward + A (unsafe / made safe if combo into and cancelled into a special)
 
*'''''NOTE: On counter hit the opponent wall bounces'''''


*
NOTE: On counter hit the opponent wall bounces
*


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


'''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.'''''


*
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
Sniper Slide - Press forward + B (unsafe / made safe with qcf + A / C)


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.
*


== Special Moves ==


'''Sniper Slide - Press forward + B (unsafe)'''
Iron Trigger - qcf + A or C (both safe)


== Special Moves ==
*'''''NOTE: The A version on its own will knock down the opponent'''''


'''Iron Trigger - qcf + A or C (both safe)'''


*
>Second Shoot - Press forward + B (both safe)
NOTE: The A version on its own will knock down the opponent
*


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


'''>Second Shoot - Press forward + B (both safe)'''


*
>Second Shell - Press forward + D
NOTE: The A Iron Trigger is faster than the C Iron Trigger
*


*'''''NOTE: In the corner the A Iron Trigger will launch higher than the C Iron Trigger'''''


'''>Second Shell - Press forward + D'''
>Blackout - Press back + B or D


*
NOTE: In the corner the A Iron Trigger will launch higher than the C Iron Trigger
*


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


'''>Blackout - Press back + B or D'''


Crow Bites - dp + A or C (SC) (A version safe at max distance / tip of attack)


'''>Minute Spike - qcb + B or D (both only 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 - dp + A or C (SC) (A version safe at max distance / tip of attack)'''
>Crow Bites Plus - Press f + B or D (During C version)


*
NOTE: The A version is a good wake up anti air
*


>>Minute Spike (aerial) - qcb + B or 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)


'''Blackout - qcf + B or D (unsafe from projectile attacks and DMs)'''
*'''''NOTE: Useful for mixups & tick throws'''''


*
NOTE: Useful for mixups
*


Air Trigger - In air, qcf + B or D (both safe)


'''Air Trigger - In air, qcf + B or D (both safe)'''
*'''''NOTE: B version knocks opponent down, whereas the D version flame stuns'''''


*
NOTE: B version knocks opponent down, whereas the D version flame stuns
*


Minute Spike - qcb + B or D (both relatively unsafe)


'''Minute Spike - qcb + B or D (B version safe at max distance / edge of attack )'''


>Narrow Spike - qcb + B or D (both unsafe if Minute Spike blocked)


'''>Narrow Spike - qcb + B or D (both unsafe if Minute Spike blocked)'''




'''>Air Trigger - qcf + B or D'''
Air Minute Spike - In air, qcb + B or D




'''Minute Spike (aerial) - In air, qcb + B or D'''


== Super Desperation Moves ==
== Super Desperation Moves ==


Heat Drive - qcfx2 + A or C (hold to delay)
Heat Drive - qcfx2 + A or C (DC) (hold to delay)
*'''''NOTE: very fast and good damage'''''
 


Heaven's Drive - qcfx2 + B or D (DC)
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
*'''''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 ==
== PS2 Arranged Mode Differences ==
Line 110: Line 177:


He cannot combo a Iron Trigger (A), from crouching B, link crouching A. However you can combo into a Iron Trigger (C).
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
[[The King of Fighters XI|Back to the KOF XI main page]]
[[Category:The King of Fighters XI]]

Latest revision as of 12:12, 29 May 2009

K-stance1.gif

Throws

Spike Ride - Near opponent, press back or forward + C or D


Unique 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.

K' tutorial and combo vid

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

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