The King of Fighters XI: Momoko Combo Video!

Описание к видео The King of Fighters XI: Momoko Combo Video!

The King of Fighters XI: Momoko Combo Video!
PLEASE READ!!!

The cheerful and lively capoeirista gets her daily training and exercise with the help of her friends in this King of Fighters XI Combo Video featuring Momoko!

Synopsis: Momoko is a somewhat complicated character. She is heavily based around the use of command normals into special moves, as well as complicated strings of combos. I'd rather not put Momoko as a leader, even though her LDM is unblockable. It's fairly easy to dodge, too. Her normals are very stubby and not too good on the ground. Her air normals are good, and her air control is alright. Momoko is a fun character, but you have to put in work to get good with her.

Basic information: Momoko can double jump. It's very specific, as it only applies to vertical and forward jumps. Squishy Squashy Attack (Down+K) is an aerial stomp attack that can be done several times. The B version has her go forward after each stomp, and the D version has her go backwards. Mix in her double jump to play some tricks. Down-Forward+B (Hasteira) is one of her main Non-Peach Combo command normals. Use this to go into any of her special moves from Standing D or Standing C. Her first special move is Bananerira Dois Golpes (DP+K). It's an upward kicking type move that does two hits. It's good for Super Cancelling into. The D version also launches, which might be good for mix-ups or resets. Phoria (QCF+K) is a kick-type move that does decent damage. Another good option out of Standing D or DF+B. Phoenix Arrow (QCB+K) is a ground rolling attack. Always end with the D version during combos, as it causes a knockdown. Can be confirmed from light attacks. Peach Attack (QCF+Px3) is a butt bump attack that is kind of like Iori's daisy chains. It's a three hit move that does decent damage. Become a Star! (QCFx2+P) is a weird super. It's just a proximity grab super that throws the opponent into the sky. It can be used to do weird juggle combos if you're feeling creative, or it's main use is to Dream Cancel into Esper, her LDM. Esper (QCFx2+E) is a giant beam of energy that comes out in two seconds, and is only good if Dream Cancelled into. It does massive damage. It's unblockable, and it's mainly used to do 1/2 health to 3/4 health damage combos. It's a decent LDM, but it's very specific.

Extra Notes: Momoko's Peach Combo Loops are a doozy. So, try and follow this if you can...

1. Armada Pulada (5 = 1 = 2)
Forward+K

2. Essui Dobrado (1 = 2 = 3)
Back+P

3. Troca E Piao (2 = 3 = 4)
Down+K

4. Bananeira Dois Golpes (3 = 4 = 5)
Up+K

5. Heversao Sem Mao (4 = 5 = 1)
Forward+P

Her special moves out of the Peach Combo Loop are:

Cabecada (QCF+P): A hopping headbutt attack. Launches. Good for launch combos.

Phoria (QCF+K): Same as the actual special move. Same properties apply.

Caveirinha (QCF+D): An overhead jump kick. Good for mix-ups, doesn't combo.

Au Toshtal (QCB+K): A grab ender. For good damage, use this after Loop 1, Aramada Pulada.

How Peach Combos work are that you start with any of the starters: Standing C, Crouching C, or Forward+B. Then, you go into any of the loops you want. You can simply end the combo at any of the special moves if you want, but there's more to it. The = symbols in between the numbers are telling you that the numbered loop can go into the numbered loop next to it. For example, Armada Pulada (Forward+K) can be comboed into from 5, or from 2. If you start with 5, you end with 2, and if you start with 2, you end with 5. With that knowledge, hopefully you can figure out the rest, cause it sure as heck took me a long time to figure that out!

Finally, her second super: Peach Combo DoReMi! (QCFx2+B). If the initial hit connects, you get a chance to input a dial-up sequence. There are seven different variations, each one differing from the last. You can combo into these from Standing A, Crouching A, Crouching B, Standing B, Standing C, Crouching C, and Standing D, DF+B. You can also super cancel the first hit of DP+K. Here I will list the variations and which ones are good for comboing:

1. QCFx2+B, A, C, E, B, A, C, E. The most common variation. You can combo into this normally and all hits combo.

2. QCFx2+B, A, C, E, B, A, C, D. Low ending variation on combo 1. The last hit does not combo.

3. QCFx2+B, A, C, E, B, D, C, E. This is a stronger version of combo 1. Still combos.

4. QCFx2+B, A, C, E, D, A, B, D. Low, High, Low, High Mix-up. Does not fully combo.

5. QCFx2+B, A, C, E, D, A, C, E. Low, High Mix-up with spinning. Doesn't fully combo.

6. QCFx2+B, A, C, E, C, D, B, D. Low, High Mix-up with many spins. Doesn't fully combo.

7. QCFx2+B, A, C, D, D, D, D. The super lame and basic variation. All of the hits connect, but does no knockback and poor damage compared to the rest. This is the easiest variation to do.

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