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

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:F1: First super startup frame. Player character becomes invulnerable. Opponent can still act fully (no freeze yet).
:F1: First super startup frame. Player character becomes invulnerable. Opponent can still act fully (no freeze yet).
:F2: Player & opponent freeze
:F2: Player & opponent freeze
:F3: "Black Screen" effect starts (note: this happens on F4 in the .gif because the hitboxes are 1F earlier than the actual in-game display)
:F29: Freeze ends. Player character's move usually continues on this frame (there are exceptions where this occurs earlier). Opponent can act again. If the opponent issued an attack on F1, then the attack continues on this frame. If an opponent buffered anything during Super Freeze, it will start to come out on this frame.
:F29: Freeze ends. Player character's move usually continues on this frame (there are exceptions where this occurs earlier). Opponent can act again. If the opponent issued an attack on F1, then the attack continues on this frame. If an opponent buffered anything during Super Freeze, it will start to come out on this frame.
:F31: The "Black Screen" effect ends.
:Note: animations keep playing from F1-3, but hitboxes do not change. This is a visual bug and means the sprite becomes disjointed from the actual hitbox for a few frames. This can be observed on the .gif on F4, where Geese's posture changes (it shouldn't, since we are still on F1 internally, and this animation normally occurs on actual F4).
:Note: animations keep playing from F1-3, but hitboxes do not change. This is a visual bug and means the sprite becomes disjointed from the actual hitbox for a few frames. This can be observed on the .gif on F4, where Geese's posture changes (it shouldn't, since we are still on F1 internally, and this animation normally occurs on actual F4).


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