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'''Jump Startup | '''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 | 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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