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

Zeile 656: Zeile 656:
: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.
: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).
:However, what does work is eg. a standing combo > quick shift > next character lands > Command Throw, since no jumping attack was used.


===Throw Invulnerability===
===Throw Invulnerability===
Zeile 686: Zeile 680:
14F: against Duck
14F: against Duck
16F: against all others
16F: against all others
===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).
:However, what does work is eg. a standing combo > quick shift > next character lands > Command Throw, since no jumping attack was used.


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