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

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===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)).
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===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
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*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).


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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.
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==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==
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: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===
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| -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

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