------------------------------------------------------------------------------ King of Fighters XI Ash FAQ: VERSION 1.00 -Created, Edited and Compiled by: Psychochronic of Shoryuken.com (Brettdude in Gamefaqs) with some help by G Product Another form of Psychochronic Literature! ------------------------------------------------------------------------------ Last Update: August 2, 2006 ------------------------------------------------------------------------------ Notes before reading this document: ------------------------------------------------------------------------------ 1) This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. This document is for private and personal use only--it cannot be reprinted in part or inwhole or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. Although I am...the author in the majority of the text, please respect the other authors whose work I have included in this guide. 2) This document is better read on Notepad with the Font set on "Times New Roman" on Regular setting, Size "10" and the screen resolution set on 1024x768. Use the Find feature (Ctrl + F) to find whatever term you're looking for easy mobility. ------------------------------------------------------------------------------ Table of Contents: ------------------------------------------------------------------------------ 1) Version Changes 2) Character Biography 3) Legend 4) Movelist -Normals ~Standing ~Crouching ~Jumping -Unique Moves (Command Normals) -Special Moves -Super Desperation Moves -Leader Desperation Moves 5) Contents -Differences from KOF2003 -Team Placement and Leader Recommendations 6) General Strategy -Combos -Mixups, Poke Strings and Throw Setups 7) Contact 8) Credits ------------------------------------------------------------------------------ Version Changes: ------------------------------------------------------------------------------ 1.00 - August 2, 2006: Compilated on July 30, 2006 and finished on August 2, 2006 around 1:16am EST. ------------------------------------------------------------------------------ Character Biography: ------------------------------------------------------------------------------ Full Name: Ash Crimson Birthdate: February 14 Height: 1.78m Weight: 59 kg Blood Type: O Fighting style: Personal style (employing special green flames) Hobbies: Nail Art Favorite Food: Sachertorte (sweets) Most Valued Possession(s): His fingernails Hates: Bothersome and uninteresting things First appearance: King of Fighters 2003 ------------------------------------------------------------------------------ Legend: ------------------------------------------------------------------------------ U = Up UF = Up-Forward F = Forward DF = Down-Forward D = Down DB = Down-Back B = Back UB = Back QCF = Quarter-Circle Forward QCB = Quarter-Circle Back HCF = Half-Circle Forward HCB = Half-Circle Backward P = Punch LP = Light Punch HP = Hard Punch K = Kick LK = Light Kick HK = Hard Kick E = Blow-Off Attack SC = Super Cancellable DC = Dream Cancel ------------------------------------------------------------------------------ Movelist: ------------------------------------------------------------------------------ NORMALS: Standing: LP: Quick and short range that'll whiff over crouching opponents. At close it still whiffs. Safe but not entirely useful. LK: A short range kick with little to no range. Close LK hits low which you should use to your advantage since not many standing attacks hit low. Crappy recovery though. HP: A straight forward pucnh. Useful poke in the corner after blocked Ventose. Whiffs on crouching opponent and is mainly used for combos. HK: At far it has great range, more than standing HP so use this after a blocked Ventose outside of the corner. Passable anti-air but not recomended. Can hit crouching opponents. Close range it becomes a cancelable knee attack, used for combos. E = Knocks down, hard to explain what it looks like. Ash sorta waves his hands away from him. Looks like a slap almost but with both hands. Cancelable, so cancel it into Ventose or Thermidor to keep your opponent pressured when they wakeup. Crouching: LP: The main key to his combos. Fast, safe, verifies into combos. Decent range. LK: Hits low but no longer cancellable. Fast and safe, can still combo off of it. HP: An uppercut. Another combo starter as well as anti- air. HK: A semi-safe low htting sweep that has sverage speed. Jumping: LP: A short ranged but well angled punch mainly used for tick-throws and other throw setups. LK: A straight forward. His best air-to-air attack. HP: A strange swiping punch attack. Strange hitbox, that allows it to crossup and land in front. HK: A deep angle kick. Good priority that can crossup. His main combo starter basically. E = Nearly similar to his standing E. UNIQUE MOVES: Messidor - F + LP: A command over-head except when cancelled into. Can no longer cancel into supers, no advantage from it when it connects and best used sparingly on wake-up or after a jump-in. Floreal - B + HP: Ash spins forward with a kick that can only combo from strong attacks. Can no longer link into supers anymore but is a decent poke though. Prairial - B + LK: More range now, good to use after a blocked combo attempt. You can also hold Nivose charge during it as well. Ash will spin bacward with a kick. SPECIAL MOVES: Ventose: Charge B then F + P: Ash's green fireball. Only LP version is comboable from strong attacks. Safe from max range, ables you to dash in behind a shield and build a offense. LP version has less startup but travels slower. HP version has slow startup but travels faster, 2 hits, does more damage and a slightly larger hitbox. Nivose: Charge D then U + K: Main combo ender with average priority. Reversal, anti- air. LK version tends to whiff on the 2nd hit. HK version travels at a higher arc though. Super cancellable on the first hit ofeither strength. Vendemiaire: HCF + HP (close only) Ash's command throw. The strange extends to right out- side of standing close LP range and now has a whiff ani- mation which leads to juggles, cannotbe comboed into. 4th hit is super cancellable and cannot be blocked. SUPER DESPERATION MOVES: Thermidor: QCFx2 + P: Which is best used off of his command throw (Super cancelled only). Does decent damage, full juggle potential, safe if blocked. The biggest loss is he lost his Thermidor trap and corner juggles with as in KOF2003. It no longer has invincibility on startup, Ash fires a large size green fiery sphere. Pluviose: QCFx2 + K: A super Nivose basically with invincibility frames that's good as a reversal and okay on wakeup. Anti-air but only if doen very deep otherwise most hits will whiff and the opponent will recover first. When Ash has bar, this will be his main combo ender while the first hit has more range when done with HK. LEADER DESPERATION MOVES: Sans-Culottes: Press LP, LK, HP, HK: An aura will come around Ash, after activation. Ash can cancel his unique moves into any of his charged base specials on top of that he has zero charge times. Hitting with move can lead to damaging juggle combos. However, there are no invincibility frames and Ash is prone to trade hits usually. For beginners, the best way to pull of the command is do it while jumping. The Sans-Cullotes state is shorter than KOF2003. It lasts roughly 6 seconds and now. you can two-in-one to it. Germinal: QCFx2 + E (during Sans-Culottes): You may only use this while still in San-Cullotes state. Ash will fly across the screen engulfing his opponent is trail of emerald flames (similar to K's '99 SDM). It does pretty good damage and seals opponent's special moves for about 10 seconds upon hitting. However, the damage is minimal but you can combo into it from either strong or light attacks. Cannot hit airborne opponent, unless they are beginning to touch or leave ground. This move will crossup, leaving your opponent backwards and you behind them. Setting you up for a possible Ventose. Also if done against a cornered opponent, it will reset both characters back to the center of the stage. ------------------------------------------------------------------------------ Contents: ------------------------------------------------------------------------------ DIFFERENCES FROM KOF2003: -New animation on his standing close HP, which hits low now. -His normals are easier to verify into combos. Doesn't have such a tight window to cancel. -Standing close LP, crouching LP, crouching HP are all faster and chain into each other easier. Can no longer cancel crouching HP. . -Messidor can no longer cancel into Super Desperation moves.. -Floreal comes out slower and has a longer recovery window. Also, you can no longer link Pluviose after it hits. Can not combo off of light attacks anymore. -Prairial has more range. -Ventose travels slower (either strength). In addition, it whiffs and goes through an cornered opponent at point- blank range (either strength). The Ventose (HP) will not out prioritize other projectiles. Instead, both projectiles will negate each other. -Nivose's (either strength) range has been reduced slightly. It travels about half a step less. -Vendemiaire has less range and a new whiff animation similiar to that of the Messidor. Do to the new whiff animation, the move will hit or not hit. Unlike before when a hit or 2 might whiff. Plus, you can no longer combo into the Vendemiaire. The recovery on the Vendemiaire has also been reduced. It is now easier to juggle afterwards. -Thermidor no longer has invincibility frames on start- up. Has a smaller hit-box and won't hit opponents behind you. On a good note, the Thermidor travels faster and if it hits an airborne opponent it will keep juggling them until the Thermidor finishes. On the plus side, you can throw a Ventose out when the Thermidor is on screen. Before you can only do this during Sans-Culottes. Now during Sans- Culottes, if you excecute a Thermidor than you will auto- matically leave his leader state. -If Ash is hit before he starts to glow from Sans-Culottes, then he will not go into the Sans-Culottes state. With that said, the Sans-Culottes does not have invincibility on start- up. The state doesn't last as long anymore. If Ash executes the Germinal, he will automatically leave the Sans-Culottes state. Also when Sans-Culottes hits an opponent, then they will enter a juggle state. However, Sans-Culottes has slightly more range and can be 2-in-1'ed now. -New Leader Desperation Move, the Germinal. Ash can only execute this move when he is still in his Sans-Culottes state. Ash will charge up his green flames and dash across the other side of the screen in a trail of green flames. He will leave his opponent burned in his green flames. This move will seal the opponent. Meaning they cannot execute command attacks, special moves, super desperation moves and leader desperation moves. On another note, if this move hits a cornered opponent at close range, both you and the opponent will be reset and repositioned to the center of the screen. TEAM PLACEMENT AND LEADER RECOMMENDATIONS: Ash should most likely be placed as your first character. Ash works as a great battery. And with his solid combos, pokes & mix-up's he doesn't intentionally need bar. Use alot of his Ventose pressure strings to build some bar. Another good option is Standing E (kara-cancel), Ventose (LP) from max range to build bar. Try to leave the second slot open for a leader with not only a good leader but who can also get good usage of their supers, like Kula, Adelheid or Oswald. Kula & Oswald works well of a Vendemiaire, quick shit to LDM juggle. Ash can also be placed in perhaps the 3rd slot if you have max gauge. Between pressure with Thermidors and Pluviose combos, Ash can very well end the match in the end. It's just that people with more reliable super cancels, supers, LDM's and Dream Cancels should be the reason not to make Ash the leader and to make him more of a battery character. In addition, do not use Ash's LDM. Sure 0 charge times are fun. He also has his juggle combos but the thought of really pulling it off in a match is quite far fetched. Yes, he does have a 100% Damage combo with it, but it has no good set-up's. And placing him as leader will whore out your gauge real quick like, since the Germinal requires 1 stock. The Sans-Culottes is only good off a super-canceled Vendemiaire in the corner or in quick shift corner juggles. Of course the Germinal is nice to have since it seals all commands moves. Which can be espcially good for everyone's favorite team - Kula/Gato/Oswald. But the damage is poor, the timing is strict to combo it off of light attacks. And it has a tendency to whiff on some attacks. Though it does lead to a free cross- up game and good in footsies which is a plus. But also having to do Sans-Culottes to execute the Germinal also dimishes this move's usefulness slightly. In the end, Ash's LDM is all show and nothing more but a gimmick. You are better off sticking to someone that can verifed a LDM without consuimg bar for a super-cancel or dream-cancel that does big damage. ------------------------------------------------------------------------------ General Strategy: ------------------------------------------------------------------------------ COMBOS: -Jumping deep HK, crouching LPx2, Nivose (HP) -Crouching HP, link crouching LPx2, Nivose (HP) -Anti-air crouching C (counter hit), Nivose (HK) -Jumping deep HK, crouching LPx2, Pluvoise -Crouching HP, link crouching LPx2, Pluvoise -Vendemiaire, juggle with Nivose (HK) or jump up E -Jumping deep HK, crouching LPx2, Germinal -Crouching HP, link crouching LPx2, Germinal -Jumping deep HK, crouching LPx2, Nivose (HP), SC, Pluvoise -Crouching HP, link crouching LPx2, Nivose (HP), SC, Pluvoise -Vendemiaire, SC, Thermidor, run in after it until you reach the corner, juggle with Nivose (HK) or jump up E -Jumping deep HK, crouching LPx2, Nivose (HP), SC, Germinal -Crouching HP, link crouching LPx2, Nivose (HP), SC, Germinal -Jumping deep HK, crouching LPx2, Nivose (HP), SC, Pluvoise, DC, Germinal (leader max only) -Crouching HP, link crouching LPx2, Nivose (HP), SC, Pluvoise, DC, Germinal (leader max only) -Mid-screen, Vendemiaire, SC, Sans-Culotte, juggle Nivose (HP) (1 hit), Ventose (LP) and juggle with Germinal -When the opponent is in the corner, Vendemiaire, SC, Sans-culotte, juggle with a Nivose (HP), juggle with another Nivose (HP), juggle with Prairial, Nivose (HP), juggle with another Nivose (HP), juggle with another -Nivose (HP), juggle with another Nivose (HP), juggle with another Nivose (HP), Prairial, Ventose (A), juggle with another Ventose (LP), finally juggle with a late Germinal -When the opponent is in the corner, activate Sans-culotte, walk-up, Nivose (HP) (1 hit), Messidor x N, Floreal, Ventose (LP), Pluviose MIXUP'S, POKE STRINGS AND THROW SETUPS: Jumping deep LP (blocked) : -Vendemiaire -Brumaire -Crouching HP, link crouching LP, Nivose (HP) or Pluviose -Crouching HP (blocked), crouching LP (blocked) and then continue with any of the Jumping HP (blocked) mix-up's Jumping C (whiffed): -Vendemiaire -Brumaire -Pause, Pluviose -Crouching HP, link crouching LP, Nivose (HP) or Pluviose -Crouching HP (blocked), crouching LP (blocked) and then continue with any of the Jumping HP (blocked) mixups -Jumping deep HK (blocked): -Crouching LP (blocked), Ventose (LP) (blocked), run-in -Crouching HK -Crouching LP (blocked), Ventose (LP) (blocked), run-in -Standing C (corner only) -Crouching LP (blocked), Ventose (LP) (blocked), run-in -Floreal, pause and counter with Pluviose -Crouching LP (blocked), Ventose (LP) (blocked), run-in -Crouching HP (hit), link crouching LP, Nivose (HP) or Pluviose -Crouching LP (blocked), Ventose (LP) (blocked), run-in -Crouching HP (blocked), link crouching LP (blocked), run- in crouching HK -crouching LP (blocked), pause and counter with Nivose (HP) or Pluviose -Short-jump forward HK (blocked) crouching LP (blocked) and then continue with any of Jumping HK (blocked) mix-ups of your choice -Empty Short jump forward, Vendemiaire -Empty Short jump forward, Brumaire -Empty shorty jump forward, pause and counter with Nivose (HP) or Pluviose Max Range Ventose (LP) Pressure: -The above mix-up's patterns can be used here except you must substitue the jumping attacks with super jump attacks. -Super jump forward HP to catch an opponent trying to jump over the Ventose -Run-in early Nivose (HK) to catch an opponent trying to jump over the Ventose -Super jump forward E (counter hit), Nivose (HP) to catch an opponent trying to jump over the Ventose -Run-in crouching C (counter hit), Nivose (HP) to catch an opponent trying to jump over the Ventose NOTE: If you fear that your opponent will ever counter your poke strings, then cancel the crouching LP (blocked) into Prairial. ------------------------------------------------------------------------------ Contact: ------------------------------------------------------------------------------ -Psychochronic: Contact me! Here are the following e-mails and internet forums you can find me at: E-Mails: MSN Messenger/Hotmail: b_unit905@hotmail.com Yahoo!: psychochronic2004@yahoo.ca Internet Forums: Gamefaqs.com: brettdude Shoryuken.com: psychochronic MIRC (channels on EFnet): #Capcom (The main channel for Shoryuken.com) #Gamecombos (The main channel for Gamecombos.com) #Srkgd (The General Discussion part of Shoryuken.com) #Srklive (The XBOX Live part of Shoryuken.com) My Fighting Game Site: www.geocities.com/psychochronic2004 -G Product: E-Mails: MSN Messenger/Hotmail: aolkillah@hotmail.com AOL/AIM: Two D Playa XBOX Live Gamertag: G Product ------------------------------------------------------------------------------ Credits: ------------------------------------------------------------------------------ Props to those who made this guide possible: G Product for his share of researching and his hookups from Guardcrush.net and Orochinagi.com. Peace. -Psychochronic Copyright (c) Brett Navarro 2005-2007