The King of Fighters XI: Unterschied zwischen den Versionen

K
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'''Jump Startup & 2F-Jump'''<br>
'''Jump Startup'''<br>
[[Bild:kofxi_jump_startup.gif]]
:4F Startup (airborne F5)
:4F Startup (airborne F5)
:Jump startup is invulnerable to throws
:Jump startup is invulnerable to throws
'''2F-Jump'''<br>
[[Bild:kofxi_2F_jump.gif]]
:Executing an attack after a jump as early as possible reduces jump startup to 1F, which makes the character airborne on F2. (so-called "2F-Jump"). This trick is essential to escape specific blockstrings that would otherwise not allow jumping out.
:Executing an attack after a jump as early as possible reduces jump startup to 1F, which makes the character airborne on F2. (so-called "2F-Jump"). This trick is essential to escape specific blockstrings that would otherwise not allow jumping out.


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:It is possible to hit opponents in their landing recovery eg. with 2B.
:It is possible to hit opponents in their landing recovery eg. with 2B.
:If no attack has been performed in the air, it is possible to cancel the landing recovery into rolls (AB/4AB) & Special Moves.
:If no attack has been performed in the air, it is possible to cancel the landing recovery into rolls (AB/4AB) & Special Moves.


'''Landing Recovery after Quick Shift'''<br>
'''Landing Recovery after Quick Shift'''<br>
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'''Safe Jumps / Option Selects'''<br>
'''Safe Jumps / Option Selects'''<br>
Like in other fighting games (and particularly like in other KOFs) it is possible to buffer a special move, throw or attack during a jump-in, in case the jump-in does not connect due to a reversal. If the opponent does not perform a reversal, the jump attack will connect normally and the extra input for whatever special move or attack was supposed to come out in the case of a reversal will simply not be performed due to the hit stop of the air attack. This option select is particularly good if a throw is put in after a jump attack, to beat wakeup rolls from opponents. An example input with oswald is: J.C, immediately 4D: in case the opponent rolled, the 4D will trigger a throw.
Like in other fighting games (and particularly like in other KOFs) it is possible to buffer a special move, throw or attack during a jump-in, in case the jump-in does not connect due to a reversal. If the opponent does not perform a reversal, the jump attack will connect normally and the extra input for whatever special move or attack was supposed to come out in the case of a reversal will simply not be performed due to the hit stop of the air attack. This option select is particularly good if a throw is put in after a jump attack, to beat wakeup rolls from opponents. An example input with Oswald is: J.C, immediately 4D: in case the opponent rolled, the 4D will trigger a throw.




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