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Zeile 430: | Zeile 430: | ||
:On Arcade, a character goes K.O. when on 0/112 life. | :On Arcade, a character goes K.O. when on 0/112 life. | ||
:On PS2, a character can have 0/112 life and will therefore need to have received a total of 113 damage to go K.O. | :On PS2, a character can have 0/112 life and will therefore need to have received a total of 113 damage to go K.O. | ||
:There are 3 damage | :There are 3 HP-thresholds that trigger damage multipliers to come into effect: | ||
*Between 100% (112HP) & 40% (44HP): 1.0x damage (normal damage) | *Between 100% (112HP) & 40% (44HP): 1.0x damage (normal damage) | ||
*Between 39% (43HP) and 15% (16HP) : 0.75x damage | *Between 39% (43HP) and 15% (16HP) : 0.75x damage | ||
Zeile 445: | Zeile 445: | ||
'''Stun'''<br> | '''Stun Gauge'''<br> | ||
[[bild:kofxi_stun_gauge.png]]<br> | [[bild:kofxi_stun_gauge.png]]<br> | ||
:The | :The Stun Gauge empties when the player is hit | ||
:The Stun Gauge slowly increases over time if not getting hit | |||
:Once the Stun Gauge is empty, the character is stunned | |||
:The | |||
:Once the | |||
:Mashing buttons & shaking the stick reduces the stun time (only once the character is standing, mashing before that appears to be pointless) | :Mashing buttons & shaking the stick reduces the stun time (only once the character is standing, mashing before that appears to be pointless) | ||
:After having been stunned, the stun gauge is locked for ~6 seconds | :After having been stunned, the stun gauge is locked for ~6 seconds | ||
:The stun gauge consists of 112 units / 43px. | |||
:Characters have stun modifiers that increase or decrease the stun damage they receive (see below) | |||
:Randomness is applied to stun damage, between +0 and -2 points compared to the value listed for each attack on the character pages. | |||
:The randomness works the same way for longer combos (the -2 does not add up, the final result will vary between 3 values: +0, -1, -2). | |||
:Note: using shift combos with 2 shifts against standing opponents almost always guarantees a stun combo. Deciding when to use shift stock to attack and when to better save if to safety shift is therefore a vital aspect of KOFXI's gameplay. | :Note: using shift combos with 2 shifts against standing opponents almost always guarantees a stun combo. Deciding when to use shift stock to attack and when to better save if to safety shift is therefore a vital aspect of KOFXI's gameplay. | ||
'''Guard Gauge'''<br> | |||
:The Guard Gauge is a hidden gauge. | |||
:The Guard Gauge consists of 112 units. | |||
:Blocking attacks reduces the guard gauge. | |||
: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. | |||
Zeile 482: | Zeile 492: | ||
:Characters that come in after a KO cannot do anything other than to block on the 1. Frame of landing. Exceptions: Kula, Ryo, Jenet and Hayate (likely Bugs). | :Characters that come in after a KO cannot do anything other than to block on the 1. Frame of landing. Exceptions: Kula, Ryo, Jenet and Hayate (likely Bugs). | ||
: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 (advanced) == |
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