The King of Fighters XI: Unterschied zwischen den Versionen

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===Down! Landing Recovery===
===Down! Landing Recovery===
:Characters that come in after a KO have very brief landing recovery. They cannot do anything other than to block on the first frame of landing (see also [[The_King_of_Fighters_XI:_Advanced_System_Mechanics#.22Guard_Only.22_Frames_.26_Forced_Actions_.28.E5.BC.B7.E5.88.B6.E7.A1.AC.E7.9B.B4.29|here]]).
:Characters that come in after a KO have 1F landing recovery. They cannot do anything other than to block on the first frame of landing (see also [[The_King_of_Fighters_XI:_Advanced_System_Mechanics#.22Guard_Only.22_Frames_.26_Forced_Actions_.28.E5.BC.B7.E5.88.B6.E7.A1.AC.E7.9B.B4.29|here]]).
:Certain characters do not suffer from the 1F landing recovery and can act immediately (which is likely unintended): Kula, Ryo, Jenet and Hayate
:Certain characters do not suffer from the 1F landing recovery and can act immediately (which is likely unintended): Kula, Ryo, Jenet and Hayate
:While throws are blocked for 3F on wakeup (see [[The_King_of_Fighters_XI:_Advanced_System_Mechanics#Advanced_Throw_Rules|here]]), this does not apply to landing from a DOWN!, which means that you can try to throw right after your 1F landing recovery has passed. This is a valid defensive strategy if you expect your opponent to miss their meaty timing and an automatic option select with a high guard if you hold back while attempting to throw (and will also cover the recovery frame, since it allows guarding). This loses to meaty lows, crossup jump attacks and attacks from outside of throw range.
:While throws are blocked for 3F on wakeup (see [[The_King_of_Fighters_XI:_Advanced_System_Mechanics#Advanced_Throw_Rules|here]]), this does not apply to landing from a DOWN!, which means that you can try to throw right after your 1F landing recovery has passed. This is a valid defensive strategy if you expect your opponent to miss their meaty timing and an automatic option select with a high guard if you hold back while attempting to throw (and will also cover the recovery frame, since it allows guarding). This loses to meaty lows, crossup jump attacks and attacks from outside of throw range.
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