The King of Fighters XI: Unterschied zwischen den Versionen

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== System (Input) ==
== System (Input) ==
===Dash ===
*'''66: Dash'''<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 5F recovery that can be cancelled into attacks, special moves, rolls & front jumps.
:Cancelling a dash into backjump does not work, the recovery comes into effect
===Backdash===
*'''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.
===Jumps===
'''Normal Jump'''
'''Super Jump'''
'''Small Jump'''
'''Hyer Hop'''
===Throws===
===Throws===
*'''6/4+C/D: Throw'''
*'''6/4+C/D: Throw'''
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===Backdash===
 
*'''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.




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


== System (Gauges) ==
== System (Gauges) ==
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