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

Keine Bearbeitungszusammenfassung
Zeile 114: Zeile 114:
==Turning Animation==
==Turning Animation==
:Characters have an animation when they turn around, eg. if another character jumps over them or rolls through them.
:Characters have an animation when they turn around, eg. if another character jumps over them or rolls through them.
:If the character was busy when they were crossed up (eg. performing an attack), the animation will play after whatever they were doing.
:The animation takes '''7F''' and can be cancelled into attacks and block, but not into crouch.
:The animation takes '''7F''' and can be cancelled into attacks and block, but not into crouch.
:Cancelling the animation with a jump takes 1F (so, the jump will be airborne on F6 instead of F5.)
:Cancelling the animation with a jump takes 1F (so, the jump will be airborne on F6 instead of F5.)
:This is also the explanation for the phenomenon where back-turned characters are getting hit standing as they wake up instead of crouching.


==Corner Crossups==
==Corner Crossups==
21.992

Bearbeitungen