The King of Fighters XI: Unterschied zwischen den Versionen

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Keine Bearbeitungszusammenfassung
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== Versions ==
== Versions ==
=== Arcade ===
=== Arcade ===
Released on Atomiswave. The original version of the game.
Released on Atomiswave. The original version of the game.
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*'''66: Dash'''<br>
*'''66: Dash'''<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 5F recovery that can be cancelled into attacks, special moves, rolls & front jumps.
:It takes 5F to switch from a dash to a block / into neutral state.
:Cancelling a dash into backjump does not work, the recovery comes into effect
:It is possible to cancel the dash into front jumps, attacks, special moves or rolls before those 5F have passed.
:front jumps & front small jumps automatically become super jumps / hyperhops when done from a dash.
:Cancelling a dash into up- or back jump / small jump does not work, the recovery comes into effect


===Backdash===
===Backdash===
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===Jumps===
===Jumps===
'''Normal Jump'''
'''Normal Jump: 7/8/9'''
'''Super Jump'''
 
'''Small Jump'''
'''Super Jump 1/2/3>7/8/9'''
'''Hyer Hop'''
:travels higher and further than regular jump.
 
'''Small Jump: tap 7/8/9'''
:Small jump attacks are automatically in counter hit state.
 
'''Hyper Hop: 1/2/3> tap 7/8/9'''
:Hyper Hops travel further than Small Jumps.
:Hyper Hop attacks are automatically in counter hit state.
 


===Throws===
===Throws===
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:If a character is hit during the startup of a crouching attack, they immediately stand up.
:If a character is hit during the startup of a crouching attack, they immediately stand up.
:If a character is hit while crouching, standing up afterwards takes an additional frame. As an effect of this, attempting to immediately roll after having gotten hit this way triggers an attack instead of the roll. Special Moves or Backdashes do work as reversals in these cases though (''note: this information has been taken from Hartheon and needs confirmation'').
:If a character is hit while crouching, standing up afterwards takes an additional frame. As an effect of this, attempting to immediately roll after having gotten hit this way triggers an attack instead of the roll. Special Moves or Backdashes do work as reversals in these cases though (''note: this information has been taken from Hartheon and needs confirmation'').
'''Dash Recovery'''<br>
:It takes 5F to switch from a dash to a block / into neutral state.
:It is possible to cancel the dash into attacks, special moves or rolls before those 5F have passed.


'''1F "Invulnerability" during hit stun recovery'''<br>
'''1F "Invulnerability" during hit stun recovery'''<br>
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=== Universal Frame Data ===
=== Universal Frame Data ===
''Note: The following values have been determined by Rock & ATG. Additional Source: [http://dmmbrage.blog.jp/archives/36026057.html ゲームの日記]''<br>
''Note: The following values have been determined by Rock & ATG. Additional Source: [http://dmmbrage.blog.jp/archives/36026057.html ゲームの日記]''<br>
'''Backdash'''
: Airborne on F1


'''Hit Stun'''
'''Hit Stun'''
19.117

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