The King of Fighters XI: Unterschied zwischen den Versionen

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'''Damage'''
'''Damage'''
''Note: under construction!''
''Note: random damage needs more research!''
*There is randomized damage in KOFXI. More info soon.
*There is randomized damage in KOFXI. More info soon.
*Supers can have different damage when done raw vs. as a Super- or Dream Cancel (ex. Ralf: 236236E deals 65 raw, 45 as a DC)
*Supers can have different damage when done raw vs. as a Super- or Dream Cancel (ex. Ralf: 236236E deals 65 raw, 45 as a DC)
*Counter Hits deal extra damage, usually 30%, but there are exceptions (ex. Ralf: 236236E instant K.O.s on counter hit!)
*Counter Hits deal extra damage, usually 30%, but there are exceptions (ex. Ralf: 236236E instant K.O.s on counter hit!)


'''Input Engine & Buffer'''<br>
'''Input Engine & Buffer'''<br>
KOFXI is the first KOF with a "modern" input engine.<br>
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>
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:'''
'''Examples of Shortcuts that are possible with the KOFXI-input:'''
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*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.
*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]
*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:'''
'''Data for specific Buffer Lengths:'''
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'''1F "Invulnerability" during hit stun recovery'''<br>
'''1F "Invulnerability" during hit stun recovery'''<br>
See "Universal Frame Data"
See "Universal Frame Data"
'''"Guard Only" Frames & Forced Actions (強制硬直)'''
[http://hartheon.web.fc2.com/neta.html#kyousei Source: Hartheon]<br>
Normals, Command Normals, Specials, Supers and Guard Cancel Rolls allow blocking on their last recovery frame. This is important to know when calculating advantage & disadvantage frames. What this means is that if an attack is listed as having -4 on block, the character can actually block 1F earlier than they can act, so trying to punish the attack requires a 3F-attack.<br>
Note: there are some other attacks that allow only specific actions on specific frames, like Vanessa's LDM (she can guard during the super freeze, as the move effectively has no duration), or when getting hit by Silber's 63214P (your character is frozen, but you can special cancel out of this).




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