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'''Super Freeze Input Buffer for rolls'''<br> | '''Super Freeze Input Buffer for rolls'''<br> | ||
The input buffer for rolls during super freezes is a special case. Depending on the character's state (neutral, crouching, walking) during the freeze, the roll buffer changes. | |||
*'''Neutral:''' | *'''Neutral:''' it is possible to buffer a roll with AB, but NOT with 4AB or 6AB, even though 6AB is the same as AB. 4AB can be used only with reversal timing after the freeze. | ||
*'''6 | *'''if "6" or "66" was held:''' buffering AB & 6AB is possible. Attempting to use 4AB during the freeze will trigger a 5A to come out. 4AB only works with reversal timing after the freeze. | ||
*'''4 | *'''if crouching or "4" was held:''' attempting to buffer a roll during super freeze while crouched or while holding back will trigger a 5A to come out. All rolls in this case only work with reversal timing after the freeze.<br> | ||
Note: see further above on dash recovery behavior & rolls. | |||
'''Crouch / Stand | '''Crouch / Stand rules during stun:'''<br> | ||
If a character was crouching when they got stunned, they will still be crouching after stun, even though the "stun" animation looks like they are standing. This even happens if the character was juggled during the combo that stunned them. It is important to keep this in mind with eg. Ryo (who has an LDM that stuns), because his 646P tends to whiff on crouchers. | |||
'''Corner Crossups'''<br> | '''Corner Crossups'''<br> | ||
Using a quick shift against a cornered opponent and then performing a standing attack with perfect timing can sometimes lead to your character ending up behind them, in the corner. The timing requirement for this is probably 1F. The standing attack should occur as fast as possible after landing. Sidenote: jumping attacks done close to the ground will first trigger the jumping attack, then the ground attack, both with just one button press! For the corner crossup to occur, it might be possible that the hit stop / hit back behavior of the opponent has to be in an exact specific frame the moment the player character lands - the causes are still unknown, even though there are some halfway reliable combos to trigger the bug (example: vanessa 236236P, QS on 2nd or 3rd hit to oswald, land, 5D > cornered 5D comes out sometimes).<br> | |||
{| cellspacing="1" style="text-align: center; color:black;" | {| cellspacing="1" style="text-align: center; color:black;" | ||
|[[Bild:kofxi_oswald_cross_01.jpg]] | |[[Bild:kofxi_oswald_cross_01.jpg]] | ||
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|[[Bild:kofxi_oswald_cross_03.jpg]] | |[[Bild:kofxi_oswald_cross_03.jpg]] | ||
|- | |- | ||
|'''j.B 1F | |'''j.B 1F before landing''' | ||
|''' | |'''Landing behind the opponent''' | ||
|'''2B | |'''2B behind the opponent''' | ||
|} | |} | ||
== | == Other Data == | ||
===Knockdown Properties=== | ===Knockdown Properties=== | ||
[https://docs.google.com/spreadsheets/d/1ORTnFxYokubqNYU4tHIfptiP1KadZUiSqigKaoE6rOU/edit#gid=409282613 | [https://docs.google.com/spreadsheets/d/1ORTnFxYokubqNYU4tHIfptiP1KadZUiSqigKaoE6rOU/edit#gid=409282613 bilingual List from kofxi_bot] | ||
=== | ===Height of crouching Characters=== | ||
'' | ''See:'' [[The King of Fighters XI: Hitboxen geduckter Charaktere]]<br> | ||
=== | ===Individual Character Health=== | ||
'''118:''' Maxima<br> | '''118:''' Maxima<br> | ||
'''117:''' Griffon, Gai<br> | '''117:''' Griffon, Gai<br> | ||
Zeile 548: | Zeile 548: | ||
'''102:''' Hayate<br> | '''102:''' Hayate<br> | ||
'''101:''' Adelheid<br> | '''101:''' Adelheid<br> | ||
[https://twitter.com/kofxi_bot/status/931791503101440001 | [https://twitter.com/kofxi_bot/status/931791503101440001 Source: Twitter] | ||
'' | ''Note from ATG: internally, every character has 112 Health. A defense modifier is used to determine damage taken. Example: Maxima only takes 3 damage instead of the 4 Kyo takes from Oswald's 2B. If there are damage values on any of the Character sites on this wiki, the damage is always against Kyo.'' | ||
===Stun=== | ===Stun=== | ||
Zeile 564: | Zeile 564: | ||
'''80:''' Adelheid<br> | '''80:''' Adelheid<br> | ||
'''77:''' Hayate, Jyazu<br> | '''77:''' Hayate, Jyazu<br> | ||
[https://twitter.com/kofxi_bot/status/931278229633159169 | [https://twitter.com/kofxi_bot/status/931278229633159169 Source: Twitter] | ||
=== | === Universal Frame Data === | ||
'' | ''Note: The following values have been determined by Rock & ATG. Additional Source: [http://dmmbrage.blog.jp/archives/36026057.html ゲームの日記]''<br> | ||
'''Backdash''' | '''Backdash''' | ||
: | : Airborne on F1 | ||
'''Hit Stun''' | '''Hit Stun''' | ||
:Hit Stun | :Hit Stun from light attacks: 12F hit, 11F Guard | ||
:Hit Stun | :Hit Stun from hard attacks: 20F hit, 19F Guard | ||
: | :Special Moves combo from light attacks as long as they have 12F or less startup | ||
:Supers | :Supers combo from light attacks as long as they have 11F or less startup | ||
:Hit Stun | :light air attack Hit Stun: 14F hit, 11F Guard | ||
:Hit Stun | :Hard air attack Hit Stun: 14F hit, 19F Guard | ||
''' | '''Calculating Frame Advantage''' | ||
: | :Light attacks: 12F - (all remaining Active Frames of the attack after the first active frame) - recovery frames. | ||
: | :Heavy attacks: 20F - (all remaining Active Frames of the attack after the first active frame) - recovery frames. | ||
: | :Example with K': 5A(c): 12F-2F (5A has 3F Active time) -4F (5A has 4F recovery) = +6F. | ||
''' | '''Invulnerability in the last active frame''' | ||
Thanks to [http://hartheon.web.fc2.com/neta.html Hartheon] (see:"1F無敵") & the research of several players we know that the last frame of hit stun in KOFXI is invulnerable, except against throws.<br> | |||
This means that an attack that gives 6F advantage does not combo into an attack that hits on F6, because the frame where it would connects falls onto the invulnerability frame. It is advised to keep this in mind when using the frame data of this wiki.<br> | |||
[[bild:1F_invulnerability.gif]] | [[bild:1F_invulnerability.gif]] | ||
'''Super Freeze''' | '''Super Freeze''' | ||
:Freeze | :Freeze duration: 28F | ||
The first startup frame counts as the first . Superfreeze-Frame, the second Startup-Frame is character- and move specific - some characters already move during the freeze, others do not. More research is required. | |||
'' | ''Note: Thanks to @kofxi_bot for the following info!''<br> | ||
''' | '''Roll (front)''' | ||
: | :Duration: 29F | ||
: | :Invulnerable on: F1-23 | ||
: | :Vulnerable on: F24-28 | ||
: | :Can only block: F29 | ||
''' | '''Roll (back)''' | ||
: | :Duration: 33F | ||
: | :Invulnerable on: F1-27 | ||
: | :Vulnerable on: F28-32 | ||
: | :Can only block: F33 | ||
*Gato | *Gato has no invulnerability on the beginning of his back roll | ||
* | *Silber's back roll has full invulnerability | ||
'''Guard Cancel | '''Guard Cancel Roll''' | ||
: | :The GC-Roll is fully invulnerable, but has recovery | ||
: | :The recovery can only be cancelled into block | ||
:Eiji | :Eiji has no invulnerability at the end of his GC-Roll | ||
:Elisabeth | :Elisabeth has no invulnerability at the end of her front GC-Roll | ||
:Vanessa | :Vanessa has no throw invulnerability during her GC-Roll | ||
=== | ===Advanced Throw Rules=== | ||
''' | '''Throw Breaks during Rolls:'''<br> | ||
[https://twitter.com/kofxi_bot/status/1032573995860860928 | [https://twitter.com/kofxi_bot/status/1032573995860860928 Source: kofxi_bot]<br> | ||
''' | '''Group A (can break throws while rolling of all groups. Can throw group B & C during their rolls without them being able to throw break)'''<br> | ||
Kyo, Iori, Ash, Shen, Terry, Duck, Vanessa, Ramon, Yuri, Duolon, Malin, Kasumi, Kensou, Momoko, Gai | Kyo, Iori, Ash, Shen, Terry, Duck, Vanessa, Ramon, Yuri, Duolon, Malin, Kasumi, Kensou, Momoko, Gai | ||
''' | '''Group B (can break throws while rolling only from group C. Can throw Group B & C during their rolls without them being able to thow break)'''<br> | ||
Shingo, Oswald, Mary, King, Benimaru, K', Kula, Maxima, Jenet, Griffon, Ralf, Whip, Eiji, Athena, Adelheid, Hayate, Jazu | Shingo, Oswald, Mary, King, Benimaru, K', Kula, Maxima, Jenet, Griffon, Ralf, Whip, Eiji, Athena, Adelheid, Hayate, Jazu | ||
''' | '''Group C (can break throws while rolling only from group C. Every group can break their throws while rolling.)'''<br> | ||
Kim, Ryo, Elisabeth, Gato, Clark, Silber | Kim, Ryo, Elisabeth, Gato, Clark, Silber | ||
''' | '''Throw Break time window while rolling'''<br> | ||
Source: kofxi_bot<br> | |||
If being thrown by any of the following characters while rolling, the following time frames to break the throw apply:<br> | |||
11 | 11/12F: against group A | ||
14F: | 14F: against Duck | ||
16F: | 16F: against all others | ||
==Tier Lists== | ==Tier Lists== | ||
[[The King of Fighters XI: Tier Lists]] | [[The King of Fighters XI: Tier Lists]] | ||
== Links & | == Links & Sources == | ||
===Liste | ===Liste of Japanese KOFXI-Players=== | ||
[[Liste Japanischer KOFXI-Spieler]] | [[Liste Japanischer KOFXI-Spieler]] | ||
=== | ===Sources=== | ||
[https://twitter.com/kofxi_bot KOFXI_bot | [https://twitter.com/kofxi_bot KOFXI_bot @ Twitter]<br> | ||
[http://hartheon.web.fc2.com/index.html Hartheon, | [http://hartheon.web.fc2.com/index.html Hartheon, japanese KOFXI infopage]<br> | ||
[http://dmmbrage.blog.jp/archives/36026057.html | [http://dmmbrage.blog.jp/archives/36026057.html japanese infopage for system frame data] | ||
===Matchvideos=== | ===Matchvideos=== |
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