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

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[[Bild:kofxi_throwhitbox.png]]<br>
[[Bild:kofxi_throwhitbox.png]]<br>
:All normal throws have 40px range (counted from the center of a character)
:All normal throws have 40px range (counted from the center of a character)
===Throwing after Wakeup===
:When getting up from a knockdown, Throws are blocked for 3F (F4 is the earliest possible frame for a throw to come out).
===Throw Invulnerability===
''Work in progress''<br>
:8F on Wakeup or when landing after getting hit (by a light attack)
:4F after getting hit (standing or crouching)
:1F after block stun. Note: own block stun can be artificially extended by holding 4 or 1, making the timing for a "meaty" throw very hard. Blockstun extended this way can be cancelled at any time by simply letting go of 4 or 1. ''Note: for those familiar with KOF98, alternating quickly between high- and low guard does NOT increase the blockstun even further (which is the case there).
:Performing any action while having throw invulnerability will NOT prematurely end the invulnerability (this is the case in many other games).


===Throw Breaks during Rolls===
===Throw Breaks during Rolls===
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