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

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===Counter Hit Special Properties===
===Counter Hit Special Properties===
Counter hits sometimes have special properties (eg. K' 6A wall bounces) or added hit stun (see further below)
Counter hits sometimes have special properties (eg. K' 6A wall bounces) or added juggle time (see further below)


===Counter Hit State===
===Counter Hit State===
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*Attacks from Small Jumps & Hyper Hops
*Attacks from Small Jumps & Hyper Hops


===Counter Hit Air Hit Stun===
===Counter Hit Air Juggle Time===
Counter hits against airborne opponents have added hitstun. This enables combos from anti-air normal attacks, but also from 5E, j.E and many special moves.
Counter hits against airborne opponents have added juggle time. This enables combos from anti-air normal attacks, but also from 5E, j.E and many special moves.
*Normal attacks (both standing and jumping) have 14F full juggle.
*Normal attacks (both standing and jumping) have 14F full juggle.
*5E/j.E has 8F full juggle + 20F limited juggle (note: the "counter hit" option is buggy in practice mode, it only adds 8F + 12F).
*5E/j.E has 8F full juggle + 20F limited juggle (note: the "counter hit" option is buggy in practice mode, it only adds 8F + 12F).
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