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

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==Hit Stun & Hit Stop==
==Hit Stun & Hit Stop==
===Hit Stop===
===Hit Stop===
Format: hit/guard. Hard attacks include 5E/j.E.
Notes:
:Hit stop from standing light attacks: 8F/8F
:Hit Stop is the same on hit & guard.
:Hit stop from jumping light attacks: 8F/8F
:Hard attacks include 5E/j.E.
:Hit stop from standing hard attacks: 13F/11F
:The first 2F of the enemy's Hit Stun do not apply pushback yet - they look like hit stop for all intents and purposes.
:Hit stop from jumping hard attacks: 11F/11F
:Hit Stop from standing & jumping light attacks: 8F
:Hit Stop from standing & jumping hard attacks: 11F


''Note: there are many exceptions, eg. for special moves or Silber's j.C.''
''Note: there are many exceptions where hit stop is ignored (projectiles) or longer (Silber's j.C).''


===Hit Stun===
===Hit Stun===
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==Pushback==
==Pushback==
Attacks that connect cause pushback on the opponent that gets hit or guards.
Attacks that connect cause pushback on the opponent that gets hit or guards. Pushback generally starts on F3 of hit stun (after hit stop).
:Light attacks cause '''57-58px''' pushback on hit, '''59px''' on guard
:Light attacks cause '''57-58px''' pushback on hit, '''59px''' on guard
:Hard attacks cause '''97-98px''' pushback on hit, '''126-127px''' on guard
:Hard attacks cause '''97-98px''' pushback on hit, '''126-127px''' on guard
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