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Bakuten - Press C, A, B, C | Bakuten - Press C, A, B, C | ||
== Changes from KOF 2003 == | |||
*His far/crouching C now has autoguard and slightly different animations. | |||
*He has a new command move follow-up to the Fusen Kyaku. | |||
*He has a new move that can absorb projectiles. | |||
*His crouching D is now faster. | |||
*He lost his Foward + D command move. | |||
*His command throw now works as a throw instead of an unblockable "attack". It also does not stun the opponent long enough to link a close C or D. It is also no longer able to reflect projectiles. | |||
*His C Geki Ken now takes considerably less time to charge fully | |||
*The Fuku Tora Geki is now an overhead | |||
*The Tatsu! Geki Ken no longer receives brutal damage scaling in small combos and now does much more damage on a counterhit. It is also slower. | |||
*The Torahyou Rengeki was almost immune to damage scaling in KOF 2003 as the 3-hits following the headbutt did not add up to the hit counter. This has been fixed. This move no longer has the insane priority it had. | |||
*Bakushin is renamed as Bakuten. While essentially it is still the same move, his LDM now does devastating damage if it hits (50% normally and 80% on a counterhit). The duration of the LDM powerup also seems to be considerably shorter now. | |||
*Jump C/D, close C, foward + B, Geki Ken | |||
This combo now works. In KOF 2003, it only works if the Jumping attack crossed up. | |||
*close C/D, foward + B, Geki Ken, Torahyou Rengeki (SC) | |||
This combo also works. In KOF 2003, the DM always misses due to lack of reach except when this combo is performed on an opponents back (i.e hitting their backs instead of hitting of their usual front) | |||
[http://www.shoryuken.com/wiki/index.php/The_King_of_Fighters_XI back to KOF XI main page] | [http://www.shoryuken.com/wiki/index.php/The_King_of_Fighters_XI back to KOF XI main page] |
Revision as of 01:33, 9 April 2007
http://www.shoryuken.com/wiki/images/4/42/Shenwoo-stance.gif
Body Tosses
Kyakuten Touchi - Near opponent, press back or forward + C or D
Unique Moves
Fusen Kyaku - Press forward + B
>Fusen Gowan Ken - During Fusen Kyaku, Press forward + C
Special Moves
Geki Ken - qcf + A or C (hold A or C to delay) (press D during delay to cancel) (SC)
Fuku Tora Geki - qcb + A
>Kanyuu Ryugeki - During Fuku Tora Geki, qcf + A
Zenbuu Tenshin - qcf + E
Kouhau Tenshin - qcf + E
>Ten Ren Ken - Press A or C during Zenbuu Teshin or Kouhau Tenshin (SC)
Tama Ken - qcb + C
Koukuzure Geki - Near opponent, hcb, forward + A or C (SC)
Super Desperation Moves
Tatsu! Geki Ken - qcfx2 + A or C (DC)
Torahyou Rengeki - qcfx2 + B or D (DC)
Leader Desperation Moves
Bakuten - Press C, A, B, C
Changes from KOF 2003
- His far/crouching C now has autoguard and slightly different animations.
- He has a new command move follow-up to the Fusen Kyaku.
- He has a new move that can absorb projectiles.
- His crouching D is now faster.
- He lost his Foward + D command move.
- His command throw now works as a throw instead of an unblockable "attack". It also does not stun the opponent long enough to link a close C or D. It is also no longer able to reflect projectiles.
- His C Geki Ken now takes considerably less time to charge fully
- The Fuku Tora Geki is now an overhead
- The Tatsu! Geki Ken no longer receives brutal damage scaling in small combos and now does much more damage on a counterhit. It is also slower.
- The Torahyou Rengeki was almost immune to damage scaling in KOF 2003 as the 3-hits following the headbutt did not add up to the hit counter. This has been fixed. This move no longer has the insane priority it had.
- Bakushin is renamed as Bakuten. While essentially it is still the same move, his LDM now does devastating damage if it hits (50% normally and 80% on a counterhit). The duration of the LDM powerup also seems to be considerably shorter now.
- Jump C/D, close C, foward + B, Geki Ken
This combo now works. In KOF 2003, it only works if the Jumping attack crossed up.
- close C/D, foward + B, Geki Ken, Torahyou Rengeki (SC)
This combo also works. In KOF 2003, the DM always misses due to lack of reach except when this combo is performed on an opponents back (i.e hitting their backs instead of hitting of their usual front)