------------------------------------------------------------------------------
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: [email protected]
Yahoo!: [email protected]

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: [email protected]
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