The King of Fighters XI: Unterschied zwischen den Versionen

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(327 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
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| screenshot= [[Bild:kofxi.png]]
| screenshot= [[Bild:kofxi.png]]
| versions = Atomiswave, Playstation 2
| versions = Atomiswave, Playstation 2
| releases = [[Image:Flag_jp.png]]2006 Atomiswave<br/>[[Image:Flag_us.png]]2006 Atomiswave<br/>[[Image:Flag_jp.png]]22/06/06 Playstation 2<br/>[[Image:Flag_eu.png]]06/07/07 Playstation 2<br>[[Image:Flag_us.png]]13/11/07 Playstation 2<br/>
| releases = [[Image:Flag_jp.png]]20061026 Atomiswave<br/>[[Image:Flag_us.png]]2006 Atomiswave<br/>[[Image:Flag_jp.png]]22/06/06 Playstation 2<br/>[[Image:Flag_eu.png]]06/07/07 Playstation 2<br>[[Image:Flag_us.png]]13/11/07 Playstation 2<br/>
}}
}}


== Versionen ==
= Versions =
== Arcade ==
[[bild:kofxi_atomiswave.png|150px]]
:Released on Atomiswave.
:The original version of the game.
:Naomi conversions of the original Atomiswave version exist, which are bootlegs. They have slowdown, possibly input lag and minor graphical glitches & hacks (all characters unlocked, including bosses).


===Hidden Content in the Arcade Version===
[[The King of Fighters XI: Hidden Content in the Arcade Version]]


=== Arcade ===
== Playstation 2 ==
Auf dem Atomiswave Released. Die Originalversion des Spiels.
[[Bild:kofxi_ps2.png|150px]]
===Version differences between Arcade- and PS2-versions===
The PS2 version is almost identical to the arcade version (including all bugs).<br>
The only known difference: on PS2, all characters have 113 life, (they live with 0 health), on arcade 112 (they go K.O. on 0 health).<br>
''Note: according to [http://dmmbrage.blog.jp/archives/36026057.html this Site], backdashing while back-turned does not work on wakeup. This was confirmed to be wrong on the Console version (it works), but needs confirmation on the arcade version still - as of 2023, japanese players confirmed it behaves differently on the arcade version.''


===Version differences between PS2-Versions===
*The Japanese version has progressive scan (hold X + Triangle on boot)
*The first Japanese version has netplay. This was removed for the later revision (the budget version).
*The Japanese version has 4 more win quotes than the US/EU version. They can be triggered by holding R1(E) + square(A),cross(B),triangle(C) or circle(D). The regular 4 win quotes (hold A,B,C or D) & character specific in quotes appear to be mostly intact (needs more research).
*The character order select works differently. The Japanese version mimics the arcade version, where A-B-C (From top to bottom) was turned into Square-X-Triangle. The US version uses Triangle-Square-X, from top to bottom (the portraits mimic the PS2-pad buttons). The EU version uses yet another layout (needs to be added).
*The EU version has the character names of Tizoc (Griffon) & Mai Shiranui mixed up.
*(Unconfirmed) The US & EU version have some slowdown on the Magaki stage compared to the Japanese version.
===Practice Mode Guide===
[[The King of Fighters XI: Playstation2 Practice Mode]]
===Character unlock guide===
'''Arcade / Atomiswave Character Unlock Guide'''<br>
The time unlock characters are unlocked after X hours have passed. The game needs to be running for this, but there is no need for actual gameplay (it is enough if the game is running in demo mode).
:'''Adelheid:''' 720 hours<br>
:'''Gai:''' 960 hours<br>
:'''Jazu:''' 1200 hours<br>
:'''Silber:''' 1200 hours<br>
:'''Hayate:''' 1440 hours<br>


=== Playstation 2 ===
{| class="wikitable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5;" width="500pt"
Identisch mit der Arcadeversion (inklusive allen Bugs). Es gibt einen optionen Rebalance Mode, den man in den Options aktivieren kann, dieser wird allerdings nicht ernsthaft gespielt.<br>
|+ PS2 Character Unlock Guide
'''Unvollständige''' Changelist:
! colspan="2" style="background:#B5D3E7;" | '''Character Unlock Guide'''
|-
| colspan="2"  style="background-color:#F9F9F9;" style="text-align: left;" |'''Tips:''' In the options menu, set CPU Level=1, 2P Defense=1, 1P Skill Gauge=Max to make things easier.<br>Make sure to trigger a game over or complete arcade mode after beating any of the conditions, do not exit out or soft reset, or the unlocks will not count.
|-
| style="background-color:#F9F9F9;" |'''Adelheid'''
| style="background-color:#F9F9F9;" style="text-align: left;" |Beat him in Arcade mode. Fail all other conditions. Best done by simply not KOing characters with DMs & LDMs.
|-
| style="background-color:#F9F9F9;" |'''Gai'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Beat him in Arcade mode. Use 1 LDM to finish characters, not more.
|-
| style="background-color:#F9F9F9;" |'''Hayate'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Beat him in Arcade mode. Use at least 2 LDMs to finish characters.
|-
| style="background-color:#F9F9F9;" |'''Silber & Jazu'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Beat each of them in arcade mode (appear randomly, same condition). Finish at least 6 characters with DMs. Do not lose a character even once.
|-
| style="background-color:#F9F9F9;" |'''Shion'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Beat challenge 5.
|-
| style="background-color:#F9F9F9;" |'''Magaki'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Beat challenge 6.
|-
| style="background-color:#F9F9F9;" |'''Robert'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Beat challenge 10. Tip: Use [2],8B on reaction to doge all low fireballs. Block double strike.
|-
| style="background-color:#F9F9F9;" |'''Hotaru'''
| style="background-color:#F9F9F9; text-align: left;" |Beat challenge 15.
|-
| style="background-color:#F9F9F9;" |'''Mai Shiranui'''
| style="background-color:#F9F9F9; text-align: left;" |Beat Challenge 20. Tip: use the combo j.D>5C>6B, then 214A/236236E over and over.
|-
| style="background-color:#F9F9F9;" |'''Mr. Big'''
| style="background-color:#F9F9F9; text-align: left;" |Beat Challenge 35.
|-
| style="background-color:#F9F9F9;" |'''Geese'''
| style="background-color:#F9F9F9; text-align: left;" |Beat Challenge 40. Tip: build meter with the j.X>5C>63214A combo to have 1 or 2 stocks, then super cancel the high counter into (EX) raging storm with 1,63214,1,X (this motion is required because of the side switch).
|-
|}
 
===Arranged Balancing===
The PS2-version features an optional "consumer version" balance mode that can be activated in the Options Menu. This mode is not played competitively due to the drastic changes to the game systems and the fact that it does not match arcade balance.<br>
'''Incomplete''' Changelist:
{| class="wikitable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5;" width="500pt"  
{| class="wikitable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5;" width="500pt"  
|+ Change List
|+ Change List
Zeile 23: Zeile 94:
|-
|-
| style="background-color:#F9F9F9;" |'''UI'''
| style="background-color:#F9F9F9;" |'''UI'''
| style="background-color:#F9F9F9;" style="text-align: left;" |Das UI wurde minimal verändert (Schräge Enden der HP- und Stun Bars).
| style="background-color:#F9F9F9;" style="text-align: left;" |UI has been changed minimally (HP & Stun Bars now have diagonal edges).
|-
|-
| style="background-color:#F9F9F9;" |'''Jumps'''
| style="background-color:#F9F9F9;" |'''Jumps'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Alle Jump Attacks (normal, small, Quick Shift) haben etwas Landing Recovery, bevor man weiter am Boden angreifen darf.
| style="background-color:#F9F9F9;" style="text-align: left;"  |All Jump Attacks (normal, small, Quick Shift) have added landing recovery.
|-
| style="background-color:#F9F9F9;" |'''Input Buffer'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Normal attack input buffer reduced from 6F to 4F.
|-
| style="background-color:#F9F9F9;" |'''Front Roll'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Front Roll has 3F more recovery.
|-
| style="background-color:#F9F9F9;" |'''Back Recovery Roll (Ukemi)'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Added collision to all characters that had none (bugfix).
|-
| style="background-color:#F9F9F9;" |'''Defense & Stun'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Defense & Stun modifiers have been normalized.
|-
! colspan="2" style="background:#e6e6e6;" | '''Ash'''
|-
| style="background-color:#F9F9F9;" |'''6A'''
| style="background-color:#F9F9F9; text-align: left;" |Added invulnerabiltiy (F1-11)
|-
| style="background-color:#F9F9F9;" |'''6A(cancel)'''
| style="background-color:#F9F9F9; text-align: left;" |Added invulnerabiltiy (F1-9)
|-
|-
! colspan="2" style="background:#e6e6e6;" | '''Oswald'''
! colspan="2" style="background:#e6e6e6;" | '''Oswald'''
|-
|-
| style="background-color:#F9F9F9;" |'''3A'''
| style="background-color:#F9F9F9;" |'''3A'''
| style="background-color:#F9F9F9; text-align: left;" |Unblockable Bug entfernt?
| style="background-color:#F9F9F9; text-align: left;" |Unblockable Bug fixed
|-
|-
| style="background-color:#F9F9F9;" |'''Wurf'''
| style="background-color:#F9F9F9;" |'''Throw'''
| style="background-color:#F9F9F9; text-align: left;" |Zieht den Gegner nicht mehr aus der Ecke heraus (Crossup danach unmöglich).
| style="background-color:#F9F9F9; text-align: left;" |Does not pull opponent out of the corner anymore (no more corner crossup after).
|-
|-
| style="background-color:#F9F9F9;" |'''623X'''
| style="background-color:#F9F9F9;" |'''623X'''
| style="background-color:#F9F9F9; text-align: left;" |Weniger Hit Stun
| style="background-color:#F9F9F9; text-align: left;" |Way less Hit Stun
|-
|-
| style="background-color:#F9F9F9;" |'''ACE'''
| style="background-color:#F9F9F9;" |'''ACE'''
| style="background-color:#F9F9F9; text-align: left;" |Schaden reduziert auf ca. 1/3.
| style="background-color:#F9F9F9; text-align: left;" |Damage reduced to ~ 1/3.
|-
|-
| style="background-color:#F9F9F9;" |'''LDM'''
| style="background-color:#F9F9F9;" |'''LDM'''
| style="background-color:#F9F9F9; text-align: left;" |Juggle-Anywhere entfernt.
| style="background-color:#F9F9F9; text-align: left;" |Juggle-Anywhere removed.
|-
|-
! colspan="2" style="background:#e6e6e6;" | '''K'''
! colspan="2" style="background:#e6e6e6;" | '''K'''
|-
|-
| style="background-color:#F9F9F9;" |'''Allgemein'''
| style="background-color:#F9F9F9;" |'''General'''
| style="background-color:#F9F9F9; text-align: left;" |Normals machen weniger Stun. Eventuell ein System Change?
| style="background-color:#F9F9F9; text-align: left;" |Normals deal less stun. Might be an overall System Change?
|-
|-
| style="background-color:#F9F9F9;" |'''3D(cancel)'''
| style="background-color:#F9F9F9;" |'''3D(cancel)'''
| style="background-color:#F9F9F9; text-align: left;" |Mehr Startup, combot nicht mehr aus leichten Angriffen.
| style="background-color:#F9F9F9; text-align: left;" |More Startup, does not combo from light attacks.
|-
|-
| style="background-color:#F9F9F9;" |'''236A'''
| style="background-color:#F9F9F9;" |'''236A'''
| style="background-color:#F9F9F9; text-align: left;" |Mehr Startup, combot nicht mehr aus leichten Angriffen.
| style="background-color:#F9F9F9; text-align: left;" |More Startup, does not combo from light attacks.
|-
|-
| style="background-color:#F9F9F9;" |'''236C'''
| style="background-color:#F9F9F9;" |'''236C'''
| style="background-color:#F9F9F9; text-align: left;" |Weniger Startup, combot jetzt aus leichten Angriffen.
| style="background-color:#F9F9F9; text-align: left;" |Less Startup, now combos from light attacks.
|-
|-
| style="background-color:#F9F9F9;" |'''LDM'''
| style="background-color:#F9F9F9;" |'''LDM'''
| style="background-color:#F9F9F9; text-align: left;" |Juggle-Anywhere entfernt.
| style="background-color:#F9F9F9; text-align: left;" |Juggle-Anywhere removed.
|-
|-
! colspan="2" style="background:#e6e6e6;" | '''Gato'''
! colspan="2" style="background:#e6e6e6;" | '''Gato'''
|-
|-
| style="background-color:#F9F9F9;" |'''5A(c)'''
| style="background-color:#F9F9F9;" |'''5A(c)'''
| style="background-color:#F9F9F9; text-align: left;" |Chain entfernt. Weniger Vorteil auf Hit.
| style="background-color:#F9F9F9; text-align: left;" |Chain removed. Less advantage on hit.
|-
|-
| style="background-color:#F9F9F9;" |'''2B'''
| style="background-color:#F9F9F9;" |'''2B'''
| style="background-color:#F9F9F9; text-align: left;" |Weniger Vorteil auf Hit.
| style="background-color:#F9F9F9; text-align: left;" |Less advantage on hit.
|-
|-
| style="background-color:#F9F9F9;" |'''5D(c)'''
| style="background-color:#F9F9F9;" |'''5D(c)'''
| style="background-color:#F9F9F9; text-align: left;" |Weniger Vorteil auf Hit (danach keine Combo in 2B).
| style="background-color:#F9F9F9; text-align: left;" |Less advantage on hit (no more combo into 2B).
|-
|-
| style="background-color:#F9F9F9;" |'''2D'''
| style="background-color:#F9F9F9;" |'''6A'''
| style="background-color:#F9F9F9; text-align: left;" |Special Cancel entfernt.
| style="background-color:#F9F9F9; text-align: left;" |Less advantage on hit (+4?)
|-
|-
| style="background-color:#F9F9F9;" |'''6A'''
| style="background-color:#F9F9F9;" |'''214K>A'''
| style="background-color:#F9F9F9; text-align: left;" |Weniger Vorteil auf Hit (+4?)
| style="background-color:#F9F9F9; text-align: left;" |Meter gain from 10 to 0.
|-
|-
| style="background-color:#F9F9F9;" |'''214K>B'''
| style="background-color:#F9F9F9;" |'''214K>B'''
| style="background-color:#F9F9F9; text-align: left;" |Mehr Landing Recovery.
| style="background-color:#F9F9F9; text-align: left;" |More Landing Recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''236236K'''
| style="background-color:#F9F9F9;" |'''236236K'''
| style="background-color:#F9F9F9; text-align: left;" |Juggle-Anywhere entfernt.
| style="background-color:#F9F9F9; text-align: left;" |Juggle-Anywhere removed.
|-
|-
| style="background-color:#F9F9F9;" |'''LDM'''
| style="background-color:#F9F9F9;" |'''LDM'''
| style="background-color:#F9F9F9; text-align: left;" |Viel weniger Guard Damage. Weniger Schaden.
| style="background-color:#F9F9F9; text-align: left;" |Way less guard damage. Less damage.
|-
|-
! colspan="2" style="background:#e6e6e6;" | '''Kula'''
! colspan="2" style="background:#e6e6e6;" | '''Kula'''
|-
|-
| style="background-color:#F9F9F9;" |'''236P'''
| style="background-color:#F9F9F9;" |'''236P'''
| style="background-color:#F9F9F9; text-align: left;" |Unblockable Bug entfernt?
| style="background-color:#F9F9F9; text-align: left;" |Unblockable Bug removed?
|-
|-
| style="background-color:#F9F9F9;" |'''623C'''
| style="background-color:#F9F9F9;" |'''623C'''
| style="background-color:#F9F9F9; text-align: left;" |Startup 3F > 6F
| style="background-color:#F9F9F9; text-align: left;" |Startup 3F > 6F
|-
| style="background-color:#F9F9F9;" |'''214B>6D'''
| style="background-color:#F9F9F9; text-align: left;" |Slides way shorter now
|-
|-
| style="background-color:#F9F9F9;" |'''LDM'''
| style="background-color:#F9F9F9;" |'''LDM'''
| style="background-color:#F9F9F9; text-align: left;" |Juggle-Anywhere entfernt. Unverwundbarkeit in der Recovery entfernt.
| style="background-color:#F9F9F9; text-align: left;" |Juggle-Anywhere removed. Invincibility during recovery removed.
|-
|-
! colspan="2" style="background:#e6e6e6;" | '''Vanessa'''
! colspan="2" style="background:#e6e6e6;" | '''Vanessa'''
|-
|-
| style="background-color:#F9F9F9;" |'''214K>6C'''
| style="background-color:#F9F9F9;" |'''214K>6C'''
| style="background-color:#F9F9F9; text-align: left;" |Mehr Startup.
| style="background-color:#F9F9F9; text-align: left;" |More Startup.
|-
|-
| style="background-color:#F9F9F9;" |'''623C'''
| style="background-color:#F9F9F9;" |'''623C'''
| style="background-color:#F9F9F9; text-align: left;" |2. Hit launcht weniger hoch (Infinite entfernt).
| style="background-color:#F9F9F9; text-align: left;" |2. Hit launches less high (Infinite removed).
|-
|-
! colspan="2" style="background:#e6e6e6;" | '''Duck King'''
! colspan="2" style="background:#e6e6e6;" | '''Duck King'''
|-
|-
| style="background-color:#F9F9F9;" |'''Chain Combos'''
| style="background-color:#F9F9F9;" |'''Chain Combos'''
| style="background-color:#F9F9F9; text-align: left;" |Alle speziellen Chain Combos wurden entfernt.
| style="background-color:#F9F9F9; text-align: left;" |All unique chain combos removed.
|-
|-
| style="background-color:#F9F9F9;" |'''2B'''
| style="background-color:#F9F9F9;" |'''2B'''
| style="background-color:#F9F9F9; text-align: left;" |Chaint nicht mehr in 2A. Link Combo geht.
| style="background-color:#F9F9F9; text-align: left;" |Chain into 2A removed. Link Combo works.
|-
|-
| style="background-color:#F9F9F9;" |'''5B(f)'''
| style="background-color:#F9F9F9;" |'''5B(f)'''
| style="background-color:#F9F9F9; text-align: left;" |Andere Animation. Hat jetzt den kurzen Kick der alten 2A>5B Chain.
| style="background-color:#F9F9F9; text-align: left;" |Different Animation. Now is the short kick from the old 2A>5B chain.
|-
|-
| style="background-color:#F9F9F9;" |'''6B'''
| style="background-color:#F9F9F9;" |'''6B'''
| style="background-color:#F9F9F9; text-align: left;" |Neuer Normal. Hat jetzt die alte 5B(f) Animation.
| style="background-color:#F9F9F9; text-align: left;" |New Normal. Now has the old 5B(f) animation. Cannot be kara-cancelled anymore.
|-
| style="background-color:#F9F9F9;" |'''2D(1)'''
| style="background-color:#F9F9F9; text-align: left;" |Now knocks down.
|-
| style="background-color:#F9F9F9;" |'''236C & j.214P'''
| style="background-color:#F9F9F9; text-align: left;" |Now has old 2P Duck's frame advantage on guard for both 1P & 2P.
|-
| style="background-color:#F9F9F9;" |'''632146P'''
| style="background-color:#F9F9F9; text-align: left;" |Last hit can now be Dream-Cancelled.
|-
| style="background-color:#F9F9F9;" |'''4123692K'''
| style="background-color:#F9F9F9; text-align: left;" |Bigger hitbox: from 112x168 to 128x168
|-
|-
! colspan="2" style="background:#e6e6e6;" | '''Eiji'''
! colspan="2" style="background:#e6e6e6;" | '''Eiji'''
|-
|-
| style="background-color:#F9F9F9;" |'''2D(1)'''
| style="background-color:#F9F9F9;" |'''2D(1)'''
| style="background-color:#F9F9F9; text-align: left;" |Special Cancel entfernt.
| style="background-color:#F9F9F9; text-align: left;" |Special Cancel removed.
|-
|-
| style="background-color:#F9F9F9;" |'''236B/D'''
| style="background-color:#F9F9F9;" |'''236B/D'''
| style="background-color:#F9F9F9; text-align: left;" |mehr Recovery.
| style="background-color:#F9F9F9; text-align: left;" |more Recovery.
|-
|-
! colspan="2" style="background:#e6e6e6;" | '''Ralf'''
! colspan="2" style="background:#e6e6e6;" | '''Ralf'''
|-
|-
| style="background-color:#F9F9F9;" |'''623P(cancel)'''
| style="background-color:#F9F9F9;" |'''623P(cancel)'''
| style="background-color:#F9F9F9; text-align: left;" |Etwas mehr Startup.
| style="background-color:#F9F9F9; text-align: left;" |Slightly more Startup.
|-
! colspan="2" style="background:#e6e6e6;" | '''Kensou'''
|-
| style="background-color:#F9F9F9;" |'''LDM'''
| style="background-color:#F9F9F9; text-align: left;" |Startup: 11F > 1F. Can now be linked after many things, and to punish projectiles.
|-
! colspan="2" style="background:#e6e6e6;" | '''Mary'''
|-
| style="background-color:#F9F9F9;" |'''236C'''
| style="background-color:#F9F9F9; text-align: left;" |Flies at a lower angle, making it hit earlier. Safer on block: -4 instead of -14.
|-
! colspan="2" style="background:#e6e6e6;" | '''Adelheid'''
|-
| style="background-color:#F9F9F9;" |'''236P'''
| style="background-color:#F9F9F9; text-align: left;" |Drastically reduced duration (buff)
|-
| style="background-color:#F9F9F9;" |'''236D'''
| style="background-color:#F9F9F9; text-align: left;" |The only special move to still have juggle anywhere / OTG so far.
|-
|-
! colspan="2" style="background:#e6e6e6;" | '''Silber'''
! colspan="2" style="background:#e6e6e6;" | '''Silber'''
|-
|-
| style="background-color:#F9F9F9;" |'''2B'''
| style="background-color:#F9F9F9;" |'''2B'''
| style="background-color:#F9F9F9; text-align: left;" |Unverwundbarkeit nach der Active Time entfernt (bugfix).
| style="background-color:#F9F9F9; text-align: left;" |Invincibility during recovery removed (bugfix).
|-
|-
|}
|}
[http://dmmbrage.blog.jp/archives/36220406.html additional arranged mode info, in japanese]


=== Playstation 3 ===
== Playstation 3 ==
Es handelt sich um die Emulierte PS2-Version. Wie alle emulierten PS2-Games auf der PS3 hat diese etwas Input Lag (ca. 2-3 Frames).
[[bild:kofxi_psn.png]]
:This is an emulated PS2 version.
:Like all other emulated PS2-games on PS3, there is some input lag (~2-3 Frames).
:Can be bought in the [https://store.playstation.com/ja-jp/product/JP0576-NPJD00071_00-0000000000000000 Japanese PSN-Store].


==Charaktere==
= Tournament Rules=
===Normale Charaktere===
*The meaty unblockable bug (eg. Oswald 3A, Kula 236P) is banned
*Related to the above, inescapable grabs on incoming are banned (eg. Clark 41236,41236K Mary LDM)
*Meaty unblockables on incoming (eg. Ryo 632146D, silber 23236K) are banned. Note: those are allowed on enemy wakeup (since wakeup allows reversals, unlike incoming).
*Vanessa 623C juggle limit = 5 times in succession
*All character freeze & camera glitch bugs are banned (eg. with Hayate). Note that shifting Whip's 236236P 2nd to last hit against an airborne opponent is allowed if the combo is continued immediately.
*Time Unlock characters are allowed (Adelheid, Gai, Hayate, Jazu, Silber)
*Shion & Magaki are banned (only matters for console)
*Console characters are generally banned because they are very buggy & badly balanced across the board. There are occasional exceptions where console characters are allowed (fun tournaments).
 
=Characters=
===Regular Characters===
{| cellspacing="1" style="text-align: left; color:black;"
{| cellspacing="1" style="text-align: left; color:black;"
|{{KOFXIII_Char |name = [[Kyo Kusanagi(KOFXI)|Kyo Kusanagi]] |jname = [[Kyo Kusanagi(KOFXI)|(草薙 京)]] |picture = [[Bild:KOFXI Kyo 96.png|link=Kyo Kusanagi(KOFXI)]]}}
|{{KOFXIII_Char |name = [[Kyo Kusanagi(KOFXI)|Kyo Kusanagi]] |jname = [[Kyo Kusanagi(KOFXI)|(草薙 京)]] |picture = [[Bild:KOFXI Kyo 96.png|link=Kyo Kusanagi(KOFXI)]]}}
Zeile 215: Zeile 353:
|}
|}


===Time Unlock Charaktere===
===Time Unlock Characters===
{| cellspacing="1" style="text-align: left; color:black;"
{| cellspacing="1" style="text-align: left; color:black;"
|{{KOFXIII_Char |name = [[Adelheid(KOFXI)|Adelheid]] |jname = [[Adelheid(KOFXI)|(アーデルハイド
|{{KOFXIII_Char |name = [[Adelheid(KOFXI)|Adelheid]] |jname = [[Adelheid(KOFXI)|(アーデルハイド
Zeile 226: Zeile 364:
|{{KOFXIII_Char |name = [[Silber(KOFXI)|Silber]] |jname = [[Silber(KOFXI)|(ズィルバー
|{{KOFXIII_Char |name = [[Silber(KOFXI)|Silber]] |jname = [[Silber(KOFXI)|(ズィルバー
)]] |picture = [[Bild:kofxi silber 96.png|link=Silber(KOFXI)]]}}
)]] |picture = [[Bild:kofxi silber 96.png|link=Silber(KOFXI)]]}}
|{{KOFXIII_Char |name = [[Jyazu(KOFXI)|Jyazu]] |jname = [[Jyazu(KOFXI)|(邪頭
|{{KOFXIII_Char |name = [[Jyazu(KOFXI)|Jazu]] |jname = [[Jyazu(KOFXI)|(邪頭
)]] |picture = [[Bild:kofxi jyazu 96.png|link=Jyazu(KOFXI)]]}}
)]] |picture = [[Bild:kofxi jyazu 96.png|link=Jyazu(KOFXI)]]}}
|}
|}


===Boss Charaktere===
===Boss Characters===
{| cellspacing="1" style="text-align: left; color:black;"
{| cellspacing="1" style="text-align: left; color:black;"
|{{KOFXIII_Char |name = [[Shion(KOFXI)|Shion]] |jname = [[Shion(KOFXI)|(紫苑
|{{KOFXIII_Char |name = [[Shion(KOFXI)|Shion]] |jname = [[Shion(KOFXI)|(紫苑
Zeile 237: Zeile 375:
)]] |picture = [[Bild:kofxi magaki 96.png|link=Magaki(KOFXI)]]}}
)]] |picture = [[Bild:kofxi magaki 96.png|link=Magaki(KOFXI)]]}}
|}
|}
===Console Only Charaktere===
===Console Only Characters===
{| cellspacing="1" style="text-align: left; color:black;"
{| cellspacing="1" style="text-align: left; color:black;"
|{{KOFXIII_Char |name = [[Hotaru(KOFXI)|Hotaru]] |jname = [[Hotaru(KOFXI)|(双葉 ほたる
|{{KOFXIII_Char |name = [[Hotaru(KOFXI)|Hotaru]] |jname = [[Hotaru(KOFXI)|(双葉 ほたる
Zeile 257: Zeile 395:
|}
|}


== Layout ==
= Layout & Notation=
Es wird Block gespielt, mit einem Extra Button für Blowback (diesmal nicht CD sondern E)<br>
==Button Layout==
''Image Source: Conqueror's Guide''<br>
[[bild:kofxi_layout.png]]
 
Block layout is used, with a new Extra Button for Blowback (this time not C+D but instead E)<br>
'''A C E'''<br>
'''A C E'''<br>
'''B D'''
'''B D'''
Zeile 268: Zeile 410:
E = Blown Off<br>
E = Blown Off<br>


==Numblock Notation==
:This wiki uses numblock notation since it is used internationally and does not need a translation.
:As the name implies, look at your keyboard's numblock to figure out which number stands for which direction.
:'''7 8 9'''
:'''4 5 6'''
:'''1 2 3'''
:For example, '''236''' is a quarter circle forward.
= System (Input) =
==Attacks==
:'''Input: direction + A,B,C,D,E'''
:Light attacks (A,B,2A,2B) generally have low damage and hit stun
:Hard attacks (C,D,2C,2D) generally have high damage and high hit stun
:Both standing light and hard attacks have 2 varieties each, close and far, that differ in animation and properties.
:Command normals (eg. 6A, 6B etc.) generally behave like hard attacks. They often have unique properties (eg. overhead).
:Often, command normals can be cancelled from other normal attacks (eg. C>6A). Command normals cancelled in this way often change their properties (eg. loses overhead, gains cancel).
:"Blown Off", the E-button (otherwise known as CD), causes a small launch on hit that can be comboed from on counter hit only. There is no crouching version of E, but a jumping version exists. All standing E attacks can be cancelled into special moves.
==Dash (ダッシュ)==
:'''Input: 6,6'''<br>
:Either holding 6 or 3 continues dashing. 3 is particularly interesting for characters with a [2],8 charge special move, since the 3 motion can be used to charge while dashing.
:Dashes have some startup and recovery, see [[The King of Fighters XI: Advanced System Mechanics]] for details.
==Backdash (バックステップ)==
:'''Input: 4,4'''
:Airborne on the 1st Frame and can therefore be used as a reversal - you will still get hit, but flip out of a potential combo.
:It is possible to input certain air special moves during a backdash (character specific).
==Jumps==
''Image Source: Conqueror's Guide''<br>
[[Bild:kofxi jump arcs.jpg]]<br>
===Normal Jump===
:'''Input: 7/8/9'''
:The regular jump.
:All jump attacks can have different hitboxes depending on the jump type & direction (see character frame data).
for advanced information on jumps, see [[The_King_of_Fighters_XI:_Advanced_System_Mechanics#Jumps_.28advanced.29|here]]
===Super Jump===
:'''Input: tap  1/2/3, then 7/8/9'''
:travels further than regular jump, but have the same duration.
===Small Jump===
:'''Input: tap 7/8/9'''
:For a small jump, tap the motion and let go within 4 Frames.
:Small jump attacks are automatically in counter hit state.
===Hyper Hop===
:'''Input:: 1/2/3, then tap 7/8/9'''
:For a hyper hop, input any down motion, then tap and let go of the up-motion within 4 Frames.
:Hyper Hops travel further than Small Jumps, but have the same duration.
:Hyper Hop attacks are automatically in counter hit state.


== System (Eingabe) ==
==Throws==
===Front / Back Throw===
:'''Input: 6/4 + C/D'''
:C = front, D = back throw.


===Rollen===
===Throw Breaks===
*'''AB /4AB: Rolle'''<br>
:'''Input: C/D while being thrown'''
:Wie immer mit Unverwundbarkeit bis kurz vor dem Ende, kann aber geworfen werden (oder in der Recovery mit Angriffen getroffen werden).
:Throw breaks require the same button than the throw that was used
:The window for Throw Breaks is 16F
:Simultaneous pressing of C+D does not work to break throws
:However, C~D or D~C works, so you can cover both throw types without having to commit to one.
:Note: if both players attempt to throw on the same frame, their C or D attacks will come out instead. This means that characters with a fast C/D have an advantage in these situations.
For information on advanced rules concerning throw breaks during rolls, see [[The King of Fighters XI: Advanced System Mechanics#Throw_Breaks_during_Rolls|here]]


*'''AB / 4AB beim Aufkommen: Ukemi'''<br>
==Rolls & Guard Cancels==
:Die Recovery-Rolle kann in KOFXI auch nach vorne ausverführt werden, verliert dabei aber ihre komplette Unverwundbarkeit. In japanischen Matchvids sieht man dementsprechend oft einen 2A nach einer Combo die recovert werden kann um zu verhindern, dass der Gegner nach vorne rollt.
===Emergency Evasion Roll (緊急回避)===
:'''Input: AB /4AB'''
:Fully Invulnerable to strikes except for 5F at the end (there are exceptions, see character pages)
:Can be thrown at any point
:Important: using 2B to punish rolls does NOT work - this is a special rule also present in other old KOFs. Exception to the exception: Kyo's 2B hits (likely a bug/oversight).
:Additional exceptions: Mary, Clark & Hotaru's 2A do not work to punish rolls (likely also bugs).
For Roll Frame Data, see [[The_King_of_Fighters_XI:_Advanced_System_Mechanics#Roll_Frame_Data|here]]


*'''AB während eines geblockten gegnerischen Angriffs: Guard Cancel Roll'''<br>
===Recovery Roll (Ukemi)===
:Kostet ein Super Bar. Voll unverwundbar, auch gegen Würfe (außer bei Vanessa, sie kann geworfen werden, vermutlich ein Bug).
:'''Input: AB / 6AB just before hitting the ground'''
:Used to recover quickly after being launched to avoid getting knocked down.
:'''AB''' is a back Ukemi roll that is the same as in other KOFs.
:Back Ukemi has complete invulnerability and 1F recovery that only allows guarding.
:'''6AB''' is a front Ukemi roll that exists in no other KOF - it is unique to KOFXI.
:Front Ukemi has NO invulnerability. This roll has a hurtbox on the height of the legs. Using eg. a 2A when expecting a front ukemi attempt is an important strategy in KOFXI.


*'''AB während eines eigenen normalen Angriffes (keine Special Moves): Roll Cancel'''<br>
For detailed frame data & information about ukemi, see [[The King of Fighters XI: Advanced System Mechanics#Back Ukemi|here]]
:''Kostet 1 Shift Stock''<br>
:Der Charakter bricht den Angriff mit einer Rolle nach vorne ab. Nützlich nur für fortgeschrittene Combos (bringt nur wenigen Charakteren etwas).


===Guard Cancel Roll===
:'''Input: AB / 4AB during guard'''
:''Costs 1 Super Stock.''
:Completely invulnerable, including throws (except for Vanessa & Duck, who can be thrown, bug).
:Has some recovery that can however be cancelled into guard (not into anything else!)


===Shift===
===Roll Cancel===
:'''Input: AB while a normal attack hits'''
:''Costs 1 Shift Stock.''
:Cancels the attack into a roll. Can be used to bait guard cancels or in some rare cases for combos.
 
===Guard Cancel Attack===
:'''Input: E while guarding: Guard Cancel Attack'''
:''costs 1 Super Stock''
:The guard cancel is invulnerable during startup & active time, but has recovery that can be punished on block.
:The time window to perform a guard cancel or guard cancel roll is very strict compared to other KOFs (only during hit stop!)
:After a Guard Cancel Attack, it is also possible to connect a "juggle anywhere" attack. This is most commonly performed with Kim: (opponent in corner) Guard Cancel > LDM.
 
==Shift==
===The Skill Gauge (スキルゲージ)===
[[bild:kofxi_shift_gauge.png]]<br>
[[bild:kofxi_shift_gauge.png]]<br>
*Der Shiftbalken besteht aus 80px
:The Skill Gauge consists of 224 units (2x112)
*Der Balken füllt sich ausschließlich über Zeit (automatisch)
:The bar fills solely based on time passed
:The gauge does not fill during supers (eg. while holding down Oswald's 2363214P)
:0-1 fills over 8 seconds
:1-2 fills over 16 seconds (half as fast than from 0-1)
:When a player's character is KOed, that player's Skill Gauge stops filling for a short moment


'''Shift: PP/KK'''<br>
===Regular Shift (シフト)===
:PP wechselt zu dem 2. Charakter (also der, der näher am Portrait des gerade aktiven Charakters ist)<br>
:'''Input: PP/KK'''
:KK wechselt zum 3. Charakter (der, der weiter weg ist vom Portrait des gerade aktiven Charakters)<br>
:PP shifts to the 2nd character (the one that is closest to the portrait of the currently active character)<br>
:Der Tagout hat etwas Startup (der Charakter spielt erst eine Animation, bevor er rausspringt), und der Charakter der reinkommt hat keine Unverwundbarkeit (er kann z.B. durch Super getroffen werden).
:KK shifts to the 3rd character (the one that is farthest from the portrait of the currently active character)<br>
:Regular shifts have a long startup phase before the character becomes invulnerable and jumps out(34-40F, character-specific, see "Advanced System Mechanics" for a list)
:The character that is shifting in has invulnerability while jumping in, but has 4F landing recovery, which can be punished. Note: Silber & Elisabeth have no invulnerability while jumping in.


'''Quick Shift: PP/KK während man trifft'''<br>
===Quick Shift (クイックシフト)===
:''kostet 1 Shift Stock''<br>
:'''Input: PP/KK while an attack hits'''
:Der eigene Charakter springt raus und der nächste rein (schnell genug, um einen Jump-In im Fallen anzuhängen).
:''Costs 1 Skill Gauge''<br>
:Essenziell für fortgeschrittene Combos, und kann auch für Mixup benutzt werden (da manchmal, je nach Setup, der :Charakter anstatt vor dem Gegner einfach hinter ihm landet).<br>
:The active character immediately jumps out and the 2nd or 3rd character jumps in
:Die selben Regeln wie beim normalen Shift gelten was die Reihenfolge der Charaktere betrifft.
:An air attack can be performed as the 2nd or 3rd character jumps in and falls
:4F Landing recovery, 10F for Duck King, K' & Shion
:Landing recovery can be cut in several ways, see "Advanced System Mechanics"
:If not doing an air attack that connects, it is possible to land behind opponents depending on which character you shift in (character specific, see "Advanced System Mechanics" for a list).
:It is possible to crossup opponents in the corner when using Quick Shift (see "Advanced System Mechanics").


'''Safety (Saving) Shift: PP/KK während man getroffen wird'''<br>
===Saving Shift (セービングシフト)===
:''kostet 2 Shift Stocks''<br>
:'''Input: PP/KK while grounded & getting hit or guarding'''
:Rettet den eigenen Charakter vor einer Combo, ähnlich wie ein Burst. Funktioniert allerdings nur, wenn der eigene Charakter noch steht (er darf nicht gejuggelt werden).<br>
:''Costs 2 Skill Gauges''<br>
:Der Shift-in danach hat automatisch einen Angriff - trifft dieser auf Counter Hit, darf man sogar daraus comboen (z.B: mit K', Chain Drive; oder Gato, smalljump j.D)
:Immediately tags out the character getting hit (or guarding) and brings in the 2nd or 3rd character
:Der Shift hat begrenzt Unverwundbarkeit, kann aber von bestimmten Angriffen geschlagen werden (z.B. wenn man einen Normal saftey shiftet und der Gegner den Normal bereits in einen Super gecancelt hat).
:The character coming in does an automatic attack with a large, unblockable hitbox
:The attack deals a small amount of damage but cannot kill
:Despite the good hitbox, saving shifts have a hurtbox and can lose to counters & specific invulnerable moves
:If the attack hits on counter hit, a followup combo is possible, eg. K' 236236P or Gato jump D > runup > 236236B
:Saving Shifts only work if the character was getting hit standing, not while getting juggled. It is therefore important to immmediately launch a dizzied opponent if the opponent has access to saving shift.
:Additionally, Saving Shifts do not work against certain attacks, eg. after having been hit by a Super.


 
== Supers ==
=== Supers ===
===The Super Stock Gauge===
'''Super Stock'''<br>
'''0'''[[bild:kofxi_Super_gauge_0.png]]<br>
'''0'''[[bild:kofxi_Super_gauge_0.png]]<br>
'''1'''[[bild:kofxi_Super_gauge_1.png]]<br>
'''1'''[[bild:kofxi_Super_gauge_1.png]]<br>
Zeile 317: Zeile 560:
'''4'''[[bild:kofxi_Super_gauge_4.png]]<br>
'''4'''[[bild:kofxi_Super_gauge_4.png]]<br>
'''5'''[[bild:kofxi_Super_gauge_5.png]]<br>
'''5'''[[bild:kofxi_Super_gauge_5.png]]<br>
:Der Superbalken besteht aus 144px
:One bar of Super Gauge consists of 112 units / 144px
:Der Balken füllt sich, wenn man Schaden verursacht oder erleidet, oder wenn man Special Moves benutzt.
:If all of the player's characters are alive, the maximum stock number is '''3'''
:Der Balken hält maximal 3 Stocks, wenn alle Charaktere leben
:Every KOed character in the player's team adds 1 more max super stock, up to a total of '''5'''.
:Für jeden eigenen Charakter, der KO gegangen ist, kann man 1 Super Stock mehr behalten (bis zu 5).
:Additionaly, whenever one of the player's characters is KOed, one super stock is instantly filled up.
:Immer wenn ein eigener Charakter KO geht, bekommt man zudem einen Super Stock geschenkt.
:The bar fills when damage is done or received, or when a special move is used (regardless of whether it hits).
:Attacks blocked by the opponent only give '''25%''' of their meter build value
:Attacks that hit the player or that the player blocks give exactly '''1''' unit of Meter per hit. This means that getting hit by multi-hit attacks generally gives way more meter than getting hit by single attacks, which should be kept in mind when constructing combos.


'''Super & Dream Cancel'''
===Super & Dream Cancel===
:''kostet 1 Shift Stock''<br>
:''Costs 1 Shift Stock''<br>
:Bestimmte Special Moves können gesupercancelt werden. Das gleiche gilt für Supers: manche können in LDM gedreamcancelt werden.
:Certain Special Moves can be super cancelled. The same rule applies to certain Supers: some can be dream cancelled into the leader's LDM.


===Guard Cancel===
==Taunts==
*'''E, während man blockt: Guard Cancel Attack'''<br>
:Taunts can be performed by pushing START (on arcade) or using the taunt button (console).
:''kostet 1 Super Bar''<br>
:Taunts give exactly 1/7th of a stock to your opponent (16/112 units).
:Der Guard Cancel ist komplett unverwundbar. Achtung: das Zeitfenster für den Guard Cancel ist deutlich kürzer als in anderen KOF-Titeln (nur im Hit Stop!).


== System (Sonstiges) ==
= System (Gauges & Match Flow) =
'''Lebensenergie'''<br>
==Life Bar==
[[bild:kofxi_life_gauge.png]]<br>
[[bild:kofxi_life_gauge.png]]<br>
:Der Lebensbalken besteht aus 208px.
:The Life Bar consists of 112 units.
:Es gibt 2 Damage-Reduction Schwellen:
:On Arcade, a character goes K.O. when on 0/112 life.
*Zwischen 39% und 15% HP: 0.75x Schaden
:On PS2, a character can have 0/112 life and will therefore need to have received a total of 113 damage to go K.O.
*Zwischen 14% und 0%: 0.5x Schaden,[https://twitter.com/kofxi_bot/status/1038643979284373504 Quelle: kofxi_bot Twitter]
 
There are 3 HP-thresholds that trigger damage multipliers (= damage reduction) to come into effect:
*Between 100% (112HP) & 40% (44HP): '''1.0x''' damage (normal damage)
*Between 39% (43HP) and 15% (16HP) : '''0.75x''' damage
*Between 14% (15HP) and 0% (0HP): '''0.5x''' Damage<br>
''Source: Conqueror's Guide''


'''Leader'''<br>
==Leader==
[[bild:kofxi_life_gauge_leader.png]]<br>
[[bild:kofxi_life_gauge_leader.png]]<br>
:Nur der Leader hat Zugriff auf seinen Leader Super (LDM)
:The Leader has a green life bar
:Der LDM kostet 2 Super Stocks
:Only a character designated as Leader has access to their '''Leader Super (LDM)''', which cost 2 Super Stocks
:Man verliert man deutlich mehr Judgement Gauge, wenn der Leader stirbt
:The Leader generates '''50% more''' Judgement Indicator with each hit they land.
:Der Leader hat einen grünen Lebensbalken
 
==Stun Gauge==
[[bild:kofxi_stun_gauge.png]]<br>
===Increase / Decrease===
:The stun gauge consists of 112 units.
:The Stun Gauge decreases when the player is hit
:After having been stunned, the stun gauge cannot decrease again for ~6 seconds
:The Stun Gauge slowly increases over time if not getting hit
:The Stun Gauge can increase again even during combos, if there is enough time inbetween hits or if a hit deals 0 stun damage.
:''Note: Using shift combos with 2 shifts against standing opponents almost always guarantees a stun combo. Deciding when to use shift stock to attack and when to better save if for a saving shift is therefore a vital aspect of KOFXI's gameplay.''
 
===Getting Stunned===
:Once the Stun Gauge  is empty, the character is stunned
:A character that is stunned is immediately knocked down. Juggling the character further in this state is not possible.


===Escaping Stun===
:Mashing buttons & shaking the stick reduces the stun time
:This only works once the character is standing.


'''Stun'''<br>
===Stun Values===
[[bild:kofxi_stun_gauge.png]]<br>
:Characters have stun modifiers that increase or decrease the stun damage they receive (see [[The_King_of_Fighters_XI:_Advanced_System_Mechanics#Stun|here]]).
:Der Stunbalken besteht aus 43px.
:Randomness is applied to stun damage, between +0 and -2 points compared to the value listed for each attack on the character pages.
:Charaktere haben unterschiedlich viel Stun (trotz der 43px), siehe unten.
:The randomness works the same way for longer combos (the -2 does not add up, the final result will vary between 3 values: +0, -1, -2).
:Der Balken leert sich, wenn man getroffen wird
:Generally, the randomness is not a big factor and stun combos are usually reliable.
:Der Balken nimmt langsam wieder zu, wenn man längere Zeit nicht getroffen wird
:Wenn das Stun Meter voll ist, wird der Charakter dizzy
:Durch mashen von Buttons & Stick kann man die Dizzy-Zeit verkürzen (nur während man schon wieder steht, nicht wenn man noch fällt)
:Wenn man dizzy war ist die Stun Gauge für ~6 Sekunden geblockt, um re-stun Combos zu verhindern
:Wenn man Shift Combos mit 2 Shifts benutzt, bekommt man den Gegner fast immer dizzy. Daher ist das gute Management der Shift Stocks, sowohl für diese Combos als auch für den Saftey Shift, ein wichtiger Teil des Spiels.


==Guard Gauge==
:The Guard Gauge is a hidden gauge.
:The Guard Gauge consists of 112 units.
:Blocking attacks reduces the guard gauge.
:The Guard Gauge slowly recovers while not blocking attacks.
:If a character is close to a guard crush, their HP-bar is flashing (it flashes quicker if very close to being guard crushed).
:Once the guard gauge reaches 0, a guard crush is caused.
:A guard crush leaves the opponent open for attacks for 35F (after hit stop).
:After a guard crush, the guard gauge is set to 112 again.
:Randomness is applied to guard damage, between +0 and -2 points compared to the value listed for each attack on the character pages.


'''Judgement Gauge'''<br>
==Judgement Indicator (ジャッジメントインジケーター)==
{| style="text-align: center;"
{| style="text-align: center;"
|[[datei:kofxi_judgement_1P.png]]
|[[datei:kofxi_judgement_1P.png]]
Zeile 366: Zeile 636:
|[[datei:kofxi_judgement_2P.png]]
|[[datei:kofxi_judgement_2P.png]]
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|1P Führt
|colspan="1" style="background:#000000;color:#FFFFFF;"|1P leads
|colspan="1" style="background:#000000;color:#FFFFFF;"|Draw
|colspan="1" style="background:#000000;color:#FFFFFF;"|Draw
|colspan="1" style="background:#000000;color:#FFFFFF;"|2P Führt
|colspan="1" style="background:#000000;color:#FFFFFF;"|2P leads
|}
|}
:Die Judgement Gauge entscheidet bei einem Time Out, wer gewinnt.
:The Judgement Indicator decides who wins if it comes to a time out.
:Im Gegensatz zu anderen Spielen ist die HP der Charaktere hierbei '''NICHT''' der entscheidende Faktor.
:Contrary to other games, in KOFXI, the player with more health does '''NOT''' automatically win in the case of a time out.
:Erfolgreiche Treffer, KOs, Combos und Supers erhöhen die Judgement Gauge.
:Hits that connect &  KOs tilt the JI towards the player who performed them.
:Da KOs besonders viel Judgement geben, ist es besonders wichtig, Charaktere, die wenig Leben übrig haben, herauszushiften, um später bei einem eventuellen Time Out keinen Nachteil zu haben.
:The '''Leader''' generates '''50% more''' Judgement with their hits. ''Note: contrary to old information, getting hit or losing your Leader does not decrease JI more than normal).
 
:If a draw occurs, the player who still has their leader wins. If both players do or do not have a leader, a draw occurs and both lose.
:Note: since KOs tilt the JI a lot, it is important to save characters on low health as much as possible. This also has the added benefit of still having characters left for shift combos and saving shifts.
:For in-depth information about the Judgement Indicator, please see [[The King of Fighters XI: Advanced System Mechanics#Judgement Indicator (detailed)| here]].


'''KO (DOWN!)'''<br>
==KO (DOWN!)==
[[bild:kofxi_DOWN.png|150px]]
[[bild:kofxi_DOWN.png|150px]]
:Bei einem KO springt der nächste Charakter in der Reihenfolge in die Stage (der Charakter am nähsten zum Portrait des gerade gestorbenen Charakters).<br>
===Next Character===
:Die Richtung aus der der Charakter reinspringt ist immer so wie die "Leiche" gerade zum gegnerischen Charakter liegt. Beispiel: Leiche links, Gegner rechts: mein Charakter kommt von links. Das erlaubt es dem Gegner allerdings, über die Leiche zu rennen / springen, um die Seite zu verändern, von der man hineinspringt. Außerdem kann der Gegner unter dem Charakter durchrennen oder drüber springen, während der gerade herein springt, was zu Crossups führen kann (dies ist besonders stark in der Ecke).
:If a KO occurs, the next character in order jumps in (the character closest to the portrait of the character which was KOed)<br>
:The direction the character is coming in from is always from behind the "corpse" on screen. Example: player corpse left, opponent stands right: next character comes in from the left.


== System (fortgeschritten) ==
===Down! Okizeme===
'''Input Engine'''<br>
:The "corpse" can be rolled through or walked over, which changes the direction the next character will come in from and can be used to make blocking correctly much harder.
KOFXI ist das erste KOF mit "moderner" Eingabe.<br>
:While a character comes in, they have no collision until they land, so it is possible to walk or jump through them while they fall to cross them up.
Das bedeutet konkret, dass der Input-Buffer deutlich einfacher und größer als in früheren Teilen ist. Außerdem fehlen die "KOF 4 Frames" der früheren Teile (4 Frames nach Button press durfte man noch die Stickrichtung ändern, um den stehenden z.B. in einen geduckten Normal zu machen).<br>
:In the corner, there is a small gap behind the character that comes in, which allows corner crossups against them.


Einige Shortcuts, die in der KOFXI-Engine möglich sind:
===Down! Landing Recovery===
*Mit Oswald 63214, 6[6](also, losrennen),3214P führt einen rennenden Super aus. Dies geht mit allen Charakteren, die einen "63214,63214X" Super haben.<br>
: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]]).
*Mit K' 661236P führt nach dem Rennen sofort einen Ain Trigger anstatt eines SRKs aus - die "1" verhindert den SRK, alternativ geht auch z.b. "41236" nach dem Run.
:Interestingly, the 1F where only blocking is allowed is completely invulnerable. This means that attacks only connect on the next frame, and therefore reversals CAN be used, provided that you blocked for 1F. A practical application of this is to simply hold back and input a reversal throw as you land, which will be a true 1F throw that can even beat meaty attacks. Another application is to input a reversal ending with a block motion as you land, eg with K' 236236,4+B to get a reversal heaven's drive.
*Mit K' 236321[4],E führt dazu, dass K' noch etwas zurück läuft, bevor er den LDM ausführt
:Certain characters do not suffer from the 1F landing recovery and can act immediately (which is likely unintended): Kula, Ryo, Jenet and Hayate.
*Mit Ash oder Duolon A+B+C halten, 6~D: führt eine Activation aus, ohne dass man die umständliche Buttonabfolge vorbuffern muss. Mit Shen geht das selbe, wenn man A+B+C hät, C loslässt und dann wieder drückt.
:Certain attacks become unblockable when done meaty in KOFXI, which can be abused on incoming - this is banned in all tournaments and frowned upon in casuals. Incomplete list taken from [http://dmmbrage.blog.jp/archives/36026057.html this source]: Oswald 3A, Ash 5D(f), Griffon 5D(c), Kula 236P, Vanessa Puncher Upper (2nd Hit), Shen & Momoko 2D, Mary LDM, Clark 41236,41236K, Geese 5D(f), Tung 5D(f), Mr. Big 5C(f) 2nd hit, Robert 5E & j.E.


=Advanced System Mechanics=
[[The King of Fighters XI: Advanced System Mechanics]]<br>
[[The King of Fighters XI: Crouched character hitbox sizes]]


'''Counter Hits'''<br>
=Tier Lists=
Counter Hits passieren im Startup & Active von...
[[The King of Fighters XI: Tier Lists]]
*Command Normals
*Special Moves
*Supers
*Angriffen aus Small Jumps & Hyper Hops


= Links & Sources =
=== Tourneys & Results ===
[[KOFXI Sawakoro Festival 2023]]<br>
[[KOFXI Sawakoro Festival 2022]]<br>
[[KOFXI Tougeki 2006]]<br>


===Places to play KOFXI at===
[https://docs.google.com/spreadsheets/d/1XoVsA3t39TyZDvmGgyJOCVasI_PCxHSDa2DuiJqGv6A/edit#gid=0 A list by kofxi_bot], slightly outdated


===World List of KOFXI Players===
[[Worldwide List of KOFXI Players]]


''Anmerkung von ATG: der folgende Teil des fortgeschrittenen System-Artikels basiert zum Teil auf der [http://hartheon.web.fc2.com/neta.html japanischen Hartheon-Seite], der Rest ist von uns herausgefunden worden.''<br>
===Matchvideos===
'''Dash Recovery'''<br>
[[The King of Fighters XI: Matchvideos]]
Es dauert 5F, bis man vom Dash in den Block wechseln kann (also neutral ist). Allerdings kann man den Dash schneller in Rollen, Angriffe und Special Moves canceln.
 
 
'''Zurückschlagen, wenn man getroffen wurde'''<br>
Will man zum frühest möglichen Zeitpunkt nach dem man getroffen wurde zurückschlagen, geht dies 1F später als man blocken kann. Somit sollte man in diesem Fall +1F auf die Frame Data draufrechnen. Dies trifft übrigens nur zu, wenn man getroffen wird, nicht auf block.
 
 
'''Bewegungsunfähigkeit nach Crouch Hit'''<br>
Wenn man duckend getroffen wird, darf man nach dem Hit Stun für einen kurzen Moment nicht laufen (evtl auch nicht springen und normal angreifen?). In dieser Zeit darf man aber Special Moves oder Backdashes eingeben.
 
 
'''Jump Startup'''<br>
Jumps haben 5F Startup, wenn man aber einen Angriff nach dem Absprung so früh eingibt wie möglich, kann man den Startup auf 2 Frames reduzieren (sogenannter 2F-Jump).
 
'''Angriffe im Small Jump / Normal Jump'''<br>
Wenn man einen Small Jump machen will und gleichzeitig mit dem Absprung bereits den Normal drückt, wird der Small Jump automatisch zum Normal Jump. Um dies zu verhindern, sollte der Normal minimalst nach dem Jump-Input eingegeben werden.
 
'''Regeln für den Hyper Hop'''<br>
*Der Hyper Hop (1/2/3,9 antippen) geht nur nach vorne.
*Aus dem Zurücklaufen geht kein Hyperhop! [4],1,9 führt zu einem normalen Small Jump. Stattdessen muss man neutral gehen: [4],5,1,9.
 
 
'''Landing Recovery'''<br>
Eine Frame.<br>
Man kann den anderen Spieler in der Landing Recovery treffen (z.B. mit 2B).<br>
Nur wenn man keinen Angriff in der Luft gemacht hat darf man die Landing Recovery canceln in Rollen (AB oder 4AB) und in Special Moves.
 
 
'''Landing Recovery nach Quick Shift'''<br>
Wenn man aus einem Quick Shift landet, ohne anzugreifen, hat man extra Landing Recovery. Daher macht man oft in Quick Shift Combos, wo man nicht in der Luft sondern erst am Boden angreifen will, einen whiff Air Normal.
 
 
'''Unverwundbarkeit beim Aufstehen'''<br>
Man hat 1F Unverwundbarkeit beim Aufstehen.
 
 
'''Safe Jumps / Option Selects'''<br>
Wie in anderen Fighting Games (und im speziellen in anderen KOFs) kann man in KOFXI während einem Jump-In einen Special Move, Angriff oder Wurf buffern, für den Fall, dass der Gegner einen Reversal oder eine Reversal Rolle eingeben will. Macht der Gegner den Reversal nicht, schlägt man mit dem Jump in einfach auf Hit/Block, und die nächste Eingabe kommt nicht heraus (weil noch der Hit Stop passiert). Macht der Gegner aber den Reversal, whifft der eigene Jump in und der gebufferte Move kommt heraus. Dies ist besonders nützlich, um Rollen zu werfen, die der Gegner auf Wakeup macht (man macht dagegen Jump In > sofort Wurf eingeben).
 
 
'''Super Freeze Input Buffer'''<br>
Man kann während einem Super Freeze Angriffe buffern. Dies ist die bevorzugte Bestrafungsmethode gegen bestimmte Super, die sonst safe auf Block sind (Beispiel gegen Gato: im Super Freeze seines 236236A mit Oswald 63214,63214P eingeben).<br>
Rollen sind ein Sonderfall - wenn man während einem Super Freeze nicht schon 4 oder 6 gehalten hat, kann man nicht Rollen. Wenn man dann z.B. A+B eingibt, bekommt man einfach standing A. Wenn man beim Start des Super Freezes eine Richtung gehalten hat, kann man diese während dem Super Freeze auch wieder loslassen und erneut halten, um sie für eine Rolle zu verwenden -  die Hauptsache ist, sie wurde bereits am Anfang gehalten. 1 und 3 Motions zählen leider nicht für die 4/6 Rolle.<br>
Die japanische Hartheon Seite schlägt übrigens vor, man könne mit einer Rolle während dem Super Freeze sogar durch sehr schnelle Supers kommen (Adel oder Oswald LDM), wenn man im Rennen 4 oder 6 hält und dann als Reversal rollt - block würde hier nicht gehen, wegen den 5F Recovery des Dashes.
 
 
'''Crouch / Stand regeln bei Dizzy:'''<br>
Wenn ein Gegner geduckt war, bevor er dizzy geht, ist er nach dem dizzy auch geduckt. Dies passiert sogar, wenn der Gegner gejuggelt war!
 
 
'''Corner Crossups'''<br>
Wenn der Gegner in der Ecke steht und man in einer Combo einen Quick Shift macht, kann man mit bestimmten Charakteren hinter dem Gegner landen und die Combo von hinten weiterführen. Das Timing hierfür beträgt mutmaßlich 1F. Man muss bereits im Fallen den Ground Normal in der Luft machen - und zwar auf der Frame vor der Landung. So kommt der Move, z.B. mit Oswald j.D, eine Frame in der Luft heraus (die Frame, in der man tatsächlich kurz hinter dem Gegner ist), dadurch landet man hinter dem Gegner. Das spielt macht dann automatisch einen 5D (obwohl man den Knopf nur einmal gedrückt hat).<br>
{| cellspacing="1" style="text-align: center; color:black;"
|[[Bild:kofxi_oswald_cross_01.jpg]]
|[[Bild:kofxi_oswald_cross_02.jpg]]
|[[Bild:kofxi_oswald_cross_03.jpg]]
|-
|'''j.B 1F vor Landung'''
|'''Landung hinter dem Gegner'''
|'''2B hinter dem Gegner'''
|}
 
== Sonstige Daten ==
===Knockdown Properties===
[https://docs.google.com/spreadsheets/d/1ORTnFxYokubqNYU4tHIfptiP1KadZUiSqigKaoE6rOU/edit#gid=409282613 Liste von Hartheon, zweisprachig]
 
===Höhe geduckter Charaktere===
''Zum Artikel:'' [[The King of Fighters XI: Hitboxen geduckter Charaktere]]<br>
 
===Lebensenergie===
'''118:''' Maxima<br>
'''117:''' Griffon, Gai<br>
'''116:''' Terry, Ryo, Ralf, Clark, Silber<br>
'''112:''' Kyo, Iori, Shingo, Ash, Oswald, Shen, Kim, K', Gato<br>
'''110:''' Vanessa, Elisabeth, Jenet, Eiji, Kensou<br>
'''109:''' Mary, Benimaru<br>
'''108:''' Duck King, Ramon, Duo Lon<br>
'''107:''' Yuri, King, Kula, Whip, Malin, Kasumi, Atena, Momoko<br>
'''104:''' Jyazu<br>
'''102:''' Hayate<br>
'''101:''' Adelheid<br>
[https://twitter.com/kofxi_bot/status/931791503101440001 Quelle: Twitter]
 
===Stun===
'''106:''' Gai<br>
'''105:''' Silber<br>
'''104:''' Maxima, Kasumi, Kensou, Momoko<br>
'''103:''' Elisabeth, Jenet, Ralf, Eiji<br>
'''102:''' Ramon<br>
'''100:''' Kyo, Iori, Shingo, Ash, Shen, Terry, Kim, K', Clark, Gato, Griffon<br>
'''99:''' Oswald, Vanessa, Mary, King, Duo Lon, Whip<br>
'''98:''' Duck, Ryo, Yuri, Kula, Malin, Atena<br>
'''96:''' Benimaru<br>
'''80:''' Adelheid<br>
'''77:''' Hayate, Jyazu<br>
[https://twitter.com/kofxi_bot/status/931278229633159169 Quelle: Twitter]
 


=== Allgemeine Frame Data ===
===Sources===
''Anm.: Danke an @kofxi_bot für die folgenden Infos!''<br>
[https://twitter.com/kofxi_bot KOFXI_bot @ Twitter]<br>
'''Rolle (nach vorne)'''
[http://hartheon.web.fc2.com/index.html Hartheon, japanese KOFXI infopage]<br>
:Dauer: 29F
[http://dmmbrage.blog.jp/archives/36026057.html japanese infopage for system frame data]
:Unverwundbar: F1-23
:Verwundbar: F24-28
:Nur Blocken geht: F29


'''Rolle (nach hinten)'''
== Credits ==
:Dauer: 33F
:'''KOFXI Producer / debugging:''' [http://fgamers.saikyou.biz/?%E3%82%A6%E3%83%BC Woo / ウー]<br>
:Unverwundbar: F1-27
:'''Coordinator / debugging:''' C6B, currently lives in Nagoya according to Rock.
:Verwundbar: F28-32
:Nur Blocken geht: F33
*Gato hat keine Unverwundbarkeit am Anfang seiner Back Roll
*Silbers Back Roll hat komplette Unverwundbarkeit
 
'''Gruppe A (können Würfe während der eigenen Rolle aller Gruppen breaken und Gruppen B und C werfen, während diese rollen, ohne dass diese breaken können)'''<br>
Kyo, Iori, Ash, Shen, Terry, Duck, Vanessa, Ramon, Yuri, Duolon, Malin, Kasumi, Kensou, Momoko, Gai
 
'''Gruppe B (können Würfe während der eigenen Rolle aus Gruppe C breaken und Gruppen B und C werfen, während diese rollen, ohne dass diese breaken können)'''<br>
Shingo, Oswald, Mary, King, Benimaru, K', Kula, Maxima, Jenet, Griffon, Ralf, Whip, Eiji, Athena, Adelheid, Hayate, Jazu
 
'''Gruppe C (können nur Würfe während der eigenen Rolle aus Gruppe C breaken und jeder kann ihre Würfe breaken, während sie rollen)'''<br>
Kim, Ryo, Elisabeth, Gato, Clark, Silber
 
 
'''Guard Cancel Rolle'''
:Die GC-Rolle ist komplett unverwundbar, hat aber Recovery
:Die Recovery darf man nur in block canceln
:Eiji hat keine Unverwundbarkeit am Ende der GC-Rolle
:Elisabeth hat keine Unverwundbarkeit am Ende der GC-Rolle (nur nach hinten)
:Vanessa hat keine Wurfunverwundbarkeit während der GC-Rolle
 
==Tier Lists==
===Aktuelle Tier Lists===
'''k-tani's Tier List von 2018, [https://twitter.com/ktani0281/status/1055716570104643584 Quelle: Twitter]'''<br>
[[bild:ktani_tier_list_20181026.jpg|1000px]]
 
 
 
'''Top 3 Chars''' (Quelle: Sawakoro, 2018)<br>
'''1. Kula'''<br>
'''2. Gato'''<br>
'''3. Ryo'''<br>
 
 
 
'''Tier List von 2015 von [http://hartheon.web.fc2.com/index.html Hartheon], bzw. dem kofxi_bot auf twitter. Genannt das "Imperial Cross":'''<br>
Das Wesentlichste ist der Abstand in der Mitte - unterhalb davon sind die Charaktere eher schwach, darüber stark.<br>
[[image: KOFXI tierlist 2017.jpg]]
 
=== alte Tier Lists ===
 
'''Ratio-Liste 2013:'''<br/>
''Anmerkung: 13 Punkte pro Team erlaubt. Quelle: [http://www.nicovideo.jp/watch/sm21267498 Nicovideo]''
*'''7 Punkte:''' Gato, Kula
*'''6 Punkte:''' Oswald, K'
*'''5 Punkte:''' Kim, Duck, Ryo, Yuri, Ralf, Clark, Eiji, Maxima, Adelheid 
*'''4 Punkte:''' Elisabeth, Benimaru, Terry. King, Griffon, Vanessa, Mary, Malin, Kyo,Gai, Jyazu
*'''3 Punkte:''' Ash, Shen, Jenet, Whip, Iori, Silber
*'''2 Punkte:''' Duolon, Athena, Kensou, Ramon, Kasumi, Shingo
*'''1 Punkt:''' Momoko, Hayate
 
 
'''Kurz nach 2006 (aus dem Kopf)'''<br>
SS: Kula, Gato<br/>
S: Oswald, K', Kim<br/>
A: Eiji, Adelheid,...<br/>
B: ...<br/>
C: ...<br/>
bottom: Momoko <br/>
 
 
'''ca. 2006, Tougeki-Zeit:'''<br/>
SSS: Kula/Gato(Leader)/Oswald Team<br>
SS: Kula, Gato<br/>
S: Oswald<br/>
A: Eiji, ...<br/>
Bottom 10: Griffon
 
== Links & Quellen ==
===Quellen===
[https://twitter.com/kofxi_bot KOFXI_bot auf Twitter]<br>
[http://hartheon.web.fc2.com/index.html Hartheon, japanische KOFXI-Seite]<br>
 
===Matchvideos===
[[The King of Fighters XI: Matchvideos]]


== Trivia ==
According to Rock, the game is based on Samurai Shodown 6. What this actually means is unclear (common code base etc.).


[[Kategorie:2D Fighter]]
[[Kategorie:2D Fighter]]
[[Kategorie:Classic Versus Fighter]]
[[Kategorie:Classic Versus Fighter]]

Aktuelle Version vom 28. Februar 2024, 23:20 Uhr

The King of Fighters XI
(ザ・キング・オブ・ファイターズXI)
Kofxi.png
Hersteller: SNK Playmore
Systeme: Atomiswave, Playstation 2
Releases: Flag jp.png20061026 Atomiswave
Flag us.png2006 Atomiswave
Flag jp.png22/06/06 Playstation 2
Flag eu.png06/07/07 Playstation 2
Flag us.png13/11/07 Playstation 2

Versions

Arcade

Kofxi atomiswave.png

Released on Atomiswave.
The original version of the game.
Naomi conversions of the original Atomiswave version exist, which are bootlegs. They have slowdown, possibly input lag and minor graphical glitches & hacks (all characters unlocked, including bosses).

Hidden Content in the Arcade Version

The King of Fighters XI: Hidden Content in the Arcade Version

Playstation 2

Kofxi ps2.png

Version differences between Arcade- and PS2-versions

The PS2 version is almost identical to the arcade version (including all bugs).
The only known difference: on PS2, all characters have 113 life, (they live with 0 health), on arcade 112 (they go K.O. on 0 health).
Note: according to this Site, backdashing while back-turned does not work on wakeup. This was confirmed to be wrong on the Console version (it works), but needs confirmation on the arcade version still - as of 2023, japanese players confirmed it behaves differently on the arcade version.

Version differences between PS2-Versions

  • The Japanese version has progressive scan (hold X + Triangle on boot)
  • The first Japanese version has netplay. This was removed for the later revision (the budget version).
  • The Japanese version has 4 more win quotes than the US/EU version. They can be triggered by holding R1(E) + square(A),cross(B),triangle(C) or circle(D). The regular 4 win quotes (hold A,B,C or D) & character specific in quotes appear to be mostly intact (needs more research).
  • The character order select works differently. The Japanese version mimics the arcade version, where A-B-C (From top to bottom) was turned into Square-X-Triangle. The US version uses Triangle-Square-X, from top to bottom (the portraits mimic the PS2-pad buttons). The EU version uses yet another layout (needs to be added).
  • The EU version has the character names of Tizoc (Griffon) & Mai Shiranui mixed up.
  • (Unconfirmed) The US & EU version have some slowdown on the Magaki stage compared to the Japanese version.

Practice Mode Guide

The King of Fighters XI: Playstation2 Practice Mode

Character unlock guide

Arcade / Atomiswave Character Unlock Guide
The time unlock characters are unlocked after X hours have passed. The game needs to be running for this, but there is no need for actual gameplay (it is enough if the game is running in demo mode).

Adelheid: 720 hours
Gai: 960 hours
Jazu: 1200 hours
Silber: 1200 hours
Hayate: 1440 hours
PS2 Character Unlock Guide
Character Unlock Guide
Tips: In the options menu, set CPU Level=1, 2P Defense=1, 1P Skill Gauge=Max to make things easier.
Make sure to trigger a game over or complete arcade mode after beating any of the conditions, do not exit out or soft reset, or the unlocks will not count.
Adelheid Beat him in Arcade mode. Fail all other conditions. Best done by simply not KOing characters with DMs & LDMs.
Gai Beat him in Arcade mode. Use 1 LDM to finish characters, not more.
Hayate Beat him in Arcade mode. Use at least 2 LDMs to finish characters.
Silber & Jazu Beat each of them in arcade mode (appear randomly, same condition). Finish at least 6 characters with DMs. Do not lose a character even once.
Shion Beat challenge 5.
Magaki Beat challenge 6.
Robert Beat challenge 10. Tip: Use [2],8B on reaction to doge all low fireballs. Block double strike.
Hotaru Beat challenge 15.
Mai Shiranui Beat Challenge 20. Tip: use the combo j.D>5C>6B, then 214A/236236E over and over.
Mr. Big Beat Challenge 35.
Geese Beat Challenge 40. Tip: build meter with the j.X>5C>63214A combo to have 1 or 2 stocks, then super cancel the high counter into (EX) raging storm with 1,63214,1,X (this motion is required because of the side switch).

Arranged Balancing

The PS2-version features an optional "consumer version" balance mode that can be activated in the Options Menu. This mode is not played competitively due to the drastic changes to the game systems and the fact that it does not match arcade balance.
Incomplete Changelist:

Change List
System
UI UI has been changed minimally (HP & Stun Bars now have diagonal edges).
Jumps All Jump Attacks (normal, small, Quick Shift) have added landing recovery.
Input Buffer Normal attack input buffer reduced from 6F to 4F.
Front Roll Front Roll has 3F more recovery.
Back Recovery Roll (Ukemi) Added collision to all characters that had none (bugfix).
Defense & Stun Defense & Stun modifiers have been normalized.
Ash
6A Added invulnerabiltiy (F1-11)
6A(cancel) Added invulnerabiltiy (F1-9)
Oswald
3A Unblockable Bug fixed
Throw Does not pull opponent out of the corner anymore (no more corner crossup after).
623X Way less Hit Stun
ACE Damage reduced to ~ 1/3.
LDM Juggle-Anywhere removed.
K
General Normals deal less stun. Might be an overall System Change?
3D(cancel) More Startup, does not combo from light attacks.
236A More Startup, does not combo from light attacks.
236C Less Startup, now combos from light attacks.
LDM Juggle-Anywhere removed.
Gato
5A(c) Chain removed. Less advantage on hit.
2B Less advantage on hit.
5D(c) Less advantage on hit (no more combo into 2B).
6A Less advantage on hit (+4?)
214K>A Meter gain from 10 to 0.
214K>B More Landing Recovery.
236236K Juggle-Anywhere removed.
LDM Way less guard damage. Less damage.
Kula
236P Unblockable Bug removed?
623C Startup 3F > 6F
214B>6D Slides way shorter now
LDM Juggle-Anywhere removed. Invincibility during recovery removed.
Vanessa
214K>6C More Startup.
623C 2. Hit launches less high (Infinite removed).
Duck King
Chain Combos All unique chain combos removed.
2B Chain into 2A removed. Link Combo works.
5B(f) Different Animation. Now is the short kick from the old 2A>5B chain.
6B New Normal. Now has the old 5B(f) animation. Cannot be kara-cancelled anymore.
2D(1) Now knocks down.
236C & j.214P Now has old 2P Duck's frame advantage on guard for both 1P & 2P.
632146P Last hit can now be Dream-Cancelled.
4123692K Bigger hitbox: from 112x168 to 128x168
Eiji
2D(1) Special Cancel removed.
236B/D more Recovery.
Ralf
623P(cancel) Slightly more Startup.
Kensou
LDM Startup: 11F > 1F. Can now be linked after many things, and to punish projectiles.
Mary
236C Flies at a lower angle, making it hit earlier. Safer on block: -4 instead of -14.
Adelheid
236P Drastically reduced duration (buff)
236D The only special move to still have juggle anywhere / OTG so far.
Silber
2B Invincibility during recovery removed (bugfix).

additional arranged mode info, in japanese

Playstation 3

Kofxi psn.png

This is an emulated PS2 version.
Like all other emulated PS2-games on PS3, there is some input lag (~2-3 Frames).
Can be bought in the Japanese PSN-Store.

Tournament Rules

  • The meaty unblockable bug (eg. Oswald 3A, Kula 236P) is banned
  • Related to the above, inescapable grabs on incoming are banned (eg. Clark 41236,41236K Mary LDM)
  • Meaty unblockables on incoming (eg. Ryo 632146D, silber 23236K) are banned. Note: those are allowed on enemy wakeup (since wakeup allows reversals, unlike incoming).
  • Vanessa 623C juggle limit = 5 times in succession
  • All character freeze & camera glitch bugs are banned (eg. with Hayate). Note that shifting Whip's 236236P 2nd to last hit against an airborne opponent is allowed if the combo is continued immediately.
  • Time Unlock characters are allowed (Adelheid, Gai, Hayate, Jazu, Silber)
  • Shion & Magaki are banned (only matters for console)
  • Console characters are generally banned because they are very buggy & badly balanced across the board. There are occasional exceptions where console characters are allowed (fun tournaments).

Characters

Regular Characters

KOFXI Kyo 96.png Kyo Kusanagi
(草薙 京)
Kofxi iori 96.png Iori Yagami
(八神 庵)
Kofxi shingo 96.png Shingo Yabuki
(矢吹 真吾)
Kofxi ash 96.png Ash Crimson
(アッシュ・クリムゾン)
Kofxi oswald 96.png Oswald
(オズワルド)
Kofxi shen 96.png Shen Woo
(シェン・ウー )
Kofxi terry 96.png Terry Bogard
(テリー・ボガード )
Kofxi kim 96.png Kim Kaphwan
(キム・カッファン )
Kofxi duck 96.png Duck King
(ダック・キング )
Kofxi vanessa 96.png Vanessa
(ヴァネッサ )
Kofxi mary 96.png Blue Mary
(ブルー・マリー )
Kofxi ramon 96.png Ramon
(ラモン )
Kofxi ryo 96.png Ryo Sakazaki
(リョウ・サカザキ )
Kofxi yuri 96.png Yuri Sakazaki
(ユリ・サカザキ )
Kofxi king 96.png King
(キング )
Kofxi elisabeth 96.png Elisabeth Blanctorche
(エリザベート・ブラントルシュ )
Kofxi duolon 96.png Duolon
(デュオロン )
Kofxi benimaru 96.png Benimaru Nikaido
(二階堂 紅丸 )
Kofxi k' 96.png K'
(K' )
Kofxi kula 96.png Kula Diamond
(クーラ・ダイアモンド )
Kofxi maxima 96.png Maxima
(マキシマ )
Kofxi jenet 96.png B. Jenet
(B・ジェニー )
Kofxi gato 96.png Gato
(牙刀 )
Kofxi griffon 96.png Griffon
(グリフォン・マスク )
Kofxi ralf 96.png Ralf
(ラルフ・ジョーンズ )
Kofxi clark 96.png Clark
(クラーク・スティル )
Kofxi whip 96.png Whip
(ウィップ )
Kofxi malin 96.png Malin
(まりん )
Kofxi kasumi 96.png Kasumi Todo
(藤堂 香澄 )
Kofxi eiji 96.png Eiji Kisaragi
(如月 影二 )
Kofxi athena 96.png Athena Asamiya
(麻宮 アテナ )
Kofxi kensou 96.png Sie Kensou
(椎 拳崇 )
Kofxi momoko 96.png Momoko
(桃子 )

Time Unlock Characters

Kofxi adel 96.png Adelheid
(アーデルハイド )
Kofxi gai 96.png Gai Tendo
(天童 凱 )
Kofxi hayate 96.png Sho Hayate
(ショー・疾風 )
Kofxi silber 96.png Silber
(ズィルバー )
Kofxi jyazu 96.png Jazu
(邪頭 )

Boss Characters

Kofxi shino 96.png Shion
(紫苑 )
Kofxi magaki 96.png Magaki
(禍忌 )

Console Only Characters

Kofxi hotaru 96.png Hotaru
(双葉 ほたる )
Kofxi mai 96.png Mai Shiranui
(不知火 舞 )
Kofxi robert 96.png Robert Garcia
(ロバート・ガルシア )
Kofxi tung 96.png Tung Fu Rue
(糖 胡芦 )
Kofxi exkyo 96.png EX Kyo
(EX 草薙 京 )
Kofxi mr big 96.png Mr. Big
(Mr. ビッグ )
Kofxi geese 96.png Geese Howard
(ギース・ハワード )

Layout & Notation

Button Layout

Image Source: Conqueror's Guide
Kofxi layout.png

Block layout is used, with a new Extra Button for Blowback (this time not C+D but instead E)
A C E
B D

A = Light Punch
B = Light Kick
C = Hard Punch
D = Hard Kick
E = Blown Off

Numblock Notation

This wiki uses numblock notation since it is used internationally and does not need a translation.
As the name implies, look at your keyboard's numblock to figure out which number stands for which direction.
7 8 9
4 5 6
1 2 3
For example, 236 is a quarter circle forward.

System (Input)

Attacks

Input: direction + A,B,C,D,E
Light attacks (A,B,2A,2B) generally have low damage and hit stun
Hard attacks (C,D,2C,2D) generally have high damage and high hit stun
Both standing light and hard attacks have 2 varieties each, close and far, that differ in animation and properties.
Command normals (eg. 6A, 6B etc.) generally behave like hard attacks. They often have unique properties (eg. overhead).
Often, command normals can be cancelled from other normal attacks (eg. C>6A). Command normals cancelled in this way often change their properties (eg. loses overhead, gains cancel).
"Blown Off", the E-button (otherwise known as CD), causes a small launch on hit that can be comboed from on counter hit only. There is no crouching version of E, but a jumping version exists. All standing E attacks can be cancelled into special moves.

Dash (ダッシュ)

Input: 6,6
Either holding 6 or 3 continues dashing. 3 is particularly interesting for characters with a [2],8 charge special move, since the 3 motion can be used to charge while dashing.
Dashes have some startup and recovery, see The King of Fighters XI: Advanced System Mechanics for details.

Backdash (バックステップ)

Input: 4,4
Airborne on the 1st Frame and can therefore be used as a reversal - you will still get hit, but flip out of a potential combo.
It is possible to input certain air special moves during a backdash (character specific).

Jumps

Image Source: Conqueror's Guide
Kofxi jump arcs.jpg

Normal Jump

Input: 7/8/9
The regular jump.
All jump attacks can have different hitboxes depending on the jump type & direction (see character frame data).

for advanced information on jumps, see here

Super Jump

Input: tap 1/2/3, then 7/8/9
travels further than regular jump, but have the same duration.

Small Jump

Input: tap 7/8/9
For a small jump, tap the motion and let go within 4 Frames.
Small jump attacks are automatically in counter hit state.

Hyper Hop

Input:: 1/2/3, then tap 7/8/9
For a hyper hop, input any down motion, then tap and let go of the up-motion within 4 Frames.
Hyper Hops travel further than Small Jumps, but have the same duration.
Hyper Hop attacks are automatically in counter hit state.

Throws

Front / Back Throw

Input: 6/4 + C/D
C = front, D = back throw.

Throw Breaks

Input: C/D while being thrown
Throw breaks require the same button than the throw that was used
The window for Throw Breaks is 16F
Simultaneous pressing of C+D does not work to break throws
However, C~D or D~C works, so you can cover both throw types without having to commit to one.
Note: if both players attempt to throw on the same frame, their C or D attacks will come out instead. This means that characters with a fast C/D have an advantage in these situations.

For information on advanced rules concerning throw breaks during rolls, see here

Rolls & Guard Cancels

Emergency Evasion Roll (緊急回避)

Input: AB /4AB
Fully Invulnerable to strikes except for 5F at the end (there are exceptions, see character pages)
Can be thrown at any point
Important: using 2B to punish rolls does NOT work - this is a special rule also present in other old KOFs. Exception to the exception: Kyo's 2B hits (likely a bug/oversight).
Additional exceptions: Mary, Clark & Hotaru's 2A do not work to punish rolls (likely also bugs).

For Roll Frame Data, see here

Recovery Roll (Ukemi)

Input: AB / 6AB just before hitting the ground
Used to recover quickly after being launched to avoid getting knocked down.
AB is a back Ukemi roll that is the same as in other KOFs.
Back Ukemi has complete invulnerability and 1F recovery that only allows guarding.
6AB is a front Ukemi roll that exists in no other KOF - it is unique to KOFXI.
Front Ukemi has NO invulnerability. This roll has a hurtbox on the height of the legs. Using eg. a 2A when expecting a front ukemi attempt is an important strategy in KOFXI.

For detailed frame data & information about ukemi, see here

Guard Cancel Roll

Input: AB / 4AB during guard
Costs 1 Super Stock.
Completely invulnerable, including throws (except for Vanessa & Duck, who can be thrown, bug).
Has some recovery that can however be cancelled into guard (not into anything else!)

Roll Cancel

Input: AB while a normal attack hits
Costs 1 Shift Stock.
Cancels the attack into a roll. Can be used to bait guard cancels or in some rare cases for combos.

Guard Cancel Attack

Input: E while guarding: Guard Cancel Attack
costs 1 Super Stock
The guard cancel is invulnerable during startup & active time, but has recovery that can be punished on block.
The time window to perform a guard cancel or guard cancel roll is very strict compared to other KOFs (only during hit stop!)
After a Guard Cancel Attack, it is also possible to connect a "juggle anywhere" attack. This is most commonly performed with Kim: (opponent in corner) Guard Cancel > LDM.

Shift

The Skill Gauge (スキルゲージ)

Kofxi shift gauge.png

The Skill Gauge consists of 224 units (2x112)
The bar fills solely based on time passed
The gauge does not fill during supers (eg. while holding down Oswald's 2363214P)
0-1 fills over 8 seconds
1-2 fills over 16 seconds (half as fast than from 0-1)
When a player's character is KOed, that player's Skill Gauge stops filling for a short moment

Regular Shift (シフト)

Input: PP/KK
PP shifts to the 2nd character (the one that is closest to the portrait of the currently active character)
KK shifts to the 3rd character (the one that is farthest from the portrait of the currently active character)
Regular shifts have a long startup phase before the character becomes invulnerable and jumps out(34-40F, character-specific, see "Advanced System Mechanics" for a list)
The character that is shifting in has invulnerability while jumping in, but has 4F landing recovery, which can be punished. Note: Silber & Elisabeth have no invulnerability while jumping in.

Quick Shift (クイックシフト)

Input: PP/KK while an attack hits
Costs 1 Skill Gauge
The active character immediately jumps out and the 2nd or 3rd character jumps in
An air attack can be performed as the 2nd or 3rd character jumps in and falls
4F Landing recovery, 10F for Duck King, K' & Shion
Landing recovery can be cut in several ways, see "Advanced System Mechanics"
If not doing an air attack that connects, it is possible to land behind opponents depending on which character you shift in (character specific, see "Advanced System Mechanics" for a list).
It is possible to crossup opponents in the corner when using Quick Shift (see "Advanced System Mechanics").

Saving Shift (セービングシフト)

Input: PP/KK while grounded & getting hit or guarding
Costs 2 Skill Gauges
Immediately tags out the character getting hit (or guarding) and brings in the 2nd or 3rd character
The character coming in does an automatic attack with a large, unblockable hitbox
The attack deals a small amount of damage but cannot kill
Despite the good hitbox, saving shifts have a hurtbox and can lose to counters & specific invulnerable moves
If the attack hits on counter hit, a followup combo is possible, eg. K' 236236P or Gato jump D > runup > 236236B
Saving Shifts only work if the character was getting hit standing, not while getting juggled. It is therefore important to immmediately launch a dizzied opponent if the opponent has access to saving shift.
Additionally, Saving Shifts do not work against certain attacks, eg. after having been hit by a Super.

Supers

The Super Stock Gauge

0Kofxi Super gauge 0.png
1Kofxi Super gauge 1.png
2Kofxi Super gauge 2.png
3Kofxi Super gauge 3.png
4Kofxi Super gauge 4.png
5Kofxi Super gauge 5.png

One bar of Super Gauge consists of 112 units / 144px
If all of the player's characters are alive, the maximum stock number is 3
Every KOed character in the player's team adds 1 more max super stock, up to a total of 5.
Additionaly, whenever one of the player's characters is KOed, one super stock is instantly filled up.
The bar fills when damage is done or received, or when a special move is used (regardless of whether it hits).
Attacks blocked by the opponent only give 25% of their meter build value
Attacks that hit the player or that the player blocks give exactly 1 unit of Meter per hit. This means that getting hit by multi-hit attacks generally gives way more meter than getting hit by single attacks, which should be kept in mind when constructing combos.

Super & Dream Cancel

Costs 1 Shift Stock
Certain Special Moves can be super cancelled. The same rule applies to certain Supers: some can be dream cancelled into the leader's LDM.

Taunts

Taunts can be performed by pushing START (on arcade) or using the taunt button (console).
Taunts give exactly 1/7th of a stock to your opponent (16/112 units).

System (Gauges & Match Flow)

Life Bar

Kofxi life gauge.png

The Life Bar consists of 112 units.
On Arcade, a character goes K.O. when on 0/112 life.
On PS2, a character can have 0/112 life and will therefore need to have received a total of 113 damage to go K.O.

There are 3 HP-thresholds that trigger damage multipliers (= damage reduction) to come into effect:

  • Between 100% (112HP) & 40% (44HP): 1.0x damage (normal damage)
  • Between 39% (43HP) and 15% (16HP) : 0.75x damage
  • Between 14% (15HP) and 0% (0HP): 0.5x Damage

Source: Conqueror's Guide

Leader

Kofxi life gauge leader.png

The Leader has a green life bar
Only a character designated as Leader has access to their Leader Super (LDM), which cost 2 Super Stocks
The Leader generates 50% more Judgement Indicator with each hit they land.

Stun Gauge

Kofxi stun gauge.png

Increase / Decrease

The stun gauge consists of 112 units.
The Stun Gauge decreases when the player is hit
After having been stunned, the stun gauge cannot decrease again for ~6 seconds
The Stun Gauge slowly increases over time if not getting hit
The Stun Gauge can increase again even during combos, if there is enough time inbetween hits or if a hit deals 0 stun damage.
Note: Using shift combos with 2 shifts against standing opponents almost always guarantees a stun combo. Deciding when to use shift stock to attack and when to better save if for a saving shift is therefore a vital aspect of KOFXI's gameplay.

Getting Stunned

Once the Stun Gauge is empty, the character is stunned
A character that is stunned is immediately knocked down. Juggling the character further in this state is not possible.

Escaping Stun

Mashing buttons & shaking the stick reduces the stun time
This only works once the character is standing.

Stun Values

Characters have stun modifiers that increase or decrease the stun damage they receive (see here).
Randomness is applied to stun damage, between +0 and -2 points compared to the value listed for each attack on the character pages.
The randomness works the same way for longer combos (the -2 does not add up, the final result will vary between 3 values: +0, -1, -2).
Generally, the randomness is not a big factor and stun combos are usually reliable.

Guard Gauge

The Guard Gauge is a hidden gauge.
The Guard Gauge consists of 112 units.
Blocking attacks reduces the guard gauge.
The Guard Gauge slowly recovers while not blocking attacks.
If a character is close to a guard crush, their HP-bar is flashing (it flashes quicker if very close to being guard crushed).
Once the guard gauge reaches 0, a guard crush is caused.
A guard crush leaves the opponent open for attacks for 35F (after hit stop).
After a guard crush, the guard gauge is set to 112 again.
Randomness is applied to guard damage, between +0 and -2 points compared to the value listed for each attack on the character pages.

Judgement Indicator (ジャッジメントインジケーター)

Kofxi judgement 1P.png Kofxi judgement draw.png Kofxi judgement 2P.png
1P leads Draw 2P leads
The Judgement Indicator decides who wins if it comes to a time out.
Contrary to other games, in KOFXI, the player with more health does NOT automatically win in the case of a time out.
Hits that connect & KOs tilt the JI towards the player who performed them.
The Leader generates 50% more Judgement with their hits. Note: contrary to old information, getting hit or losing your Leader does not decrease JI more than normal).
If a draw occurs, the player who still has their leader wins. If both players do or do not have a leader, a draw occurs and both lose.
Note: since KOs tilt the JI a lot, it is important to save characters on low health as much as possible. This also has the added benefit of still having characters left for shift combos and saving shifts.
For in-depth information about the Judgement Indicator, please see here.

KO (DOWN!)

Kofxi DOWN.png

Next Character

If a KO occurs, the next character in order jumps in (the character closest to the portrait of the character which was KOed)
The direction the character is coming in from is always from behind the "corpse" on screen. Example: player corpse left, opponent stands right: next character comes in from the left.

Down! Okizeme

The "corpse" can be rolled through or walked over, which changes the direction the next character will come in from and can be used to make blocking correctly much harder.
While a character comes in, they have no collision until they land, so it is possible to walk or jump through them while they fall to cross them up.
In the corner, there is a small gap behind the character that comes in, which allows corner crossups against them.

Down! Landing Recovery

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 here).
Interestingly, the 1F where only blocking is allowed is completely invulnerable. This means that attacks only connect on the next frame, and therefore reversals CAN be used, provided that you blocked for 1F. A practical application of this is to simply hold back and input a reversal throw as you land, which will be a true 1F throw that can even beat meaty attacks. Another application is to input a reversal ending with a block motion as you land, eg with K' 236236,4+B to get a reversal heaven's drive.
Certain characters do not suffer from the 1F landing recovery and can act immediately (which is likely unintended): Kula, Ryo, Jenet and Hayate.
Certain attacks become unblockable when done meaty in KOFXI, which can be abused on incoming - this is banned in all tournaments and frowned upon in casuals. Incomplete list taken from this source: Oswald 3A, Ash 5D(f), Griffon 5D(c), Kula 236P, Vanessa Puncher Upper (2nd Hit), Shen & Momoko 2D, Mary LDM, Clark 41236,41236K, Geese 5D(f), Tung 5D(f), Mr. Big 5C(f) 2nd hit, Robert 5E & j.E.

Advanced System Mechanics

The King of Fighters XI: Advanced System Mechanics
The King of Fighters XI: Crouched character hitbox sizes

Tier Lists

The King of Fighters XI: Tier Lists

Links & Sources

Tourneys & Results

KOFXI Sawakoro Festival 2023
KOFXI Sawakoro Festival 2022
KOFXI Tougeki 2006

Places to play KOFXI at

A list by kofxi_bot, slightly outdated

World List of KOFXI Players

Worldwide List of KOFXI Players

Matchvideos

The King of Fighters XI: Matchvideos

Sources

KOFXI_bot @ Twitter
Hartheon, japanese KOFXI infopage
japanese infopage for system frame data

Credits

KOFXI Producer / debugging: Woo / ウー
Coordinator / debugging: C6B, currently lives in Nagoya according to Rock.

Trivia

According to Rock, the game is based on Samurai Shodown 6. What this actually means is unclear (common code base etc.).