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

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:Hyperhop is blocked while walking backwards. [4],1,9 leads to a regular Small Jump. To execute a hyper hop after walking backwards, it is necessary to go into neutral position: [4],5,1,9.
:Hyperhop is blocked while walking backwards. [4],1,9 leads to a regular Small Jump. To execute a hyper hop after walking backwards, it is necessary to go into neutral position: [4],5,1,9.


===Landing Recovery===
===Jump Landing Recovery===
:1 Frame.
:1 Frame.
:It is possible to hit opponents in their landing recovery eg. with 2B.
:It is possible to hit opponents in their landing recovery eg. with 2B.
:If no attack has been performed in the air, it is possible to cancel the landing recovery into rolls (AB/4AB) & Special Moves.
:If no attack has been performed in the air, it is possible to cancel the landing recovery into rolls (AB/4AB) & Special Moves.


===Landing Recovery after Quick Shift===
===Quick Shift Landing Recovery===
Quick Shifting & doing no attack has added landing recovery. It is therefore advisable to always do an air attack while the character shifts in to reduce landing recovery, even if that attack is not supposed to hit.
:Quick Shifts have 4F Landing Recovery
:Recovery is cut to 1F if using a normal attack after
:Recovery is cut to 0F if using a Special Move / Command Normal after
:Recovery is cut to 1F if whiffing an air normal (note: recovery cannot be cut further to 0F in this case with Special Moves or Command Normals! It will stay at 1F)


==Invulnerability during Wakeup==
*Duck King, K', Shion have different landing recovery than all other characters.
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'').
:10F Landing Recovery
:9F if attacking after
:9F if using a Special Move / Command Normal after
:1F if whiffing an air normal after (the same as regular characters)


==Safe Jumps / Option Selects==
Because of the added landing recovery for these 3 characters, it is advised to always whiff an air attack with them while the character shifts in, provided that the player wants to act from the ground instead of make the jump attack hit.
Like in other fighting games (and particularly like in other KOFs) it is possible to buffer a special move, throw or attack during a jump-in, in case the jump-in does not connect due to a reversal. If the opponent does not perform a reversal, the jump attack will connect normally and the extra input for whatever special move or attack was supposed to come out in the case of a reversal will simply not be performed due to the hit stop of the air attack. This option select is particularly good if a throw is put in after a jump attack, to beat wakeup rolls from opponents. An example input with Oswald is: J.C, immediately 4D: in case the opponent rolled, the 4D will trigger a throw.


==Super Freeze Input Buffer==
==Quick Shift Crossups==
===Buffering Inputs during Freeze===
It is possible to buffer inputs during super freezes. This is the preferred way to punish supers that are otherwise hard or impossible to punish on block. Example with Oswald vs Gato: 421D during Gato's 236236A super freeze to immediately counter after the super.
 
===Super Freeze Input Buffer for Rolls===
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.
*'''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 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.
 
==Quick Shift crossups==
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"])
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"])
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|'''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==
Like in other fighting games (and particularly like in other KOFs) it is possible to buffer a special move, throw or attack during a jump-in, in case the jump-in does not connect due to a reversal. If the opponent does not perform a reversal, the jump attack will connect normally and the extra input for whatever special move or attack was supposed to come out in the case of a reversal will simply not be performed due to the hit stop of the air attack. This option select is particularly good if a throw is put in after a jump attack, to beat wakeup rolls from opponents. An example input with Oswald is: J.C, immediately 4D: in case the opponent rolled, the 4D will trigger a throw.
==Super Freeze Input Buffer==
===Buffering Inputs during Freeze===
It is possible to buffer inputs during super freezes. This is the preferred way to punish supers that are otherwise hard or impossible to punish on block. Example with Oswald vs Gato: 421D during Gato's 236236A super freeze to immediately counter after the super.
===Super Freeze Input Buffer for Rolls===
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.
*'''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 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.


= Other Data =
= Other Data =
19.130

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