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

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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)).
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:Normal Attacks, Special Moves and rolls have priority over starting a dash (6,5,6+C will trigger a standing C).
: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.
: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 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).
: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).
:Starting from F2, attempting to perform a roll will turn it into a dash doll (which covers more distance).


===Actions while dashing===
===Actions while dashing===
:Characters can perform normal attacks, special moves & command normals while dashing
:Characters can perform normal attacks, special moves & command normals while dashing
:Characters can roll forward while dashing, but not back
: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
:Characters can small jump & normal jump forward while dashing, but only forward
:Jumps during dashes automatically turn into hyper hops & super jumps
:Jumps during dashes automatically turn into hyper hops & super jumps
:Characters cannot perform throws while dashing
: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
:Characters cannot crouch while dashing


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:Dash recovery can be cancelled into all attacks and front rolls at any point
: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 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
:It is possible to cancel the dash into front jumps, attacks, special moves or rolls before those 5F have passed. Note: to perform a back roll during a dash, [4] must have been held 1F before the back roll already.
:Dash recovery cannot be cancelled into crouching, but it can be cancelled into crouching attacks.
:Front jumps & front small jumps automatically become super jumps / hyperhops when done from a dash.
:Dash recovery cannot be cancelled into up or back jumps.
:Cancelling a dash into up- or back jump / small jump does not work, the recovery comes into effect first.


==Backdash Data (advanced)==
==Backdash Data (advanced)==
19.112

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