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

(17 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 40: Zeile 40:
===Data for specific Buffer Lengths===
===Data for specific Buffer Lengths===
:Simultaneous button presses can be off 1F. Example: A successful Shift triggers even when C is pressed 1F after A.
:Simultaneous button presses can be off 1F. Example: A successful Shift triggers even when C is pressed 1F after A.
:Exception to the above rule: attempting to buffer a simultaneous button press after anything, eg. A+B roll linked after a 5C, needs frame perfect timing and cannot be 1F off. This frequently affects rolling right after dash startup or after guarding.
:Quick Shifts can be entered up to 6F before the actual hit connects (see below, 6F button buffer).
:Quick Shifts can be entered up to 6F before the actual hit connects (see below, 6F button buffer).
:Total time to enter a Quick Shift for weak attacks: 9F (tested with Kasumi 5B(f)).
:Total time to enter a Quick Shift for weak attacks: 9F (tested with Kasumi 5B(f)).
Zeile 55: Zeile 56:


===Limited Juggle===
===Limited Juggle===
The majority of attacks have this state. A wide range of attacks can connect, eg. normal attacks and many special moves, but generally no "launcher" type attacks (eg. Kula 214B-6D, Vanessa [4],6P etc.)<br>
The majority of special moves have this state. During limited juggle state, a wide range of attacks can connect, eg. normal attacks and many special moves, but generally no "launcher" type attacks (eg. Kula 214B-6D, Vanessa [4],6P etc.)<br>
This state is likely used to prevent infinites but still allow combos.
This state is likely used to prevent infinites but still allow combos.
*Limited juggle possible
*No juggle possible except "juggle anywhere" (eg. after a 5A against a jumping opponent)
*Absolutely no juggle possible (eg. after 5E/j.E non-counter hit)


===No Juggle / Juggle Anywhere===
===No Juggle / Juggle Anywhere===
Zeile 70: Zeile 68:
==Counter Hits==
==Counter Hits==
Counter Hits have various unique properties that make them behave differently from normal hits.
Counter Hits have various unique properties that make them behave differently from normal hits.
:Counter Hits deal extra damage, usually 30%, but there are exceptions (ex. Ralf: 236236E instant K.O.s on counter hit!)
 
:Counter hits sometimes have special properties (eg. K' 6A wall bounces)
===Counter Hit Extra Damage===
Counter Hits deal extra damage, usually 30%, but there are exceptions (ex. Ralf: 236236E instant K.O.s on counter hit!)
 
===Counter Hit Special Properties===
Counter hits sometimes have special properties (eg. K' 6A wall bounces) or added hit stun (see further below)


===Counter Hit State===
===Counter Hit State===
Zeile 82: Zeile 84:
===Counter Hit Air Hit Stun===
===Counter Hit Air Hit Stun===
Counter hits against airborne opponents have added hitstun. This enables combos from anti-air normal attacks, but also from 5E, j.E and many special moves.
Counter hits against airborne opponents have added hitstun. This enables combos from anti-air normal attacks, but also from 5E, j.E and many special moves.
*Normal attacks have 14F full juggle.
*Normal attacks (both standing and jumping) have 14F full juggle.
*5E/j.E has 8F full juggle + 20F limited juggle (note: the "counter hit" option is buggy in practice mode, it only adds 8F + 12F).
*5E/j.E has 8F full juggle + 20F limited juggle (note: the "counter hit" option is buggy in practice mode, it only adds 8F + 12F).
*Special Moves: TODO
*Special Moves: TODO
Zeile 110: Zeile 112:
*Malin 236236K > dream cancel LDM (since LDM is overhead, need to switch block before the DC)
*Malin 236236K > dream cancel LDM (since LDM is overhead, need to switch block before the DC)


==Back-turned hits & Corner Crossups==
==Corner Crossups==
:Back-turned hits have less pushback, thereby allowing longer combos.
:While in the corner, if a character rises from a back-turned knockdown (eg. after Kyo's throw), they can be crossed up by jump attacks even though they are cornered. This can lead to 50/50 left right Okizeme - if the jump attack is delayed, it does not hit as a crossup, but instead hits from the front. The best way to defend against this is to either reversal and hope for an auto-correct (character specific), block, roll out of the corner or attempt to wakeup backdash (to take the hit airborne).
:While in the corner, if a character rises from a back-turned knockdown (eg. after Kyo's throw), they can be crossed up by jump attacks even though they are cornered. This can lead to 50/50 left right Okizeme - if the jump attack is delayed, it does not hit as a crossup, but instead hits from the front. The best way to defend against this is to either reversal and hope for an auto-correct (character specific), block, roll out of the corner or attempt to wakeup backdash (to take the hit airborne).


Zeile 168: Zeile 169:


===Attacks during Small Jump / Normal Jump===
===Attacks during Small Jump / Normal Jump===
:While standing, Doing an attack at the same time as an up motion will always trigger a normal jump attack, even if a small jump was put in. To prevent this from occurring, the attack has to be slightly delayed for the small jump to register. The alternative is to let go of the up motion after 1F, which incredibly hard and not worth the effort.
:While standing, Doing an attack at the same time as an up motion will always trigger a normal jump attack, even if a small jump was put in. To prevent this from occurring, the attack has to be slightly delayed for the small jump to register. The alternative is to let go of the up motion after 1F, which is very hard to pull off with a stick.


===Special Hyper Hop rules===
===Special Hyper Hop rules===
Zeile 236: Zeile 237:
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.
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.
*'''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 "6" or "66" was held:''' buffering AB & 6AB is possible. Attempting to use 4AB during the freeze will trigger a 5A to come out (because back rolls need the 4-input to be held an additional frame before). 4AB only works with reversal timing after the freeze, 1F later..
*'''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>
*'''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.
Note: see further above on dash recovery behavior & rolls.
Zeile 365: Zeile 366:
==Calculating Frame Advantage==
==Calculating Frame Advantage==
:Light attacks: 12F - (all remaining Active Frames of the attack after the first active frame) - recovery frames.
:Light attacks: 12F - (all remaining Active Frames of the attack after the first active frame) - recovery frames.
:Heavy attacks: 20F - (all remaining Active Frames of the attack after the first active frame) - recovery frames.
:Hard attacks: 20F - (all remaining Active Frames of the attack after the first active frame) - recovery frames.
:Example with K': 5A(c): 12F-2F (5A has 3F Active time) -4F (5A has 4F recovery) = +6F.
:Example with K': 5A(c): 12F-2F (5A has 3F Active time) -4F (5A has 4F recovery) = +6F.
:''Note: if a character comes out of hit stun, they can block 1F earlier than they can attack again. See " "Guard Only" Frames & Forced Actions (強制硬直)".''
:''Note: if a character comes out of hit stun, they can block 1F earlier than they can attack again. See " "Guard Only" Frames & Forced Actions (強制硬直)".''
==Pushback==
Attacks that connect cause pushback on the opponent that gets hit or guards.
:Light attacks cause '''57-58px''' pushback on hit, '''59px''' on guard
:Hard attacks cause '''97-98px''' pushback on hit, '''126-127px''' on guard
:5E counts as a hard attack. Special moves vary but frequently count as hard attacks.
:In the corner, pushback is applied until the opponent is pushed exactly into the corner, the rest is applied to the player. Example: P2 is standing 10px away from the corner, P1 hits them with a hard attack (98px pushback). P2 is pushed 10px, P1 is pushed 88px.
:Exception to the above: projectiles do not cause pushback to the player when the opponent is cornered.
:Back-turned hits have the same pushback as normal hits, but since all characters' hurtboxes are larger at the back, they allow for longer combos.


==Invulnerability in the last active frame==
==Invulnerability in the last active frame==
Zeile 430: Zeile 440:
:Eiji has no invulnerability at the end of his GC-Roll
:Eiji has no invulnerability at the end of his GC-Roll
:Elisabeth has no invulnerability at the end of her front GC-Roll
:Elisabeth has no invulnerability at the end of her front GC-Roll
:Vanessa has no throw invulnerability during her GC-Roll
:Vanessa & Duck King have no throw invulnerability during their GC-Roll


===Back Ukemi===
===Back Ukemi===
Zeile 628: Zeile 638:
| -160
| -160
|}
|}
==Dash Data (advanced)==
===Dash Startup===
:Characters start moving on F4.
:Normal Attacks, Special Moves and rolls have priority over starting a dash (6,5,6+C will trigger a standing C).
:From F2-F4 of a dash, normal attacks cannot be performed, but rolls, special moves & command normals work.
:When attempting to perform a roll during F2-F4 of a dash, the exception to the 1F-leniency rule for simultaneous button presses mentioned in the "input buffer" section applies: the AB-input has to be on the same frame, or the roll will not come out and a normal attack will trigger on F5 (due to the input buffer).
:Starting from F2, attempting to perform a roll will turn it into a dash doll (which covers more distance).
===Actions while dashing===
:Characters can perform normal attacks, special moves & command normals while dashing
:Characters can roll forward while dashing, but not back (to perform a back roll from a dash, 1F in neutral position must pass, see below)
:Characters can small jump & normal jump forward while dashing, but only forward
:Jumps during dashes automatically turn into hyper hops & super jumps
:Characters cannot perform throws while dashing (to perform a throw from a dash, 1F in neutral position must pass, see below)
:Characters cannot crouch while dashing
===Dash Recovery===
:Dashes have 4F recovery (last frame is guard only?)
:Dash recovery can be cancelled into all attacks and front rolls at any point
:Dash recovery can be cancelled into back rolls from F2 (so, the player has to go neutral during a dash for at least 1F before they can perform a back roll)
:Dash recovery can be cancelled into throws
:Dash recovery cannot be cancelled into crouching, but it can be cancelled into crouching attacks.
:Dash recovery cannot be cancelled into up or back jumps.


==Backdash Data==
==Backdash Data (advanced)==
[[bild:kofxi_kyo_backdash.gif]]<br>
[[bild:kofxi_kyo_backdash.gif]]<br>
Backdashes consist of...
Backdashes consist of...
19.112

Bearbeitungen