The King of Fighters XI: Advanced System Mechanics: Unterschied zwischen den Versionen

(42 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
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===Data for specific Buffer Lengths===
===Data for specific Buffer Lengths===
:Simultaneous button presses can be off 1F. Example: A successful Shift triggers even when C is pressed 1F after A.
:Simultaneous button presses can be off 1F. Example: A successful Shift triggers even when C is pressed 1F after A.
:Exception to the above rule: attempting to buffer a simultaneous button press after anything, eg. A+B roll linked after a 5C, needs frame perfect timing and cannot be 1F off. This frequently affects rolling right after dash startup or after guarding.
:Quick Shifts can be entered up to 6F before the actual hit connects (see below, 6F button buffer).
:Quick Shifts can be entered up to 6F before the actual hit connects (see below, 6F button buffer).
:Total time to enter a Quick Shift for weak attacks: 9F (tested with Kasumi 5B(f)).
:Total time to enter a Quick Shift for weak attacks: 9F (tested with Kasumi 5B(f)).
Zeile 45: Zeile 46:
:There are likely exceptions for specific attacks.
:There are likely exceptions for specific attacks.
:The buffer for all kinds of regular attacks is '''6F'''. Example: with Gato, there is a 6F window to input 2D after 6A (which is a 1F-Link).
:The buffer for all kinds of regular attacks is '''6F'''. Example: with Gato, there is a 6F window to input 2D after 6A (which is a 1F-Link).
==Air Hit Stun & Juggles==
:Attacks that either put the opponent into the air (= launchers) or attacks that hit them in the air can have added air hit stun.
:This hit stun can have 4 states:
===Full Juggle===
This property frequently happens at the beginning of a launch and is the best kind of juggle property - every hit that can hit airborne opponents (not grabs etc.) should theoretically connect.<br>
Many attacks have this property in their early hit stun frames, but only briefly, after which they are replaced by limited juggle frames.
===Limited Juggle===
The majority of special moves have this state. During limited juggle state, a wide range of attacks can connect, eg. normal attacks and many special moves, but generally no "launcher" type attacks (eg. Kula 214B-6D, Vanessa [4],6P etc.)<br>
This state is likely used to prevent infinites but still allow combos.
===No Juggle / Juggle Anywhere===
Many launching attacks do not allow follow ups at all, or lose their full / limited juggle after a certain amount of frames.<br>
In this case, only attacks marked as "juggle anywhere" can connect against opponents in this state (eg. K' 2363214E, Oswald [4],646E, Vanessa 214K-6C)
===Absolutely no Juggle===
This is a rare state where not even juggle anywhere attacks connect. The most prominent examples are 5E & j.E on non-counter hit, which don't even allow juggle anywhere attacks as a followup.


==Counter Hits==
==Counter Hits==
:Counter Hits deal extra damage, usually 30%, but there are exceptions (ex. Ralf: 236236E instant K.O.s on counter hit!)
Counter Hits have various unique properties that make them behave differently from normal hits.
:Counter hits sometimes have special properties, eg. wall bounce
 
:Counter Hits occur during the Startup & Active time of...
===Counter Hit Extra Damage===
Counter Hits deal extra damage, usually 30%, but there are exceptions (ex. Ralf: 236236E instant K.O.s on counter hit!)
 
===Counter Hit Special Properties===
Counter hits sometimes have special properties (eg. K' 6A wall bounces) or added hit stun (see further below)
 
===Counter Hit State===
Counter Hits occur during the Startup & Active time of...
*Command Normals
*Command Normals
*Special Moves
*Special Moves
*Supers
*Supers
*Attacks from Small Jumps & Hyper Hops
*Attacks from Small Jumps & Hyper Hops
===Counter Hit Air Hit Stun===
Counter hits against airborne opponents have added hitstun. This enables combos from anti-air normal attacks, but also from 5E, j.E and many special moves.
*Normal attacks (both standing and jumping) have 14F full juggle.
*5E/j.E has 8F full juggle + 20F limited juggle (note: the "counter hit" option is buggy in practice mode, it only adds 8F + 12F).
*Special Moves: TODO


==Crouch / Stand Rules==
==Crouch / Stand Rules==
Zeile 79: Zeile 112:
*Malin 236236K > dream cancel LDM (since LDM is overhead, need to switch block before the DC)
*Malin 236236K > dream cancel LDM (since LDM is overhead, need to switch block before the DC)


==1F "Invulnerability" during hit stun recovery==
==Corner Crossups==
See "Universal Frame Data"
 
==Back-turned hits & Corner Crossups==
:Back-turned hits have less pushback, thereby allowing longer combos.
:While in the corner, if a character rises from a back-turned knockdown (eg. after Kyo's throw), they can be crossed up by jump attacks even though they are cornered. This can lead to 50/50 left right Okizeme - if the jump attack is delayed, it does not hit as a crossup, but instead hits from the front. The best way to defend against this is to either reversal and hope for an auto-correct (character specific), block, roll out of the corner or attempt to wakeup backdash (to take the hit airborne).
:While in the corner, if a character rises from a back-turned knockdown (eg. after Kyo's throw), they can be crossed up by jump attacks even though they are cornered. This can lead to 50/50 left right Okizeme - if the jump attack is delayed, it does not hit as a crossup, but instead hits from the front. The best way to defend against this is to either reversal and hope for an auto-correct (character specific), block, roll out of the corner or attempt to wakeup backdash (to take the hit airborne).


Zeile 90: Zeile 119:
Normals, Command Normals, Specials, Supers, regular Rolls, Guard Cancel Rolls and the landing recovery during incoming allow blocking on their last recovery frame. This is important to know when calculating advantage & disadvantage frames. What this means is that if an attack is listed as having -4 on block, the character can actually block 1F earlier than they can act, so trying to punish the attack requires a 3F-attack.<br>
Normals, Command Normals, Specials, Supers, regular Rolls, Guard Cancel Rolls and the landing recovery during incoming allow blocking on their last recovery frame. This is important to know when calculating advantage & disadvantage frames. What this means is that if an attack is listed as having -4 on block, the character can actually block 1F earlier than they can act, so trying to punish the attack requires a 3F-attack.<br>
Note: there are some other attacks that allow only specific actions on specific frames, like Vanessa's LDM (she can guard during the super freeze, as the move effectively has no duration), or when getting hit by Silber's 63214P (your character is frozen, but you can special cancel out of this).
Note: there are some other attacks that allow only specific actions on specific frames, like Vanessa's LDM (she can guard during the super freeze, as the move effectively has no duration), or when getting hit by Silber's 63214P (your character is frozen, but you can special cancel out of this).
===Guard Only Frame During Incoming===
[[bild:kofxi_incoming_os.gif]]<br>
Attacks will not connect on the first frame of landing from a DOWN! if and only if the player that lands is '''guarding'''. In that case the 2nd frame after landing is when attacks can connect again. What this effectively means is that '''if you guard as you land from a down, you are invulnerable on that frame and can act fully on the next frame.'''<br>
Example: You land from a DOWN! and guard. K' tries to use 2D against you as you land. You simply hold "4" and input D as you land. On the first landing frame, your guard animation will trigger, which is now invulnerable, and on the next frame, you will actually throw K' out of his attack.


==Jumps (advanced)==
==Jumps (advanced)==
Zeile 125: Zeile 160:
:4F Startup (airborne F5)
:4F Startup (airborne F5)
:Jump startup is invulnerable to throws
:Jump startup is invulnerable to throws
:All 4F of Jump startup can be cancelled into (standing) special moves before the jump comes out


===2F-Jump===
===2F-Jump===
Zeile 133: Zeile 169:


===Attacks during Small Jump / Normal Jump===
===Attacks during Small Jump / Normal Jump===
:While standing, Doing an attack at the same time as an up motion will always trigger a normal jump attack, even if a small jump was put in. To prevent this from occurring, the attack has to be slightly delayed for the small jump to register. The alternative is to let go of the up motion after 1F, which incredibly hard and not worth the effort.
:While standing, Doing an attack at the same time as an up motion will always trigger a normal jump attack, even if a small jump was put in. To prevent this from occurring, the attack has to be slightly delayed for the small jump to register. The alternative is to let go of the up motion after 1F, which is very hard to pull off with a stick.


===Special Hyper Hop rules===
===Special Hyper Hop rules===
Zeile 190: Zeile 226:
|'''2B behind the opponent'''
|'''2B behind the opponent'''
|}
|}
==Invulnerability during Wakeup==
There is 1F invulnerability during wakeup (''note: this needs confirmation since it might be a translation mistake based on the 1 frame invulnerability during hit stun recovery'').


==Safe Jumps / Option Selects==
==Safe Jumps / Option Selects==
Zeile 204: Zeile 237:
The input buffer for rolls during super freezes is a special case. Depending on the character's state (neutral, crouching, walking) during the freeze, the roll buffer changes.
The input buffer for rolls during super freezes is a special case. Depending on the character's state (neutral, crouching, walking) during the freeze, the roll buffer changes.
*'''Neutral:''' it is possible to buffer a roll with AB, but NOT with 4AB or 6AB, even though 6AB is the same as AB. 4AB can be used only with reversal timing after the freeze.
*'''Neutral:''' it is possible to buffer a roll with AB, but NOT with 4AB or 6AB, even though 6AB is the same as AB. 4AB can be used only with reversal timing after the freeze.
*'''if "6" or "66" was held:''' buffering AB & 6AB is possible. Attempting to use 4AB during the freeze will trigger a 5A to come out. 4AB only works with reversal timing after the freeze.
*'''if "6" or "66" was held:''' buffering AB & 6AB is possible. Attempting to use 4AB during the freeze will trigger a 5A to come out (because back rolls need the 4-input to be held an additional frame before). 4AB only works with reversal timing after the freeze, 1F later..
*'''if crouching or "4" was held:''' attempting to buffer a roll during super freeze while crouched or while holding back will trigger a 5A to come out. All rolls in this case only work with reversal timing after the freeze.<br>
*'''if crouching or "4" was held:''' attempting to buffer a roll during super freeze while crouched or while holding back will trigger a 5A to come out. All rolls in this case only work with reversal timing after the freeze.<br>
Note: see further above on dash recovery behavior & rolls.
Note: see further above on dash recovery behavior & rolls.
Zeile 214: Zeile 247:
:Whenever an attack hits, JI always moves at increments of '''2 or 8''' for non-Leaders; and '''3 or 12''', for Leaders. The only exception is a KO, which moves the indicator by '''32''' + the value of the attack that caused the KO.
:Whenever an attack hits, JI always moves at increments of '''2 or 8''' for non-Leaders; and '''3 or 12''', for Leaders. The only exception is a KO, which moves the indicator by '''32''' + the value of the attack that caused the KO.
:JI gain from heavy attacks (8/12) is affected by damage reduction and will be reduced to 2/3 respectively.
:JI gain from heavy attacks (8/12) is affected by damage reduction and will be reduced to 2/3 respectively.
:JUdgement gain from light attacks is unaffected by damage reduction.
:Judgement gain from light attacks is unaffected by damage reduction.
:The following table shows how much JI points are added for an action:
:The following table shows how much JI points are added for an action:
{| cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
Zeile 250: Zeile 283:
| style="background-color:#F9F9F9;" |2/8
| style="background-color:#F9F9F9;" |2/8
| style="background-color:#F9F9F9;" |3/12
| style="background-color:#F9F9F9;" |3/12
| style="background-color:#F9F9F9;" |Whether the light or heavy attack date is used is character specific, but is often tied to Cancel/No Cancel version.
| style="background-color:#F9F9F9;" |Whether the light or heavy attack data is used is character specific, but is often tied to Cancel/No Cancel version.
|-
|-
| style="background-color:#F9F9F9;" |'''Throws'''
| style="background-color:#F9F9F9;" |'''Throws'''
Zeile 328: Zeile 361:
:Special Moves combo from light attacks as long as they have 12F or less startup
:Special Moves combo from light attacks as long as they have 12F or less startup
:Supers combo from light attacks as long as they have 11F or less startup
:Supers combo from light attacks as long as they have 11F or less startup
:light air attack Hit Stun: 14F hit, 11F Guard
:Light air attack Hit Stun: 14F hit, 11F Guard
:Hard air attack Hit Stun: 14F hit, 19F Guard
:Hard air attack Hit Stun: 14F hit, 19F Guard


==Calculating Frame Advantage==
==Calculating Frame Advantage==
:Light attacks: 12F - (all remaining Active Frames of the attack after the first active frame) - recovery frames.
:Light attacks: 12F - (all remaining Active Frames of the attack after the first active frame) - recovery frames.
:Heavy attacks: 20F - (all remaining Active Frames of the attack after the first active frame) - recovery frames.
:Hard attacks: 20F - (all remaining Active Frames of the attack after the first active frame) - recovery frames.
:Example with K': 5A(c): 12F-2F (5A has 3F Active time) -4F (5A has 4F recovery) = +6F.
:Example with K': 5A(c): 12F-2F (5A has 3F Active time) -4F (5A has 4F recovery) = +6F.
:''Note: if a character comes out of hit stun, they can block 1F earlier than they can attack again. See " "Guard Only" Frames & Forced Actions (強制硬直)".''
:''Note: if a character comes out of hit stun, they can block 1F earlier than they can attack again. See " "Guard Only" Frames & Forced Actions (強制硬直)".''
==Pushback==
Attacks that connect cause pushback on the opponent that gets hit or guards.
:Light attacks cause '''57-58px''' pushback on hit, '''59px''' on guard
:Hard attacks cause '''97-98px''' pushback on hit, '''126-127px''' on guard
:5E counts as a hard attack. Special moves vary but frequently count as hard attacks.
:In the corner, pushback is applied until the opponent is pushed exactly into the corner, the rest is applied to the player. Example: P2 is standing 10px away from the corner, P1 hits them with a hard attack (98px pushback). P2 is pushed 10px, P1 is pushed 88px.
:Exception to the above: projectiles do not cause pushback to the player when the opponent is cornered.
:Back-turned hits have the same pushback as normal hits, but since all characters' hurtboxes are larger at the back, they allow for longer combos.


==Invulnerability in the last active frame==
==Invulnerability in the last active frame==
Zeile 383: Zeile 425:


*'''Gato:''' back roll F1-6 vulnerable. F7-26 invul. 7F recovery (33F duration).
*'''Gato:''' back roll F1-6 vulnerable. F7-26 invul. 7F recovery (33F duration).
*'''Gato:''' throw invulnerable during his front recovery roll (thanks @kofxi_bot!)
*'''Gato:''' forward ukemi (front recovery roll): throw invulnerable (thanks @kofxi_bot!)


*'''Silber:''' back roll F1-32 invul, 1F guard-only recovery (33F duration).
*'''Silber:''' back roll F1-32 invul, 1F guard-only recovery (33F duration).
Zeile 398: Zeile 440:
:Eiji has no invulnerability at the end of his GC-Roll
:Eiji has no invulnerability at the end of his GC-Roll
:Elisabeth has no invulnerability at the end of her front GC-Roll
:Elisabeth has no invulnerability at the end of her front GC-Roll
:Vanessa has no throw invulnerability during her GC-Roll
:Vanessa & Duck King have no throw invulnerability during their GC-Roll


===Back Ukemi===
===Back Ukemi===
Zeile 427: Zeile 469:
Note: dashing Rolls have added distance, eg. 160->216. Needs further research.
Note: dashing Rolls have added distance, eg. 160->216. Needs further research.


All numbers are units that are used internally by the engine.
All numbers are in pixels that are also used 1:1 as distance units internally by the engine.
{|
{|
! style="text-align:left;" | Character
! style="text-align:left;" | Character
Zeile 596: Zeile 638:
| -160
| -160
|}
|}
==Dash Data (advanced)==
===Dash Startup===
:Characters start moving on F4.
:Normal Attacks, Special Moves and rolls have priority over starting a dash (6,5,6+C will trigger a standing C).
:From F2-F4 of a dash, normal attacks cannot be performed, but rolls, special moves & command normals work.
:When attempting to perform a roll during F2-F4 of a dash, the exception to the 1F-leniency rule for simultaneous button presses mentioned in the "input buffer" section applies: the AB-input has to be on the same frame, or the roll will not come out and a normal attack will trigger on F5 (due to the input buffer).
:Starting from F2, attempting to perform a roll will turn it into a dash doll (which covers more distance).


==Dash & Backdash Data==
===Actions while dashing===
Coming soon
:Characters can perform normal attacks, special moves & command normals while dashing
:Characters can roll forward while dashing, but not back (to perform a back roll from a dash, 1F in neutral position must pass, see below)
:Characters can small jump & normal jump forward while dashing, but only forward
:Jumps during dashes automatically turn into hyper hops & super jumps
:Characters cannot perform throws while dashing (to perform a throw from a dash, 1F in neutral position must pass, see below)
:Characters cannot crouch while dashing


===Dash Recovery===
:Dashes have 4F recovery (last frame is guard only?)
:Dash recovery can be cancelled into all attacks and front rolls at any point
:Dash recovery can be cancelled into back rolls from F2 (so, the player has to go neutral during a dash for at least 1F before they can perform a back roll)
:Dash recovery can be cancelled into throws
:Dash recovery cannot be cancelled into crouching, but it can be cancelled into crouching attacks.
:Dash recovery cannot be cancelled into up or back jumps.
==Backdash Data (advanced)==
[[bild:kofxi_kyo_backdash.gif]]<br>
Backdashes consist of...
:Standing startup from '''F1''' that is considered airborne
:A "jumping" animation & hurtbox starting on '''F5''' (for most characters) that has no hurtbox on the legs and that has character-specific duration
:'''4F''' standing recovery (for most characters)
===Backdash jump start===
:For most characters, backdashes enter a "jumping" animation & hurtbox on '''F5'''.
Exceptions:
:'''Jumping on F4:'''Benimaru & all console-exclusive characters
===Backdash jump duration===
The "jumping" animation & airborne state has a different duration for each character:
coming soon
===Backdash recovery===
:For most characters, backdashes end in '''4F''' standing recovery.
Exceptions:
:'''3F backdash recovery:''' Terry, Kasumi, Shion, Geese
:'''5F backdash recovery:''' Hayate
:'''6F backdash recovery:''' Maxima
===Backdash distance===
All numbers are distance units that are used internally by the engine.
''NOTE: needs to be double checked since there is rounding going on!! eg. 192 & 193 could be the same.''
:201: Magaki
:193: Malin
:192: Hayate
:190: Elisabeth, Kula, Gato
:189: Athena
:187: Clark
:186: Duolon
:185: Oswald, Griffon, Jazu
:184: Kim, Vanessa, Yuri
:183: Kasumi
:178: Kyo, Terry, Ramon, Benimaru, Hotaru, Mai, Robert, Tung, EX Kyo, Mr. Big, Geese
:176: Iori, Shingo, Shen, K', Jenet, Ralf, Whip, Adelheid, Silber
:172: Mary, Eiji, Momoko
:170: Ash, Ryo, Shion
:168: Gai
:162: King
:160: Duck


==Advanced Throw Rules==
==Advanced Throw Rules==
Zeile 607: Zeile 717:


===Reversal Throws===
===Reversal Throws===
:When getting up from a knockdown or when landing from getting hit in air by an attack that makes the character land on their feet, Throws are blocked for 3F (F4 is the earliest possible frame for a throw to come out).
:When getting up from a knockdown or when landing from getting hit in air by an attack that makes the character land on their feet, Throws are '''blocked for 3F''' (F4 is the earliest possible frame for a throw to come out).
:Throws can be used on F2 after landing from a DOWN! (right after the "guard only" frame) and are therefore frequently used defensively in this situation. Characters that do not have the "guard only" frame (eg. Kula, Ryo) can throw on F1 in this situation.
:Throws can be used from '''F2 after landing''' from a DOWN! (right after the "guard only" frame) and are therefore frequently used defensively in this situation. Note: There is a special interaction when landing from a DOWN! That actually allows 1F throws - see further below. Also, characters that do not have the "guard only" frame (eg. Kula, Ryo) can throw on F1 anyway.
:After back & front Ukemi, Throws are blocked for 2F (F3 is the earliest possible frame for a throw to come out).
:After back & front Ukemi, Throws are '''blocked for 2F''' (F3 is the earliest possible frame for a throw to come out).


===Throw Invulnerability===
===Throw Invulnerability===
Zeile 634: Zeile 744:
14F: against Duck
14F: against Duck
16F: against all others
16F: against all others
===Command Throws===
:Command Throws can generally be comboed, eg. Clark 5C(1)>41236K
:Command Throws can be linked into, eg. Ralf 2B > link 41236K
:Command Throws do NOT combo if done right after a jumping attack. This is likely to avoid insane instant overhead setups (since throws frequently have only 1F startup, the air attack could be done really early and still combo).
:However, what does work is eg. a standing combo > quick shift > next character lands > Command Throw, since no jumping attack was used.


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