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

K
Zeile 607: Zeile 607:
:8F on Wakeup or when landing after getting hit in air by a light attack
:8F on Wakeup or when landing after getting hit in air by a light attack
:4F after getting hit (standing or crouching)
:4F after getting hit (standing or crouching)
:1F after block stun. Note: own block stun can be artificially extended by holding 4 or 1, making the timing for a "meaty" throw very hard for your opponent. Blockstun extended this way can be cancelled at any time by performing any other action. ''Note: for those familiar with KOF98, alternating quickly between high- and low guard does NOT increase the blockstun even further (which is the case there).
:1F after block stun. Note: own block stun can be artificially extended by holding 4 or 1, making the timing for a "meaty" throw very hard for your opponent. Blockstun extended this way can be cancelled at any time by performing any other action. ''Note: for those familiar with KOF98, alternating quickly between high- and low guard does NOT increase the blockstun even further (which is the case in that game).
:Performing any action while having throw invulnerability will NOT prematurely end the invulnerability (this is the case in many other games).
:Performing any action while having throw invulnerability will NOT prematurely end the invulnerability (this is the case in many other games).


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