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: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 | :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 | ||
== System ( | == System (advanced) == | ||
'' | ''Note by ATG: part of this segment is based on the [http://hartheon.web.fc2.com/neta.html japanese Hartheon-website] and [http://dmmbrage.blog.jp/archives/36026057.html dieser Wiki], the rest is individual research by Rock & me.''<br> | ||
'''Input Engine & Buffer'''<br> | '''Input Engine & Buffer'''<br> | ||
KOFXI | KOFXI is the first KOF with a "modern" input engine.<br> | ||
This means that the input buffer is much larger and inputs are generally easier and more lenient than in older KOFs. Additionally, the "KOF 4 Frames" of the older games have finally been removed (4 Frames after a Button press, it is still possible to give a directional input to change eg. a standing to a crouching normal or a throw, which is very annoying - good riddance)).<br> | |||
''' | '''Examples of Shortcuts that are possible with the KOFXI-input:''' | ||
*2363214X-Super | *2363214X-Super can also be done with 236236,4X or 23634X or 236,214X eingegeben werden. Das Gleiche gilt für 2141236X-Super. | ||
* | *With Oswald 63214, 6[6](run),3214P executes a running Super. Works with all characters that have a "63214,63214X" Super.<br> | ||
* | *With K' 661236P executes an ain trigger right after starting to run instead of getting an accidental 623P - the "1"-input prevents the SRK from coming out. Alternatively, "41236" after a run also works. | ||
* | *With K' 236321[4],E triggers the LDM after a short backwalk. | ||
* | *With Ash or Duolon hold A+B+C, 6~D: triggers the activation LDM without the need for the fancy raging demon input. Also works for shen by holding A+B+C, let go of C, then press it again. | ||
* | *Simultaneous button presses prevent special moves from coming out, which is useful for pre-buffering motions. Example with Iori: 236C+D,3214C triggers 5C(c) into super. [http://dmmbrage.blog.jp/archives/36026057.html Source: ゲームの日記] | ||
''' | '''Data for specific Buffer Lengths:''' | ||
* | *Simultaneous button presses can be off 1F. Example: A successful Shift triggers even when C is pressed 1F after A. | ||
*Quick Shifts | *Quick Shifts can be entered up to 6F before the actual hit connects. | ||
* | *Total time to enter a Quick Shift for weak attacks: 9F (tested with Kasumi 5B(f)). | ||
* | *Total time to enter a Quick Shift for strong attacks: 16F (tested with Oswald 214C(2)+5E and Kasumi 5D(c)). | ||
** | **There are likely exceptions for specific attacks. | ||
* | *The buffer for all kinds of regular attacks appears to be '''7F'''. Example: with Gato, there is a 7F window to input 2D after 6A (which is a 1F-Link). According to [http://dmmbrage.blog.jp/archives/36026057.html this source] the buffer is 6F instead however. | ||
'''Counter Hits'''<br> | '''Counter Hits'''<br> | ||
Counter Hits | Counter Hits occur during the Startup & Active time of... | ||
*Command Normals | *Command Normals | ||
*Special Moves | *Special Moves | ||
*Supers | *Supers | ||
* | *Attacks from Small Jumps & Hyper Hops | ||
'''Crouch Hits'''<br> | '''Crouch Hits'''<br> | ||
: | :If a character is hit during the startup of a crouching attack, they immediately stand up. | ||
: | :If a character is hit while crouching, standing up afterwards takes an additional frame. As an effect of this, attempting to immediately roll after having gotten hit this way triggers an attack instead of the roll. Special Moves or Backdashes do work as reversals in these cases though (''note: this information has been taken from Hartheon and needs confirmation''). | ||
'''Dash Recovery'''<br> | '''Dash Recovery'''<br> | ||
: | :It takes 5F to switch from a dash to a block / into neutral state. | ||
: | :It is possible to cancel the dash into attacks, special moves or rolls before those 5F have passed. | ||
'''1F " | '''1F "Invulnerability" during hit stun recovery'''<br> | ||
If a character has been hit, the last frame of their recovery animation is invulnerable. This means that any attack giving eg. an advantage of +5 will only combo into attacks that hit on the 4th frame, not on the 5th. Thanks to Hartheon & Rock for this important information. | |||
'''Jump Startup'''<br> | '''Jump Startup & 2F-Jump'''<br> | ||
:5F Startup | :5F Startup | ||
: | :Executing an attack after a jump as early as possible reduces jump startup to 2F (so-called "2F-Jump"). This trick is essential to escape specific blockstrings that would otherwise not allow jumping out. | ||
''' | '''Attacks during Small Jump / Normal Jump'''<br> | ||
:Doing an air attack with the fastest possible timing after a jump will always trigger a normal jump attack, even if a small jump was put in. To prevent this from occuring, the attack has to be slightly delayed for the small jump to register. | |||
''' | '''Hyper Hop rules'''<br> | ||
:The Hyper Hop (tap 1/2/3, then 9) only works forwards, not up or backwards. | |||
:Hyperhop is blocked while walking backwards. [4],1,9 leads to a regular Small Jump. To execute a hyper hop after walking backwards, it is necessary to go into neutral position: [4],5,1,9. | |||
'''Landing Recovery'''<br> | '''Landing Recovery'''<br> | ||
:1 Frame. | |||
Man kann den anderen Spieler in der Landing Recovery treffen (z.B. mit 2B). | :Man kann den anderen Spieler in der Landing Recovery treffen (z.B. mit 2B). | ||
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. | :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. | ||
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