The King of Fighters XI: Unterschied zwischen den Versionen
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= System (Input) = | = System (Input) = | ||
==Attacks== | |||
:'''Input: A,B,C,D,E''' | |||
:Light attacks (A,B,2A,2B) generally have low damage and hit stun | |||
:Hard attacks (C,D,2C,2D) generally have high damage and high hit stun | |||
:Both standing light and hard attacks have 2 varieties each, close and far, that differ in animation and properties. | |||
:Command normals (eg. 6A, 6B etc.) generally behave like hard attacks. They often have unique properties (eg. overhead). | |||
:Often, command normals can be cancelled from heavy attacks (eg. C>6A). Command normals cancelled in this way often change their properties (eg. loses overhead, gains cancel). | |||
:"Blown Off", the E-button (otherwise known as CD), causes a small launch on hit. There is no crouching version of E, but a jumping version exists. All standing E attacks can be cancelled into special moves. | |||
==Dash == | ==Dash == | ||
:'''Input: 6,6'''<br> | :'''Input: 6,6'''<br> | ||
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:Certain Special Moves can be super cancelled. The same rule applies to certain Supers: some can be dream cancelled into the leader's LDM. | :Certain Special Moves can be super cancelled. The same rule applies to certain Supers: some can be dream cancelled into the leader's LDM. | ||
==Taunts== | |||
:Taunts can be performed by pushing START (on arcade) or using the taunt button (console). | :Taunts can be performed by pushing START (on arcade) or using the taunt button (console). | ||
:Taunts give exactly 1/7th of a stock to your opponent (16/112 units). | :Taunts give exactly 1/7th of a stock to your opponent (16/112 units). | ||
= System (Gauges & Match Flow) = | = System (Gauges & Match Flow) = |