The King of Fighters XI: Unterschied zwischen den Versionen

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[[Bild:kofxi jump arcs.jpg]]<br>
[[Bild:kofxi jump arcs.jpg]]<br>


===Normal Jump: 7/8/9===
===Normal Jump===
:'''Input: 7/8/9'''
:The regular jump.
:The regular jump.
:All jump attacks can have different hitboxes depending on the jump type & direction (see character frame data).
:All jump attacks can have different hitboxes depending on the jump type & direction (see character frame data).


===Super Jump 1/2/3>7/8/9===
===Super Jump===
:'''Input: tap  1/2/3, then 7/8/9'''
:travels further than regular jump.
:travels further than regular jump.
'''Small Jump: tap 7/8/9'''
 
===Small Jump===
:'''Input: tap 7/8/9'''
:Small jump attacks are automatically in counter hit state.
:Small jump attacks are automatically in counter hit state.


===Hyper Hop: 1/2/3> tap 7/8/9===
===Hyper Hop===
:'''Input:: 1/2/3, then tap 7/8/9'''
:Hyper Hops travel further than Small Jumps.
:Hyper Hops travel further than Small Jumps.
:Hyper Hop attacks are automatically in counter hit state.
:Hyper Hop attacks are automatically in counter hit state.
Zeile 350: Zeile 355:
:However, C~D or D~C works
:However, C~D or D~C works


==Rolls==
==Rolls & Guard Cancels==
===Emergency Evasion Roll (緊急回避)===
===Emergency Evasion Roll (緊急回避)===
:'''Input: AB /4AB'''
:'''Input: AB /4AB'''
Zeile 374: Zeile 379:
:Cancels the attack into a roll. Can be used to bait guard cancels or in some rare cases for combos.
:Cancels the attack into a roll. Can be used to bait guard cancels or in some rare cases for combos.


==Guard Cancel Attack==
===Guard Cancel Attack===
:'''Input: E while guarding: Guard Cancel Attack'''
:'''Input: E while guarding: Guard Cancel Attack'''
:''costs 1 Super Stock''
:''costs 1 Super Stock''
Zeile 471: Zeile 476:
:The Guard Gauge slowly recovers while not blocking attacks.
:The Guard Gauge slowly recovers while not blocking attacks.
:Randomness is applied to guard damage, between +0 and -2 points compared to the value listed for each attack on the character pages.
:Randomness is applied to guard damage, between +0 and -2 points compared to the value listed for each attack on the character pages.


==Judgement Indicator (ジャッジメントインジケーター)==
==Judgement Indicator (ジャッジメントインジケーター)==
Zeile 488: Zeile 492:
:If the Leader is KOed, a much larger chunk of JI is won / lost.
:If the Leader is KOed, a much larger chunk of JI is won / lost.
:Note: since KOs tilt the JI a lot, it is important to save characters on low hp as much as possible. This also has the added benefit of still having characters left for shift combos.
:Note: since KOs tilt the JI a lot, it is important to save characters on low hp as much as possible. This also has the added benefit of still having characters left for shift combos.


==KO (DOWN!)==
==KO (DOWN!)==
Zeile 499: Zeile 502:
:Certain attacks become unblockable when done meaty in KOFXI, which can be abused on incoming - this is banned in all tournaments and frowned upon in casuals. Incomplete list taken from [http://dmmbrage.blog.jp/archives/36026057.html this source]: Oswald 3A, Ash 5D(f), Griffon 5D(c), Kula 236P, Vanessa Puncher Upper (2nd Hit), Shen & Momoko 2D, Mary LDM, Clark 41236,41236K
:Certain attacks become unblockable when done meaty in KOFXI, which can be abused on incoming - this is banned in all tournaments and frowned upon in casuals. Incomplete list taken from [http://dmmbrage.blog.jp/archives/36026057.html this source]: Oswald 3A, Ash 5D(f), Griffon 5D(c), Kula 236P, Vanessa Puncher Upper (2nd Hit), Shen & Momoko 2D, Mary LDM, Clark 41236,41236K


= System (advanced) =
=Advanced System Mechanics=
''Note by ATG: part of this segment is based on the [http://hartheon.web.fc2.com/neta.html japanese Hartheon-website] and [http://dmmbrage.blog.jp/archives/36026057.html this Wiki], the rest is individual research by Rock & me.''<br>
See [[The King of Fighters XI: Advanced System Mechanics]]
 
==Damage==
''Note: random damage needs more research!''
:There is randomized damage in KOFXI. More info soon.
:Supers can have different damage when done raw vs. as a Super- or Dream Cancel (ex. Ralf: 236236E deals 65 raw, 45 as a DC)
:Counter Hits deal extra damage, usually 30%, but there are exceptions (ex. Ralf: 236236E instant K.O.s on counter hit!)
 
 
==Input Engine & Buffer==
===Inputs in KOFXI===
KOFXI is the first KOF with a "modern" input engine.<br>
This means that the input buffer is much larger and inputs are generally easier and more lenient than in older KOFs. Additionally, the "KOF 4 Frames" of the older games have finally been removed (eg. in KOF98, 4 Frames after a Button press, it was still possible to give a directional input to change eg. a standing to a crouching normal or a throw, which is very annoying - good riddance).<br>
 
===Examples of Shortcuts===
*2363214X-Super can also be done with 236236,4X or 23634X or 236,214X. The same works for 2141236X-Supers.
*With Oswald 63214, 6[6](run),3214P executes a running Super. Works with all characters that have a "63214,63214X" Super.<br>
*With K' 661236P executes an ain trigger right after starting to run instead of getting an accidental 623P - the "1"-input prevents the SRK from coming out. Alternatively,  "41236" after a run also works.
*With K' 236321[4],E triggers the LDM after a short backwalk.
*With Ash or Duolon hold A+B+C, 6~D: triggers the activation LDM without the need for the fancy raging demon input. Also works for shen by holding A+B+C, let go of C, then press it again.
*Simultaneous button presses prevent special moves from coming out, which is useful for pre-buffering motions. Example with Iori: 236C+D,3214C triggers 5C(c) into super. [http://dmmbrage.blog.jp/archives/36026057.html Source: ゲームの日記]
 
===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.
:Quick Shifts can be entered up to 6F before the actual hit connects.
:Total time to enter a Quick Shift for weak attacks: 9F (tested with Kasumi 5B(f)).
:Total time to enter a Quick Shift for strong attacks: 16F (tested with Oswald 214C(2)+5E and Kasumi 5D(c)).
:There are likely exceptions for specific attacks.
:The buffer for all kinds of regular attacks appears to be '''7F'''. Example: with Gato, there is a 7F window to input 2D after 6A (which is a 1F-Link). According to [http://dmmbrage.blog.jp/archives/36026057.html this source] the buffer is 6F instead however.
 
==Counter 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. wall bounce
:Counter Hits occur during the Startup & Active time of...
*Command Normals
*Special Moves
*Supers
*Attacks from Small Jumps & Hyper Hops
 
==Crouch / Stand Rules==
===Crouch Hits===
''[http://hartheon.web.fc2.com/neta.html#syagami Source: Hartheon] & testing by ATG''<br>
:If a character is hit during the startup of a crouching attack, they immediately stand up.
:If a character is hit while crouching, it takes an additional frame for them to stand up. They can walk & jump 1F later than normal. However, this does NOT affect attacks - all attacks, both crouching and standing, come out normally.
:If a character is hit while crouching, attempting to use a reversal roll after will make 5A come out. This has to do with the phenomenon described above.
 
===Crouch / Stand during stun===
If a character was crouching when they got stunned, they will still be crouching after stun, even though the "stun" animation looks like they are standing. This even happens if the character was juggled during the combo that stunned them. It is important to keep this in mind with eg. Ryo (who has an LDM that stuns), because his 646P tends to whiff on crouchers.
 
===Crouch / Stand during block hit stop:===
Block switching is not possible while the block hit stop is occurring. This is usually never a problem, except with Quick Shifts. Certain attacks have so much block hit stop that you can land an unblockable jump attack, or in the case of Jenet, an unblockable low with her 2B (4F startup, the fastest low in the game).<br>
List of attacks that enable QS unblockables on block, source [https://twitter.com/kofxi_bot/status/1264893613277937671 kofxi_bot]:
*Kyo 236236P
*Shingo 236236P
*Shingo 2141236P (last hit)
*Ryo 632146B
*Ryo LDM
*Elisabeth 2363214P (cancel version)
*Gato 236C>66C
*Gato 236236P
*Griffon 236236K (3rd hit)
*Malin 236236K > dream cancel LDM (since LDM is overhead, need to switch block before the DC)
 
==1F "Invulnerability" during hit stun recovery==
See "Universal Frame Data"
 
=="Guard Only" Frames & Forced Actions (強制硬直)==
[http://hartheon.web.fc2.com/neta.html#kyousei Source: Hartheon]<br>
Normals, Command Normals, Specials, Supers and Guard Cancel Rolls allow blocking on their last recovery frame. This is important to know when calculating advantage & disadvantage frames. What this means is that if an attack is listed as having -4 on block, the character can actually block 1F earlier than they can act, so trying to punish the attack requires a 3F-attack.<br>
Note: there are some other attacks that allow only specific actions on specific frames, like Vanessa's LDM (she can guard during the super freeze, as the move effectively has no duration), or when getting hit by Silber's 63214P (your character is frozen, but you can special cancel out of this).
 
==Jumps (advanced)==
===Jump Startup===
[[Bild:kofxi_jump_startup.gif]]
:4F Startup (airborne F5)
:Jump startup is invulnerable to throws
 
===2F-Jump===
[[Bild:kofxi_2F_jump.gif]]
:Executing an attack after a jump as early as possible reduces jump startup to 1F, which makes the character airborne on F2.
:This trick is essential to escape specific blockstrings that would otherwise not allow jumping out.
:Note: 2F-Jumps are always automatically normal jumps, since the attack is issued so early (see right below).
 
===Attacks during Small Jump / Normal Jump===
:Doing an air attack with the fastest possible timing after a jump will always trigger a normal jump attack, even if a small jump was put in. To prevent this from occuring, the attack has to be slightly delayed for the small jump to register.
 
===Special Hyper Hop rules===
:Hyperhop is blocked while walking backwards. [4],1,9 leads to a regular Small Jump. To execute a hyper hop after walking backwards, it is necessary to go into neutral position: [4],5,1,9.
 
===Landing Recovery===
:1 Frame.
:It is possible to hit opponents in their landing recovery eg. with 2B.
:If no attack has been performed in the air, it is possible to cancel the landing recovery into rolls (AB/4AB) & Special Moves.
 
===Landing Recovery after Quick Shift===
Quick Shifting & doing no attack has added landing recovery. It is therefore advisable to always do an air attack while the character shifts in to reduce landing recovery, even if that attack is not supposed to hit.
 
==Invulnerability during Wakeup==
There is 1F invulnerability during wakeup (''note: this needs confirmation since it might be a translation mistake based on the 1 frame invulnerability during hit stun recovery'').
 
==Safe Jumps / Option Selects==
Like in other fighting games (and particularly like in other KOFs) it is possible to buffer a special move, throw or attack during a jump-in, in case the jump-in does not connect due to a reversal. If the opponent does not perform a reversal, the jump attack will connect normally and the extra input for whatever special move or attack was supposed to come out in the case of a reversal will simply not be performed due to the hit stop of the air attack. This option select is particularly good if a throw is put in after a jump attack, to beat wakeup rolls from opponents. An example input with Oswald is: J.C, immediately 4D: in case the opponent rolled, the 4D will trigger a throw.
 
==Super Freeze Input Buffer==
===Buffering Inputs during Freeze===
It is possible to buffer inputs during super freezes. This is the preferred way to punish supers that are otherwise hard or impossible to punish on block. Example with Oswald vs Gato: 421D during Gato's 236236A super freeze to immediately counter after the super.
 
===Super Freeze Input Buffer for Rolls===
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.
*'''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 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.
 
'''Corner Crossups'''<br>
Using a quick shift on a cornered opponent can cause some issues. Upon landing, sometimes the player's inputs are reversed and they will get unwanted special moves. This is because your incoming character is briefly considered to be cornered when landing from a quick shift, which is likely due to a bug. The best way to avoid wrong inputs in these situations is to either input your motions at the last moment, right after landing, or to intentionally use weird motions that cover this issue (an example is to quick shift to geese and input 63124,63214E while falling to get a deadly rave - the regular motion will not work!).<br>
What this bug also leads is that sometimes, when using a quick shift against a cornered opponent, you can end up behind them in the corner. This can be provoked by a combination of performing a standing attack with perfect timing and landing during a specific frame of the opponent's hit stun. The timing requirement for this is probably 1F. The exact conditions are as of now speculation and observation - the causes are still unknown, even though there are some halfway reliable combos to trigger the bug (example: vanessa 236236P, QS on 2nd or 3rd hit to oswald, land, 5D > cornered 5D comes out sometimes).<br>
 
Sidenote: jumping attacks done close to the ground will first trigger the jumping attack, then the ground attack, both with just one button press! <br>
{| cellspacing="1" style="text-align: center; color:black;"
|[[Bild:kofxi_oswald_cross_01.jpg]]
|[[Bild:kofxi_oswald_cross_02.jpg]]
|[[Bild:kofxi_oswald_cross_03.jpg]]
|-
|'''j.B 1F before landing'''
|'''Landing behind the opponent'''
|'''2B behind the opponent'''
|}
 
= Other Data =
==Knockdown Properties==
[https://docs.google.com/spreadsheets/d/1ORTnFxYokubqNYU4tHIfptiP1KadZUiSqigKaoE6rOU/edit#gid=409282613 bilingual List from kofxi_bot]
 
==Height of crouching Characters==
''See:'' [[The King of Fighters XI: Crouched character hitbox sizes]]<br>
 
==Individual Character Health==
''Note from ATG: internally, every character has 112 Health. The "received damage multiplier" is applied to attacks to determine how much damage an opponent takes. Damage values in the wiki will always be against Kyo, since has a 1.0 modifier.''
===Received Damage Multiplier===
''Source: Conqueror's Guide & some math''<br>
Use this multiplier on the damage values in the wiki to figure out how much damage each character receives from a hit. Round down or up, depending on whether the final number is below 1.5 or 1.5/higher.<br>
'''0.95:''' Maxima<br>
'''0.96:''' Griffon, Gai<br>
'''0.97:''' Terry, Ryo, Ralf, Clark, Silber<br>
'''1.0:''' Kyo, Iori, Shingo, Ash, Oswald, Shen, Kim, K', Gato<br>
'''1.02:''' Vanessa, Elisabeth, Jenet, Eiji, Kensou<br>
'''1.03:''' Mary, Benimaru<br>
'''1.04:''' Duck King, Ramon, Duo Lon<br>
'''1.05:''' Yuri, King, Kula, Whip, Malin, Kasumi, Athena, Momoko<br>
'''1.08:''' Jazu<br>
'''1.10:''' Hayate<br>
'''1.11:''' Adelheid<br>
 
==Stun==
===Stun Multiplier===
''Source: Conqueror's Guide & some math''<br>
Use this multiplier on the stun values in the wiki to figure out how much stun each character receives from a hit. Always round down.<br>
'''0.95:''' Gai<br>
'''0.96:''' Silber<br>
'''0.97:''' Maxima, Kasumi, Kensou, Momoko<br>
'''0.98:''' Elisabeth, Jenet, Ralf, Eiji<br>
'''0.99:''' Ramon<br>
'''1.0:''' Kyo, Iori, Shingo, Ash, Kula, Shen, Terry, Kim, K', Gato, Griffon<br>
'''1.02:''' Oswald, Vanessa, Mary, King, Duo Lon, Whip<br>
'''1.03:''' Clark, Duck, Ryo, Yuri, Malin, Athena<br>
'''1.05:''' Benimaru<br>
'''1.25:''' Adelheid<br>
'''1.30:''' Hayate, Jazu<br>
 
= 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>
 
==Hit Stun==
:Hit Stun from light attacks: 12F hit, 11F Guard
:Hit Stun from hard attacks: 20F hit, 19F Guard
:Special Moves combo from light attacks as long as they have 12F or less startup
:Supers combo from light attacks as long as they have 11F or less startup
 
:light air attack Hit Stun: 14F hit, 11F Guard
:Hard air attack Hit Stun: 14F hit, 19F Guard
 
==Calculating Frame Advantage==
: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.
:Example with K': 5A(c): 12F-2F (5A has 3F Active time) -4F (5A has 4F recovery) = +6F.
:''Note: if a character attacks, they can block 1F earlier than they can attack again. See " "Guard Only" Frames & Forced Actions (強制硬直)".''
 
==Invulnerability in the last active frame==
Thanks to [http://hartheon.web.fc2.com/neta.html Hartheon] (see:"1F無敵") & the research of several players we know that the last frame of hit stun in KOFXI is invulnerable, except against throws.<br>
This means that an attack that gives 6F advantage does not combo into an attack that hits on F6, because the frame where it would connect falls onto the invulnerability frame. It is advised to keep this in mind when using the frame data of this wiki.<br>
[[bild:1F_invulnerability.gif]]
 
==Super Freeze==
[[bild:superfreeze.gif]]<br>
:Super Freeze duration: 28F
:F1: First super startup frame. Player character becomes invulnerable. Opponent can still act fully.
:F2: Player & opponent freeze
:F3: "Black Screen" effect starts
:F29: Freeze ends. Player character's move usually continues on this frame (there are exceptions where this occurs earlier). Opponent can act again. If the opponent issued an attack on F1, then the attack continues on this frame. If an opponent buffered anything during Super Freeze, it will start to come out on this frame.
:F31: The "Black Screen" effect ends.
:Note: animations keep playing from F1-3, but hitboxes do not change. This is a visual bug and means the sprite becomes disjointed from the actual hitbox for a few frames. This can be observed on the .gif on F4, where Geese's posture changes (it shouldn't, since we are still on F1 internally, and this animation normally occurs on actual F4).
 
==Roll Frame Data==
''Note: Thanks to @kofxi_bot for the following info!''<br>
 
===Roll (front)===
:Duration: 29F
:Invulnerable on: F1-23
:Vulnerable on: F24-28
:Can only block: F29
 
===Roll (back)===
:Duration: 33F
:Invulnerable on: F1-27
:Vulnerable on: F28-32
:Can only block: F33
*Gato has no invulnerability on the beginning of his back roll
*Gato is throw invulnerable during his front recovery roll (thanks @kofxi_bot!)
*Silber's back roll has full invulnerability
 
===Guard Cancel Roll===
:The GC-Roll is fully invulnerable, but has recovery
:The recovery can only be cancelled into block
:Eiji has no invulnerability at the end of his GC-Roll
:Elisabeth has no invulnerability at the end of her front GC-Roll
:Vanessa has no throw invulnerability during her GC-Roll
 
==Advanced Throw Rules==
===Throw Hitboxes===
[[Bild:kofxi_throwhitbox.png]]<br>
:All throws have 40px range (counted from the center of a character)
:To throw, the throw hitbox must overlap the hurtbox of the other character (not the center!).
 
===Throw Breaks during Rolls===
[https://twitter.com/kofxi_bot/status/1032573995860860928 Source: kofxi_bot]<br>
'''Group A (can break throws while rolling of all groups. Can throw group B & C during their rolls without them being able to throw break)'''<br>
Kyo, Iori, Ash, Shen, Terry, Duck, Vanessa, Ramon, Yuri, Duolon, Malin, Kasumi, Kensou, Momoko, Gai
 
'''Group B (can break throws while rolling only from group C. Can throw Group B & C during their rolls without them being able to thow break)'''<br>
Shingo, Oswald, Mary, King, Benimaru, K', Kula, Maxima, Jenet, Griffon, Ralf, Whip, Eiji, Athena, Adelheid, Hayate, Jazu
 
'''Group C (can break throws while rolling only from group C. Every group can break their throws while rolling.)'''<br>
Kim, Ryo, Elisabeth, Gato, Clark, Silber
 
===Throw Break time window while rolling===
Source: kofxi_bot<br>
If being thrown by any of the following characters while rolling, the following time frames to break the throw apply:<br>
11/12F: against group A
14F: against Duck
16F: against all others


=Tier Lists=
=Tier Lists=