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

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= Other Data =
= Other Data =
===Judgement Indicator (detailed)===
:JI starts at 0
:JI can go up to '''90 points''' into either direction (tracked internally from 90 for 1P to -90 for 2P).
: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"
! style="width:100px;background-color:#D9D9D9;" | Action
! style="width:60px;background-color:#FFd800;" | Gain (NL)
! style="width:60px;background-color:#FFd800;" | Gain (L)
! style="width:60px;background-color:#FFd800;" | Note
|-
| style="background-color:#F9F9F9;" |'''KO'''
| style="background-color:#F9F9F9;" |32
| style="background-color:#F9F9F9;" |32
| style="background-color:#F9F9F9;" |The same for Non-Leader & Leader.
|-
| style="background-color:#F9F9F9;" |'''Light Attacks (ground)'''
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |
|-
| style="background-color:#F9F9F9;" |'''Light Attacks (air)'''
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |
|-
| style="background-color:#F9F9F9;" |'''Heavy Attacks (ground)'''
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |There are exceptions where some heavy attacks only give 2, eg. Shingo & Oswald's 5Cs & 5Ds.
|-
| style="background-color:#F9F9F9;" |'''Heavy Attacks (air)'''
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |There are exceptions where some jump heavy attacks randomly give 2/3 or 8/12, eg. Kyo's jump attacks. This appears to be very common with smalljump attacks.
|-
| style="background-color:#F9F9F9;" |'''Command Normals'''
| style="background-color:#F9F9F9;" |2/8
| 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;" |'''Throws'''
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |
|-
| style="background-color:#F9F9F9;" |'''Guard Cancel Attack'''
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |
|-
| style="background-color:#F9F9F9;" |'''Saving Shift'''
| style="background-color:#F9F9F9;" |0
| style="background-color:#F9F9F9;" |0
| style="background-color:#F9F9F9;" |
|-
| style="background-color:#F9F9F9;" |'''Special Moves'''
| style="background-color:#F9F9F9;" |2/8
| style="background-color:#F9F9F9;" |3/12
| style="background-color:#F9F9F9;" |Always multiples of the light / heavy attack values, character specific.
|-
| style="background-color:#F9F9F9;" |'''LDMs'''
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |3/12
| style="background-color:#F9F9F9;" |Always multiples of the light / heavy attack values, character specific.
|-
|}
==Knockdown Properties==
==Knockdown Properties==
[https://docs.google.com/spreadsheets/d/1ORTnFxYokubqNYU4tHIfptiP1KadZUiSqigKaoE6rOU/edit#gid=409282613 bilingual List from kofxi_bot]
[https://docs.google.com/spreadsheets/d/1ORTnFxYokubqNYU4tHIfptiP1KadZUiSqigKaoE6rOU/edit#gid=409282613 bilingual List from kofxi_bot]
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