19.117
Bearbeitungen
K (→Throw Breaks) |
|||
Zeile 467: | Zeile 467: | ||
:However, C~D or D~C works, so you can cover both throw types without having to commit to one. | :However, C~D or D~C works, so you can cover both throw types without having to commit to one. | ||
:Note: if both players attempt to throw on the same frame, their C or D attacks will come out instead. This means that characters with a fast C/D have an advantage in these situations. | :Note: if both players attempt to throw on the same frame, their C or D attacks will come out instead. This means that characters with a fast C/D have an advantage in these situations. | ||
For information on advanced rules concerning throw breaks during rolls, see [[The King of Fighters XI: Advanced System Mechanics#Throw_Breaks_during_Rolls|here]] | |||
==Rolls & Guard Cancels== | ==Rolls & Guard Cancels== |
Bearbeitungen