The King of Fighters XI: Unterschied zwischen den Versionen
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| style="background-color:#F9F9F9; text-align: left;" |Unblockable Bug fixed | | style="background-color:#F9F9F9; text-align: left;" |Unblockable Bug fixed | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |''' | | style="background-color:#F9F9F9;" |'''Throw''' | ||
| style="background-color:#F9F9F9; text-align: left;" |Does not pull opponent out of the corner anymore (no more corner crossup after). | | style="background-color:#F9F9F9; text-align: left;" |Does not pull opponent out of the corner anymore (no more corner crossup after). | ||
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! colspan="2" style="background:#e6e6e6;" | '''K''' | ! colspan="2" style="background:#e6e6e6;" | '''K''' | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |''' | | style="background-color:#F9F9F9;" |'''General''' | ||
| style="background-color:#F9F9F9; text-align: left;" |Normals deal less stun. Might be an overall System Change? | | style="background-color:#F9F9F9; text-align: left;" |Normals deal less stun. Might be an overall System Change? | ||
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'''Quick Shift (クイックシフト): PP/KK while an attack hits'''<br> | '''Quick Shift (クイックシフト): PP/KK while an attack hits'''<br> | ||
:'' | :''Costs 1 Skill Gauge''<br> | ||
:The active character immediately jumps out and the 2nd or 3rd character jumps in | :The active character immediately jumps out and the 2nd or 3rd character jumps in | ||
:An air attack can be added while the 2nd or 3rd character jumps in | :An air attack can be added while the 2nd or 3rd character jumps in | ||
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:It is possible to crossup opponents in the corner when using Quick Shift, see further below | :It is possible to crossup opponents in the corner when using Quick Shift, see further below | ||
'''Saving Shift (セービングシフト): PP/KK | '''Saving Shift (セービングシフト): PP/KK while grounded & getting hit'''<br> | ||
:'' | :''Costs 2 Skill Gauges''<br> | ||
: | :Immediately tags out the character, to the 2nd or 3rd character, even if they are getting hit | ||
: | :The character coming in is invulnerable & does an automatic attack with a large hitbox | ||
: | :If the attack hits on counter hit, a followup combo is possible, eg. K' 236236P or Gato jump D > runup > 236236B | ||
:Despite the invulnerability & hitbox, saving shifts can lose to counters & specific invulnerable moves | |||
:Saving shifts only work if the character was getting hit standing, not while getting juggled. It is therefore important to immmediately launch a dizzied opponent if the opponent has access to saving shift. | |||
=== Supers === | === Supers === | ||
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'''4'''[[bild:kofxi_Super_gauge_4.png]]<br> | '''4'''[[bild:kofxi_Super_gauge_4.png]]<br> | ||
'''5'''[[bild:kofxi_Super_gauge_5.png]]<br> | '''5'''[[bild:kofxi_Super_gauge_5.png]]<br> | ||
: | :One bar of Super Gauge consists of 112 units / 144px | ||
: | :If all of the player's characters are alive, the maximum stock number is 3 | ||
:Every KOed character in the player's team adds 1 more max super stock, up to a total of 5. | |||
: | :Additionaly, whenever one of the player's characters is KOed, one super stock is instantly filled up. | ||
: | :The bar fills when damage is done or received, or when a special move is used (regardless of whether it hits). | ||
: | :Attacks blocked by the opponent only give 25% of their meter build value | ||
: | :Attacks that hit the player or that the player blocks give exactly 1 unit of Meter per hit. This means that getting hit by multi-hit attacks generally give way more meter than getting hit by single attacks, which should be kept in mind when constructing combos. | ||
'''Super & Dream Cancel''' | '''Super & Dream Cancel''' | ||
:'' | :''Costs 1 Shift Stock''<br> | ||
: | :Certain Special Moves can be super cancelled. The same rule applies to certain Supers: some can be dream cancelled into the leader's LDM. | ||
== System ( | == System (misc) == | ||
''' | '''Life Bar'''<br> | ||
[[bild:kofxi_life_gauge.png]]<br> | [[bild:kofxi_life_gauge.png]]<br> | ||
: | :The Life Bar consists of 112 units / 208px. | ||
: | :On Arcade, a character goes K.O. when on 0/112 life. | ||
: | :On PS2, a character can have 0/112 life and will therefore need to have received a total of 113 damage to go K.O. | ||
* | :There are 2 damage reduction thresholds: | ||
* | *Between 39% (43,68HP) and 15% (16,8HP) : 0.75x damage | ||
*Between 14% (15,68HP) and 0%: 0.5x Damage,[https://twitter.com/kofxi_bot/status/1038643979284373504 Source: kofxi_bot Twitter] | |||
'''Leader'''<br> | '''Leader'''<br> | ||
[[bild:kofxi_life_gauge_leader.png]]<br> | [[bild:kofxi_life_gauge_leader.png]]<br> | ||
: | :The Leader has a green life bar | ||
: | :Only a character designated as Leader has access to their '''Leader Super (LDM)''' | ||
: | :LDMs cost 2 Super Stocks | ||
:The judgement indicator moves a lot more than for normal characters if the Leader goes K.O. | |||
'''Stun'''<br> | '''Stun'''<br> | ||
[[bild:kofxi_stun_gauge.png]]<br> | [[bild:kofxi_stun_gauge.png]]<br> | ||
: | :The stun gauge consists of 112 units / 43px. | ||
: | :Characters have different amount of stun (despite the 112 units), see below. | ||
: | :The bar empties when the player is hit | ||
: | :The bar slowly increases over time if not getting hit | ||
: | :Once the bar is empty, the character is stunned | ||
: | :Mashing buttons & shaking the stick reduces the stun time (only once the character is standing, mashing before that appears to be pointless) | ||
: | :After having been stunned, the stun gauge is locked for ~6 seconds | ||
: | :Note: using shift combos with 2 shifts against standing opponents almost always guarantees a stun combo. Deciding when to use shift stock to attack and when to better save if to safety shift is therefore a vital aspect of KOFXI's gameplay. | ||
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|colspan="1" style="background:#000000;color:#FFFFFF;"|2P Führt | |colspan="1" style="background:#000000;color:#FFFFFF;"|2P Führt | ||
|} | |} | ||
: | :The Judgement Indicator decides who wins if it comes to a Time Out. | ||
:Im Gegensatz zu anderen Spielen ist die HP der Charaktere hierbei '''NICHT''' der entscheidende Faktor. | :Im Gegensatz zu anderen Spielen ist die HP der Charaktere hierbei '''NICHT''' der entscheidende Faktor. | ||
:Erfolgreiche Treffer, KOs, Combos und Supers erhöhen die Judgement Gauge. | :Erfolgreiche Treffer, KOs, Combos und Supers erhöhen die Judgement Gauge. |