System thingys in KOFXI

Strats, combos, technical discussion.

Postby Iie-Kyo » Sun Apr 09, 2006 04:06

Ack, I meant to say while they're running. (Run forward, hold forward, then try to roll while holding f). I'm noticing if I shift my joystick to neutral and do the AB it's fine tho.

Bleh, just means I gotta break another bad execution habit.
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Postby Toxic Avanger » Fri Apr 21, 2006 20:26

This hasn't showed up so I thought that I'd should ask...

- In 2k1/2k2 & 2k3 some moves could be Super Canceled without using the extra power bar (K' fwd + A One Inch; Maxima's fwd + A Mongolian)...

Is it possible to super cancel these moves OR any moves without using a skill stock in XI? or now all super cancel requires the skill stock?
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Postby SonicTempest » Fri Apr 21, 2006 21:33

Ummm, both the moves you mentioned were command moves, which can always be cancelled into DMs. It's not a super cancel, it's a regular combo.
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Postby Toxic Avanger » Sat Apr 22, 2006 01:50

ShadowSonic wrote:Ummm, both the moves you mentioned were command moves, which can always be cancelled into DMs. It's not a super cancel, it's a regular combo.


I think that some guides and magazines described that as 'free super cancel' and some special moves had that too (such as Foxy's DP + Kick teleports)

Either way these little tidbits doesn't answer the initial question :3
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Postby Perfect Stranger » Tue Apr 25, 2006 17:09

What SS said was: All command moves, like K's fwd a, could always be cancelled into a DM without costing an extra stock, and XI is no exception.
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Postby Derrace » Wed Apr 26, 2006 06:15

Perfect Stranger wrote:What SS said was: All command moves, like K's fwd a, could always be cancelled into a DM without costing an extra stock, and XI is no exception.


don't mean to sound fussy, but there are some moves that couldnt be cancelled into DM.

Ryo's forward A,
Yuri's forward A (with the exception of leader in XI)

It's more of if a command move can be cancelled into a special move, it should be able to cancel into a dm/sdm/hdm/ldm.... whether it connects or not is another issue.
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Postby alexis » Fri Jun 09, 2006 03:04

I COME BEARING GOOD NEWS!

So bear with me.

According to SNKP's official site update (6/8/06), KOF XI for PS2 will have faster loading times!!!!!!!!!!!!!!!!!

My Japanese could be failing on me, but read for yourself! (And can someone please translate?)

From http://game.snkplaymore.co.jp/press_start/page2.html :

設定条件に挑戦し、クリアを目指せ!

体力が尽きるまでCPUと戦い続けろ!

オリジナルとアレンジの2バージョンから!

"PS2"版オリジナルのものを10曲追加!

"PS2"版オリジナルの4ステージを追加!

ステージ紹介演出を省略して時間短縮! <-------READ THIS LINE

MMBB対応でオンライン対戦が可能!

キャラクター&エフェクトの色を作成!

If I made a fool of myself by saying the complete opposite of what it says there, I blame my other three languages...
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Postby SonicTempest » Fri Jun 09, 2006 14:10

Already been translated.

Also, that post is offtopic (this is the System info thread)
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Postby alexis » Sat Jun 10, 2006 02:27

Sorry about that, I didn't realize.

I did want to say something about the system. I saw mentioned to never do throw DMs or LDMs on bosses. It's true, damage scaling is much, much higher for bosses.

For this reason, multi-hit moves (namely the ones the Kyokuugen-ryu team does) do their normal ammount of damage. Tick damage is never scaled, so Ryo's f,b,f+P, Yuri's slaps hcb+K and King's trap shot are PERFECT against bosses. In fact, you can finish any sub-boss or boss if you do Ryo's jump D, C, f,b,f+C about five or six times, and the only attacks greatly affected by it are the jump D and s.C. Can anyone confirm this?
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Postby JuliusCaesar » Tue Jun 27, 2006 13:01

~!T.T!~ wrote:
But some moves seem to be less affected by scaling then others. For example Oswalds Moon Slash DM always seems to do the same amount of damage no matter how little life the opponent has.
.


It maybe that since all of Oswalds DMs do so many hits, they are designed to take advantage of the minumum damage rule. This is almost certainly the case with his LDM
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Postby Derrace » Thu Oct 12, 2006 14:10

hmm,

watch this video and around the 40 mark on the timer counter, have a look at iori...

how on earth did he do that?

http://www.youtube.com/watch?v=-6ZclMh0fc0
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Postby dobiqwolf » Fri Oct 13, 2006 11:25

I probably forgot to post this info:
with iori you do a back step(44) and before he land start the motion 214+P so when he lands the move come out then to the second 214+P the the tird 214+P if done properly the third 214+P will break, I havent found any use to that thing execpt as a feint but still.
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Stun

Postby blackrabite » Tue Oct 24, 2006 19:51

Hey,
Which character has the greatest Stun meter? I want to test a potential 100% Stun combo I have devised for my team. Thanks!
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Re: Stun

Postby Blastrezz » Wed Oct 25, 2006 12:07

blackrabite wrote:Hey,
Which character has the greatest Stun meter? I want to test a potential 100% Stun combo I have devised for my team. Thanks!

This and many other infos can be found in Tel's FAQ:
http://db.gamefaqs.com/console/ps2/file ... s_xi_a.txt
Look for 5) MISCELLANEOUS and scroll down to "Defence levels".
Or just search in your browser window (STRG+F normally) for "Defence levels".

What you are looking for is ~Stun resistance~

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Postby Dark_Chaotix » Thu Aug 07, 2008 08:53

Is anyone able to point me to where i can find the frame data for XI? Preferably in english but im not holding my breath.
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