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

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===Reversal Throws===
===Reversal Throws===
:When getting up from a knockdown or when landing from getting hit in air by an attack that makes the character land on their feet, Throws are blocked for 3F (F4 is the earliest possible frame for a throw to come out).
:When getting up from a knockdown or when landing from getting hit in air by an attack that makes the character land on their feet, Throws are '''blocked for 3F''' (F4 is the earliest possible frame for a throw to come out).
:Throws can be used on F2 after landing from a DOWN! (right after the "guard only" frame) and are therefore frequently used defensively in this situation. Note: There is a special interaction when landing from a DOWN! That actually allows 1F throws - see further below. Also, characters that do not have the "guard only" frame (eg. Kula, Ryo) can throw on F1 anyway.
:Throws can be used from '''F2 after landing''' from a DOWN! (right after the "guard only" frame) and are therefore frequently used defensively in this situation. Note: There is a special interaction when landing from a DOWN! That actually allows 1F throws - see further below. Also, characters that do not have the "guard only" frame (eg. Kula, Ryo) can throw on F1 anyway.
:After back & front Ukemi, Throws are blocked for 2F (F3 is the earliest possible frame for a throw to come out).
:After back & front Ukemi, Throws are '''blocked for 2F''' (F3 is the earliest possible frame for a throw to come out).
 
===Command Throws===
:Command Throws can generally be comboed, eg. Clark 5C(1)>41236K
:Command Throws can be linked into, eg. Ralf 2B > link 41236K
:Command Throws do NOT combo if done right after a jumping attack. This is likely to avoid insane instant overhead setups (since throws frequently have only 1F startup, the air attack could be done really early and still combo).


===Throw Invulnerability===
===Throw Invulnerability===
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