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

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Note: see further above on dash recovery behavior & rolls.
Note: see further above on dash recovery behavior & rolls.


'''Landing behind a cornered opponent'''<br>
'''Quick Shift crossups'''<br>
Using a quick shift on a cornered opponent can cause some issues. Upon landing, sometimes the player's inputs are reversed and they will get unwanted special moves. This is because your incoming character is briefly considered to be cornered when landing from a quick shift, which is likely due to a bug. The best way to avoid wrong inputs in these situations is to either input your motions at the last moment, right after landing, or to intentionally use weird motions that cover this issue (an example is to quick shift to geese and input 63124,63214E while falling to get a deadly rave - the regular motion will not work!).<br>
The follwing characters can land behind the opponent when performing a Quick Shift and not attacking: Oswald, Elisabeth, Kim, Ryo, King, Jenet, Gato, Griffon, Ralf, Clark, Whip*, Mary, Eiji, K', Maxima, Kula, Shingo, Hayate, Jazu, Silber, Adelheid. *=Whip only for corner crossups, see below. ([http://dmmbrage.blog.jp/archives/36104481.html Source, "QSからの裏落ち")
What this bug also leads is that sometimes, when using a quick shift against a cornered opponent, you can end up behind them in the corner. This can be provoked by a combination of performing a standing attack with perfect timing and landing during a specific frame of the opponent's hit stun. The timing requirement for this is probably 1F. The exact conditions are as of now speculation and observation - the causes are still unknown, even though there are some halfway reliable combos to trigger the bug (example: vanessa 236236P, QS on 2nd or 3rd hit to oswald, land, 5D > cornered 5D comes out sometimes).<br>
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Using a Quick Shift on a cornered opponent can cause some issues for these characters. Upon landing, the inputs can end up reversed and you will get unwanted special moves. This is because the character is briefly considered to be cornered when landing from the Quick Shift. The best way to avoid wrong inputs in these situations is to either input your motions at the last moment, right after landing, or to intentionally use weird motions that cover this issue (an example is to quick shift to geese and input 63124,63214E while falling to get a deadly rave - the regular motion will not work!).<br>
 
For the characters listed above, it is possible to land behind a cornered opponent, right in the corner, with a Quick Shift. The way to do this is to input an attack on the frame before landing (Which will trigger the standing attack, see the images below). It is currently unknown whether there are any other conditions, eg. the opponent being in a specific hit stun frame.<br>


Sidenote: jumping attacks done close to the ground will first trigger the jumping attack, then the ground attack, both with just one button press! <br>
Sidenote: jumping attacks done close to the ground will first trigger the jumping attack, then the ground attack, both with just one button press! <br>
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