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This is an emulated PS2 version. Like all other emulated PS2-games on PS3, there is some input lag (~2-3 Frames). | This is an emulated PS2 version. Like all other emulated PS2-games on PS3, there is some input lag (~2-3 Frames). | ||
== | ==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)]]}} | ||
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|} | |} | ||
===Time Unlock | ===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 | ||
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|} | |} | ||
===Boss | ===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 | ||
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)]] |picture = [[Bild:kofxi magaki 96.png|link=Magaki(KOFXI)]]}} | )]] |picture = [[Bild:kofxi magaki 96.png|link=Magaki(KOFXI)]]}} | ||
|} | |} | ||
===Console Only | ===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 | ||
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== Layout == | == Layout == | ||
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''' | ||
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== System ( | == System (Input) == | ||
=== | ===Throws=== | ||
*'''6/4+C/D | *'''6/4+C/D: Throw''' | ||
:C = | :C = front, D = back throw. | ||
*'''C/D | *'''C/D while being thrown: Throw Break''' | ||
:Throw breaks | :Throw breaks require the same button than the throw that was used | ||
: | :Simultaneous pressing of C+D does not work to break throws | ||
:C~D | :However, C~D or D~C works | ||
===Backdash=== | ===Backdash=== | ||
*'''44: Backdash (バックステップ)'''<br> | *'''44: Backdash (バックステップ)'''<br> | ||
: | :Airborne on the 1st Frame and can therefore be used as a reversal - the player will still get hit, but flip out of a potential combo. | ||
=== | ===Rolls=== | ||
*'''AB /4AB: | *'''AB /4AB: Emergency Evasion Roll (緊急回避)'''<br> | ||
: | :Fully Invulnerable to strikes except for the very end | ||
: | :Can be thrown at any point | ||
: | :Exception: 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). | |||
*'''AB / 4AB | *'''AB / 4AB while hitting the ground: Ukemi'''<br> | ||
:4AB | :4AB has complete invulnerability | ||
:AB | :AB triggers a front roll and 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 | *'''AB during guard: Guard Cancel Roll'''<br> | ||
: | :''Costs one Super Stock.'' | ||
:Completely invulnerable, including throws (except for Vanessa, she can be thrown, bug). | |||
*'''AB | *'''AB while a normal attack hits (no Special Moves): Roll Cancel'''<br> | ||
:'' | :''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=== | ===Guard Cancel=== | ||
*'''E | *'''E while guarding: Guard Cancel Attack'''<br> | ||
:'' | :''costs 1 Super Stock'' | ||
: | :Note: The guard cancel is completely invulnerable. The time window to perform a guard cancel or guard cancel roll is very strict compared to other KOFs (only during hit stop!) | ||
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'''Skill Gauge (スキルゲージ)'''<br> | '''Skill Gauge (スキルゲージ)'''<br> | ||
[[bild:kofxi_shift_gauge.png]]<br> | [[bild:kofxi_shift_gauge.png]]<br> | ||
: | :The Skill Gauge consists of 80px | ||
: | :The bar fills solely based on time passed | ||
:0-1 | :0-1 fills over 8 seconds | ||
:1-2 | :1-2 fills over 16 seconds (half as fast than from 0-1) | ||
'''Shift (シフト): PP/KK'''<br> | '''Shift (シフト): PP/KK'''<br> | ||
:PP | :PP shifts to the 2nd character (the one that is closest to the portrait of the currently active character)<br> | ||
:KK | :KK shifts to the 3rd character (the one that is farthest from the portrait of the currently active character)<br> | ||
: | :Shifting has a long startup animation | ||
:The character that is shifting in has no invulnerability while landing and can be hit by all kinds of attacks | |||
'''Quick Shift (クイックシフト): PP/KK | '''Quick Shift (クイックシフト): PP/KK while an attack hits'''<br> | ||
:'' | :''costs 1 Skill Gauge''<br> | ||
: | :The active character immediately jumps out and the 2nd or 3rd character jumps in | ||
: | :An air attack can be added while the 2nd or 3rd character jumps in | ||
: | :Using an air attack will also cut landing recovery and should be used even if the intent is not connect the attack, to be able to act quicker (eg. in juggle combos) | ||
:It is possible to land behind opponents depending on screen position when using Quick Shift | |||
:It is possible to crossup opponents in the corner when using Quick Shift, see further below | |||
'''Saving Shift (セービングシフト): PP/KK während man getroffen wird'''<br> | '''Saving Shift (セービングシフト): PP/KK während man getroffen wird'''<br> |
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