The King of Fighters XI: Advanced System Mechanics: Unterschied zwischen den Versionen

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:Executing an attack after a jump as early as possible reduces jump startup to 1F, which makes the character airborne on F2.
: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.
:This trick is essential to escape specific blockstrings that would otherwise not allow jumping out.
:Note: 2F-Jumps work both as normal and small jumps, but require the direction to be released on the next frame after the jump+attack input to be registered as a smalljump, which is exceptionally hard (thanks to Arit for this discovery).
:Note: the button can also be pressed 1-3 frames later to reduce the jump startup not to 1F, but to 2F or 3F, which is particularly useful when doing very early smalljump attacks (because 1F smalljump is very hard to do).


===Attacks during Small Jump / Normal Jump===
===Attacks during Small Jump / Normal Jump===
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