K' (XI)
- Iie-Kyo
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You need to Tiger Knee the air Minutes Spike to take advantage of its always-juggle property. TKing is done by doing the "motion" for the special move on the ground, then immediately pressing UB or UF to have the move read as though it was executed in the air.
i.e. - instant air minutes spike: D, DB, B, UB + K
Not sure if the Tiger Knee shortcut is doable in XI...
i.e. - instant air minutes spike: D, DB, B, UB + K
Not sure if the Tiger Knee shortcut is doable in XI...
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AcidicEnema wrote:Apparently the Hong Kong message boards note that if you want to play K', you should play 'with guts', specifically, when using the Heat Drive. It makes sense to throw out Heat Drives even when you think you're gna trade, cause of super high counter damage. Its also safer than the Shen Woo punch. Shen Woo punch usage can be reduced to a science, since its invulnerabilities and vulnerabilities are pretty fixed. With K' Heat Drive, its a lot more of a gamble.
I started spamming this move, and my opponents got hit by it quite a few times by it unexpectedly..and called me gay for doing it..

Empyrian wrote:God combo of K`.
JD>2A>2A>236A>6D>J214BX3>2363214E>J214BX4.
Air minute spike is as loony as 2k1's version now.
hmm, has anyone pulled this out?
i can only do:
JD>2A>2A>236A>6D>J214Bx2 (the 3rd J214B wont hit for me
JD>2A>2B>3D>214B>J214Bx1 (the 2nd J214B wont hit for me)
I cant even get the LDM to link after doing 1 of the air Qcfb b..
can someone enlighten me?
even if it's exhibition.... i can only do 1 airEmpyrian wrote:This combo is actually listed on the "moves that always juggles" section.~!T.T!~ wrote:erm, ok, 7 air minute spikes.....
whats the damage on that anyway
K`'s jumpB and his Chain Drive LDM
Maxima's*2 B in the corner.
Gato's Qcf*2 D in the corner.
No damage rating was provided. It could mean that they regard these moves as more on the "exhibition" side than on "gameplay."

- Geese
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Yeah I have done the combos you have mentioned before but with this oneDerrick wrote:AcidicEnema wrote:Apparently the Hong Kong message boards note that if you want to play K', you should play 'with guts', specifically, when using the Heat Drive. It makes sense to throw out Heat Drives even when you think you're gna trade, cause of super high counter damage. Its also safer than the Shen Woo punch. Shen Woo punch usage can be reduced to a science, since its invulnerabilities and vulnerabilities are pretty fixed. With K' Heat Drive, its a lot more of a gamble.
I started spamming this move, and my opponents got hit by it quite a few times by it unexpectedly..and called me gay for doing it....
Empyrian wrote:God combo of K`.
JD>2A>2A>236A>6D>J214BX3>2363214E>J214BX4.
Air minute spike is as loony as 2k1's version now.
hmm, has anyone pulled this out?
i can only do:
JD>2A>2A>236A>6D>J214Bx2 (the 3rd J214B wont hit for me
JD>2A>2B>3D>214B>J214Bx1 (the 2nd J214B wont hit for me)
I cant even get the LDM to link after doing 1 of the air Qcfb b..
can someone enlighten me?
even if it's exhibition.... i can only do 1 airEmpyrian wrote:This combo is actually listed on the "moves that always juggles" section.~!T.T!~ wrote:erm, ok, 7 air minute spikes.....
whats the damage on that anyway
K`'s jumpB and his Chain Drive LDM
Maxima's*2 B in the corner.
Gato's Qcf*2 D in the corner.
No damage rating was provided. It could mean that they regard these moves as more on the "exhibition" side than on "gameplay."b after the LDM... to do another 4? that's crazy..... video give please!
JD>2A>2A>236A>6D>J214Bx2
you might find it easier to do a stand A after 6D then start doing the air minute spikes. It just depends on how your first air minute spike hits. After the stand A hits the opponent in the air, my first air minute spike will almost miss the oppponent. after that the next 2 is easy
to do the LDM after the air minute spikes is a bit harder. You have to walk back a bit before you do it. if not the sunglasses will never hit.
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- Geese
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I havent tried LDM after the_KC_ wrote:i can do a jump d...aftera, f orward d...then 2 air MS and follow up with LDM, yes you should be farher away from your opponent if you want to do his LDM...
after LDM icant do 4 MS, but ive managed to do three
as ford,
b, 2 air MS, i cant follow it up with LDM, no time to walk back maybe

- Iie-Kyo
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Actually, I was screwing around a bit with the TK'd Minutes Spike last Saturday. It CAN be done, the problem is that it's very anal about the motion. From what I can tell, if you try to start the TK'd minutes spike by doing a_KC_ wrote:the TK technique is not doable in XI, i can do k's crazy 3 ms in 2k1 with TKing them, but with XI i always do it manually, jump then MS


On top of that, you have to be quick with the motion. The game is very unforgiving with storing "TK'd" motions. You don't get the same kinda leeway like you did in 2k1/2k2. Of course, I don't count 2k3 since that wasn't a real game.
Another reason why I know TK'd motions still exist is because I keep doing the freakin' Air Trigger when I mean to do a forward jump/hop D.

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Does
.D cancel off of st.C?
Cuz if it does, than an old 2k3 combo I used to do means that it's an easy setup for starting the air MS combos.
Basically:
Hop D, st.C,
.D,
+B
in 2k3 it was this
Hop D, st.C,
.B,
+B.
For the MS to actually hit in 2k3 and combo, you had to wait till
.B hit and K' was considered in the air. I dunno I don't play K' anymore if you wanna test go for it.

Cuz if it does, than an old 2k3 combo I used to do means that it's an easy setup for starting the air MS combos.
Basically:
Hop D, st.C,


in 2k3 it was this
Hop D, st.C,


For the MS to actually hit in 2k3 and combo, you had to wait till

- SonicWaver
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i perfectly remember that combo (applies since 2k1)flipONE wrote:Does.D cancel off of st.C?
Cuz if it does, than an old 2k3 combo I used to do means that it's an easy setup for starting the air MS combos.
Basically:
Hop D, st.C,.D,
+B
in 2k3 it was this
Hop D, st.C,.B,
+B.
And although i havent tried it in XI, im pretty sure it works out perfectly.
Theorically speaking, any


ill try it maybe tomorrow to be sure, but im 99% thinking it will effectively connect
(although im also sure it wont raise the opponent high enough to air MS again (if somebody thinks it could be an infinite starter XD)...but ill try it anyway)
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sorry, yes i agree that the TK'ing og MS is still possible but i really have a hard time doing that in k's air MS combos...Iie-Kyo wrote:Actually, I was screwing around a bit with the TK'd Minutes Spike last Saturday. It CAN be done, the problem is that it's very anal about the motion. From what I can tell, if you try to start the TK'd minutes spike by doing a_KC_ wrote:the TK technique is not doable in XI, i can do k's crazy 3 ms in 2k1 with TKing them, but with XI i always do it manually, jump then MS(like I do since I'm too lazy to be precise) it won't come out. However, if you start it at the DOWN position and do a "proper"
, UB, the insta-air Minutes Spike will come out.
On top of that, you have to be quick with the motion. The game is very unforgiving with storing "TK'd" motions. You don't get the same kinda leeway like you did in 2k1/2k2. Of course, I don't count 2k3 since that wasn't a real game.
Another reason why I know TK'd motions still exist is because I keep doing the freakin' Air Trigger when I mean to do a forward jump/hop D.
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- Iie-Kyo
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This was posted earlier in the thread, but to reiterate.
His
+ D can be cancelled into his air minutes spike, WITH or WITHOUT a normal preceding it. It does set him up for another air minutes spike, but I don't know how many you can do before the opponent falls too low. Also cancelling the
+ D into his air trigger is actually decently safe if the trigger's blocked, and if you do it correctly it will be blocked.
His

