KOF XI PS2 Characters + Bosses: General information
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Adel can SC his light +K into any DM and it will hit. Including the C version of the Kaiser Wave.
And they will all link from b+B (after up to 3-hits).
Actually, if he didn't have the worst defense, guard gauge and the second worst stun gauge in the game, I'd say he's a bit on the overpowered side. But unlike using any bosses in previous KOF, I wouldn't mind playing against an Adel.
Yes, this is going slightly off topic so I'll tell you some more stuff later...
And they will all link from b+B (after up to 3-hits).
Actually, if he didn't have the worst defense, guard gauge and the second worst stun gauge in the game, I'd say he's a bit on the overpowered side. But unlike using any bosses in previous KOF, I wouldn't mind playing against an Adel.
Yes, this is going slightly off topic so I'll tell you some more stuff later...
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Dunno if you want to add this as a note, but command input for Adel is ridiculously easy.
During his std C, although it cancels off the second hit, you can input the motion for your next move at ANY TIME during the std C - the game will store the motion and your special move will come out after the second hit.
Kingrand: Where is your Mai cosplay avatar from? O_o
During his std C, although it cancels off the second hit, you can input the motion for your next move at ANY TIME during the std C - the game will store the motion and your special move will come out after the second hit.
Kingrand: Where is your Mai cosplay avatar from? O_o
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Well, Adel hits as hard as he takes it, and his attacks stun easily too, for someone who doesn't have all that many hits or long combos. If he had normal levels of stun and damage resistance, he'd be a bit overpowered. Same goes with Jyazu as well. I think Adel's pretty well balanced in XI: does good damage, but doesn't have a reliable anti-air save for his DM. And they did tone down his ridiculous jump B from 2k3.alexis wrote: Actually, if he didn't have the worst defense, guard gauge and the second worst stun gauge in the game, I'd say he's a bit on the overpowered side. But unlike using any bosses in previous KOF, I wouldn't mind playing against an Adel.
Yes, this is going slightly off topic so I'll tell you some more stuff later...
And yeah, I noticed it's pretty easy to combo after his standing C, though given that he doesn't have too many options for you to play with, I normally stand C > b+B > +D or +C, or ,qcf+D/LDM.
Input is ridiculously easy for almost anybody in KoFXI compared to previous KoFs, don't you think?Iie-Kyo wrote:Dunno if you want to add this as a note, but command input for Adel is ridiculously easy.
Kingrand: Where is your Mai cosplay avatar from? O_o
The Mai Cosplay is "Marjolaine is Mai Shiranui". She is French and did a cosplay shooting + interview for a French gaming magazine. Search on Cyberfanatix. You still might find the whole thing and if you want my opinion she looks ok but there are FAR better cosplays!
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Found a NGBC comparable one...close C, +A, SC Raging Storm, then run up and +C, haw.
Just like off the unblockable RS in NGBC, it even 'feels' the same too, the pickup seems more deliberate than if you were to do it just off a sweep, the timing is always slightly odd there...
Should be mentioned also that Geese's deadly rave startup has KOF97 Iori Ya Otome property....as in....use it on anything that comes in...it'll win, don't worry...
Even goes right thru Magaki's shiny little pink stars too, how fun
Just like off the unblockable RS in NGBC, it even 'feels' the same too, the pickup seems more deliberate than if you were to do it just off a sweep, the timing is always slightly odd there...
Should be mentioned also that Geese's deadly rave startup has KOF97 Iori Ya Otome property....as in....use it on anything that comes in...it'll win, don't worry...
Even goes right thru Magaki's shiny little pink stars too, how fun
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Tel, I was reading your FAQ and noticed that you say that all emergency evade moves are invincible through their duration.
I just wanted to clear up that the forward moving fallbreaker is not invincible at all... in fact, anything and everything will hit if you do this. Magaki's favorite thing to do to me is counter a forward fallbreaker with his LDM before the roll is even halfway through lmao Any projectiles (except possibly King's Top Venom) will hit you, you can be thrown with command throws, and any LDM moves will hit (except counters obviously)... unsure if you can be thrown normally during it but my guess is probably yes.
I guess it's the unfortunate side effect of wanting to keep the pressure on. Also the Japanese's best friend (grr).
I just wanted to clear up that the forward moving fallbreaker is not invincible at all... in fact, anything and everything will hit if you do this. Magaki's favorite thing to do to me is counter a forward fallbreaker with his LDM before the roll is even halfway through lmao Any projectiles (except possibly King's Top Venom) will hit you, you can be thrown with command throws, and any LDM moves will hit (except counters obviously)... unsure if you can be thrown normally during it but my guess is probably yes.
I guess it's the unfortunate side effect of wanting to keep the pressure on. Also the Japanese's best friend (grr).
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XI Arcade Mode's rolls are abusably good.
The recovery backwards roll is still safe just like all the KoFs before it.
The forward one is not - and I actually agree with SNKP's decision to make this vulnerable, mainly because it has the potential to totally screw up your opponent's game (think of it as a 50/50 risk you're taking to one-up your opponent after getting your arse rushed down).
Tel: Please add this to the PS2 XI FAQ - I didn't notice this till like a couple days ago, but if you unlock everything (through the easy challenge mode method or "manually) the main menu screen has the words "Complete" appear on the bottom right corner of the screen. Was wondering what the heck that meant till I thought about a little more. :LOL:
The recovery backwards roll is still safe just like all the KoFs before it.
The forward one is not - and I actually agree with SNKP's decision to make this vulnerable, mainly because it has the potential to totally screw up your opponent's game (think of it as a 50/50 risk you're taking to one-up your opponent after getting your arse rushed down).
Tel: Please add this to the PS2 XI FAQ - I didn't notice this till like a couple days ago, but if you unlock everything (through the easy challenge mode method or "manually) the main menu screen has the words "Complete" appear on the bottom right corner of the screen. Was wondering what the heck that meant till I thought about a little more. :LOL:
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OK people, I'm in the final stages of preparing my guide for the next release. There are a couple of things that I've been meaning to test, but I don't have the time to play KOF lately, so I was wondering if any one of you guys could do the testing. Actually, it's just one test, except with different charas.
- Do Ash, Shen Woo, Duo Lon and Vanessa's mode activation LDMs allow you to dizzy opponents while the mode is active? I know Vanessa's LDM does lead to dizzy combos, but that's after the MAX mode has ended. I'd appreciate it if anyone could check if charas get the stun meter lowered when getting hit by the abovementioned characters. If I remember correctly, you can't dizzy opponent with Ash and Duo Lon's LDMs.
Thanks in advance.
- Do Ash, Shen Woo, Duo Lon and Vanessa's mode activation LDMs allow you to dizzy opponents while the mode is active? I know Vanessa's LDM does lead to dizzy combos, but that's after the MAX mode has ended. I'd appreciate it if anyone could check if charas get the stun meter lowered when getting hit by the abovementioned characters. If I remember correctly, you can't dizzy opponent with Ash and Duo Lon's LDMs.
Thanks in advance.