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 | ===Super Jump=== | ||
:'''Input: tap 1/2/3, then 7/8/9''' | |||
:travels further than regular jump. | :travels further than regular jump. | ||
''' | |||
===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 | ===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. | ||
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: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''' | ||
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: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'' | ||
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: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)== | ||
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: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!)== | ||
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: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 System Mechanics= | ||
See [[The King of Fighters XI: Advanced System Mechanics]] | |||
=Tier Lists= | =Tier Lists= |