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

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===Jump Landing Recovery===
===Jump Landing Recovery===
:1 Frame.
:Jump recovery is always 1 Frame, regardless of whether an attack was performed in air or not.
:It is possible to hit opponents in their landing recovery eg. with 2B.
:It is possible to hit opponents in the 1F recovery. Punishing jumps this way is much easier with attacks that have a low hitbox & long active time, since if done early, the opponent will fall into the active hitbox and get hit standing, whereas standing attacks that usually have large vertical hitboxes need 1F-timing to avoid an early air hit.
:If no attack has been performed in the air, it is possible to cancel the landing recovery into rolls (AB/4AB) & Special Moves.


===Quick Shift Landing Recovery===
===Quick Shift Landing Recovery===
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