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

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===Jump Landing Recovery===
===Jump Landing Recovery===
:Jump recovery is always 1 Frame, regardless of whether an attack was performed in air or not.
:Jump recovery is always 1 Frame, regardless of whether an attack was performed in air or not.
:However, if no attack was performed, the 1F landing recovery can be cancelled into special moves & command normals. Note: this requires perfect 1F-timing, since performing the input early would trigger an air attack on the last frame before landing.
: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.
: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.


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