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:'''Input: 6,6'''<br> | :'''Input: 6,6'''<br> | ||
:Either holding 6 or 3 continues dashing. 3 is particularly interesting for characters with a [2],8 charge special move, since the 3 motion can be used to charge while dashing. | :Either holding 6 or 3 continues dashing. 3 is particularly interesting for characters with a [2],8 charge special move, since the 3 motion can be used to charge while dashing. | ||
:Dashes have some startup and recovery, see [ | :Dashes have some startup and recovery, see [[The King of Fighters XI: Advanced System Mechanics]] for details. | ||
==Backdash (バックステップ)== | ==Backdash (バックステップ)== | ||
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=Advanced System Mechanics= | =Advanced System Mechanics= | ||
[[The King of Fighters XI: Advanced System Mechanics]]<br> | [[The King of Fighters XI: Advanced System Mechanics]]<br> | ||
[[The King of Fighters XI: | [[The King of Fighters XI: Collision & Hurtboxes]] | ||
=Tier Lists= | =Tier Lists= | ||
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:'''Coordinator / debugging:''' C6B, currently lives in Nagoya according to Rock. | :'''Coordinator / debugging:''' C6B, currently lives in Nagoya according to Rock. | ||
== Trivia == | == Trivia / Secrets == | ||
According to Rock, the game is based on Samurai Shodown 6. What this actually means is unclear (common code base etc.). | * Holding E (Arcade) / R1 (ps2) while selecting a character during order select will reveal that character's position to your opponent. | ||
* According to Rock, the game is based on Samurai Shodown 6. What this actually means is unclear (common code base etc.). | |||
[[Kategorie:2D Fighter]] | [[Kategorie:2D Fighter]] | ||
[[Kategorie:Classic Versus Fighter]] | [[Kategorie:Classic Versus Fighter]] |
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