The King of Fighters XI: Unterschied zwischen den Versionen

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== Versions ==
= Versions =
=== Arcade ===
== Arcade ==
Released on Atomiswave. The original version of the game.
Released on Atomiswave. The original version of the game.


[[The King of Fighters XI: Hidden Content in the Arcade Version]]
[[The King of Fighters XI: Hidden Content in the Arcade Version]]


=== Playstation 2 ===
== Playstation 2 ==
'''Practice Mode Guide'''<br>
===Practice Mode Guide===
[[The King of Fighters XI: Playstation2 Practice Mode]]
[[The King of Fighters XI: Playstation2 Practice Mode]]


'''Character unlock guide'''<br>
===Character unlock guide===
todo
todo


'''Version differences between Arcade- and PS2-versions'''<br>
===Version differences between Arcade- and PS2-versions===
The PS2 version is almost identical to the arcade version (including all bugs).<br>
The PS2 version is almost identical to the arcade version (including all bugs).<br>
The only known difference: on PS2, all characters have 113 life, (they live with 0 health), on arcade 112 (they die on 0 health).<br>
The only known difference: on PS2, all characters have 113 life, (they live with 0 health), on arcade 112 (they die on 0 health).<br>


'''Version differences between PS2-Versions'''<br>
===Version differences between PS2-Versions===
:The character order select works differently. The Japanese version mimics the arcade version, where A-B-C (From top to bottom) was turned into Square-X-Triangle. The US version uses Triangle-Square-X, from top to bottom (the portraits mimic the PS2-pad buttons). The EU version uses yet another layout (needs to be added).
:The character order select works differently. The Japanese version mimics the arcade version, where A-B-C (From top to bottom) was turned into Square-X-Triangle. The US version uses Triangle-Square-X, from top to bottom (the portraits mimic the PS2-pad buttons). The EU version uses yet another layout (needs to be added).
:The Japanese version has 4 more win quotes that the US/EU version. They can be triggered by holding R1(E) + square(A),cross(B),triangle(C) or circle(D). The regular 4 win quotes (hold A,B,C or D) & character specific in quotes appear to be mostly intact (needs more research).
:The Japanese version has 4 more win quotes that the US/EU version. They can be triggered by holding R1(E) + square(A),cross(B),triangle(C) or circle(D). The regular 4 win quotes (hold A,B,C or D) & character specific in quotes appear to be mostly intact (needs more research).


'''Arranged Balancing'''<br>
===Arranged Balancing===
The PS2-version features an optional "consumer version" balance mode that can be activated in the Options Menu. This mode is not played competitively due to the drastic changes to the game systems and the fact that it does not match arcade balance.<br>
The PS2-version features an optional "consumer version" balance mode that can be activated in the Options Menu. This mode is not played competitively due to the drastic changes to the game systems and the fact that it does not match arcade balance.<br>
'''Incomplete''' Changelist:
'''Incomplete''' Changelist:
Zeile 168: Zeile 168:
[http://dmmbrage.blog.jp/archives/36220406.html additional arranged mode info, in japanese]
[http://dmmbrage.blog.jp/archives/36220406.html additional arranged mode info, in japanese]


=== Playstation 3 ===
== Playstation 3 ==
This is an emulated PS2 version. Like all other emulated PS2-games on PS3, there is some input lag (~2-3 Frames).
This is an emulated PS2 version. Like all other emulated PS2-games on PS3, there is some input lag (~2-3 Frames).


== Tournament Rules==
= Tournament Rules=
*Meaty unblockables (Oswald 3A, Kula 236P etc.) are banned
*Meaty unblockables (Oswald 3A, Kula 236P etc.) are banned
*Inescapable grabs on incoming are banned (Clark 41236,41236K Mary LDM etc.)
*Inescapable grabs on incoming are banned (Clark 41236,41236K Mary LDM etc.)
Zeile 179: Zeile 179:
*Console characters are either banned or allowed, up to the tournament organizer. They are generally very buggy & badly balanced.
*Console characters are either banned or allowed, up to the tournament organizer. They are generally very buggy & badly balanced.


==Characters==
=Characters=
===Regular Characters===
===Regular Characters===
{| cellspacing="1" style="text-align: left; color:black;"
{| cellspacing="1" style="text-align: left; color:black;"
Zeile 292: Zeile 292:
|}
|}


== Layout ==
= Layout & Notation=
==Button Layout===
Block layout is used, with a new Extra Button for Blowback (this time not C+D but instead E)<br>
Block layout is used, with a new Extra Button for Blowback (this time not C+D but instead E)<br>
'''A C E'''<br>
'''A C E'''<br>
Zeile 303: Zeile 304:
E = Blown Off<br>
E = Blown Off<br>


 
==Numblock Notation==
== System (Input) ==
===Numblock Notation===
:This wiki uses numblock notation since it is used internationally and does not need a translation.
:This wiki uses numblock notation since it is used internationally and does not need a translation.
:As the name implies, look at your keyboard's numblock to figure out which number stands for which direction.
:As the name implies, look at your keyboard's numblock to figure out which number stands for which direction.
:For example, '''236''' is a quarter circle forward.
:For example, '''236''' is a quarter circle forward.


===Dash ===
= System (Input) =
==Dash ==
*'''66: Dash'''<br>
*'''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.
: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.
Zeile 318: Zeile 318:
:Cancelling a dash into up- or back jump / small jump does not work, the recovery comes into effect
:Cancelling a dash into up- or back jump / small jump does not work, the recovery comes into effect


===Backdash===
==Backdash==
*'''44: Backdash (バックステップ)'''<br>
*'''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.
: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===
==Jumps==
''Image Source: Conqueror's Guide''<br>
''Image Source: Conqueror's Guide''<br>
[[Bild:kofxi jump arcs.jpg]]<br>
[[Bild:kofxi jump arcs.jpg]]<br>


'''Normal Jump: 7/8/9'''
===Normal Jump: 7/8/9===
:The regular jump.
:The regular jump.
:All jump attacks can have different hitboxes depending on the jump type & direction (see character frame data).
:All jump attacks can have different hitboxes depending on the jump type & direction (see character frame data).


'''Super Jump 1/2/3>7/8/9'''
===Super Jump 1/2/3>7/8/9===
:travels further than regular jump.
:travels further than regular jump.
'''Small Jump: tap 7/8/9'''
'''Small Jump: tap 7/8/9'''
:Small jump attacks are automatically in counter hit state.
:Small jump attacks are automatically in counter hit state.


'''Hyper Hop: 1/2/3> tap 7/8/9'''
===Hyper Hop: 1/2/3> tap 7/8/9===
:Hyper Hops travel further than Small Jumps.
:Hyper Hops travel further than Small Jumps.
:Hyper Hop attacks are automatically in counter hit state.
:Hyper Hop attacks are automatically in counter hit state.


===Throws===
==Throws==
*'''6/4+C/D: Throw'''
===Front / Back Throw===
:'''Input: 6/4 + C/D'''
:C = front, D = back throw.
:C = front, D = back throw.


*'''C/D while being thrown: Throw Break'''
===Throw Breaks===
:'''Input: C/D while being thrown'''
:Throw breaks require the same button than the throw that was used
:Throw breaks require the same button than the throw that was used
:Simultaneous pressing of C+D does not work to break throws
:Simultaneous pressing of C+D does not work to break throws
:However, C~D or D~C works
:However, C~D or D~C works


===Rolls===
==Rolls==
*'''AB /4AB: Emergency Evasion Roll (緊急回避)'''<br>
===Emergency Evasion Roll (緊急回避)===
:'''Input: AB /4AB'''
:Fully Invulnerable to strikes except for the very end
:Fully Invulnerable to strikes except for the very end
:Can be thrown at any point
:Can be thrown at any point
Zeile 355: Zeile 358:
:Additional exceptions: Mary, Clark & Hotaru's 2A do not work to punish rolls (likely also bugs).
:Additional exceptions: Mary, Clark & Hotaru's 2A do not work to punish rolls (likely also bugs).


*'''AB / 4AB while hitting the ground: Ukemi'''<br>
===Ukemi: : Ukemi===
:'''Input: AB / 4AB while hitting the ground'''
:4AB has complete invulnerability
:4AB has complete invulnerability
:AB is a front Ukemi roll that exists no no other KOF - it is unique to KOFXI.
:AB is a front Ukemi roll that exists no no other KOF - it is unique to KOFXI.
:Front Ukemi has NO invulnerability. This roll has a hurtbox on the height of the legs. Using eg. a 2A when expecting a front ukemi attempt is an important strategy in KOFXI.
:Front Ukemi has NO invulnerability. This roll has a hurtbox on the height of the legs. Using eg. a 2A when expecting a front ukemi attempt is an important strategy in KOFXI.


*'''AB during guard: Guard Cancel Roll'''<br>
===Guard Cancel Roll===
:'''Input: AB during guard'''
:''Costs one Super Stock.''
:''Costs one Super Stock.''
:Completely invulnerable, including throws (except for Vanessa, she can be thrown, bug).
:Completely invulnerable, including throws (except for Vanessa, she can be thrown, bug).


*'''AB while a normal attack hits (no Special Moves): Roll Cancel'''<br>
===Roll Cancel===
:'''Input: AB while a normal attack hits'''
:''Costs 1 Shift Stock.''
:''Costs 1 Shift Stock.''
:Cancels the attack into a roll. Can be used to bait guard cancels or in some rare cases for combos.
:Cancels the attack into a roll. Can be used to bait guard cancels or in some rare cases for combos.


===Guard Cancel===
==Guard Cancel Attack==
*'''E while guarding: Guard Cancel Attack'''<br>
:'''Input: E while guarding: Guard Cancel Attack'''
:''costs 1 Super Stock''
:''costs 1 Super Stock''
:The guard cancel is invulnerable during startup & active time, but has recovery that can be punished on block.
:The guard cancel is invulnerable during startup & active time, but has recovery that can be punished on block.
:The time window to perform a guard cancel or guard cancel roll is very strict compared to other KOFs (only during hit stop!)
:The time window to perform a guard cancel or guard cancel roll is very strict compared to other KOFs (only during hit stop!)


===Shift===
==Shift==
'''Skill Gauge (スキルゲージ)'''<br>
===The Skill Gauge (スキルゲージ)===
[[bild:kofxi_shift_gauge.png]]<br>
[[bild:kofxi_shift_gauge.png]]<br>
:The Skill Gauge consists of 80px
:The Skill Gauge consists of 80px
Zeile 382: Zeile 388:
:1-2 fills over 16 seconds (half as fast than from 0-1)
:1-2 fills over 16 seconds (half as fast than from 0-1)


'''Shift (シフト): PP/KK'''<br>
===Regular Shift (シフト)===
:'''Input: PP/KK'''
:PP shifts to the 2nd character (the one that is closest to the portrait of the currently active character)<br>
:PP shifts to the 2nd character (the one that is closest to the portrait of the currently active character)<br>
:KK shifts to the 3rd character (the one that is farthest from the portrait of the currently active character)<br>
:KK shifts to the 3rd character (the one that is farthest from the portrait of the currently active character)<br>
Zeile 388: Zeile 395:
:The character that is shifting in has no invulnerability while landing and can be hit by all kinds of attacks
:The character that is shifting in has no invulnerability while landing and can be hit by all kinds of attacks


'''Quick Shift (クイックシフト): PP/KK while an attack hits'''<br>
===Quick Shift (クイックシフト)===
:'''Input: PP/KK while an attack hits'''
:''Costs 1 Skill Gauge''<br>
:''Costs 1 Skill Gauge''<br>
:The active character immediately jumps out and the 2nd or 3rd character jumps in
:The active character immediately jumps out and the 2nd or 3rd character jumps in
Zeile 396: Zeile 404:
:It is possible to crossup opponents in the corner when using Quick Shift (see further below).
:It is possible to crossup opponents in the corner when using Quick Shift (see further below).


'''Saving Shift (セービングシフト): PP/KK while grounded & getting hit'''<br>
===Saving Shift (セービングシフト)===
:'''Input: PP/KK while grounded & getting hit'''
:''Costs 2 Skill Gauges''<br>
:''Costs 2 Skill Gauges''<br>
:Immediately tags out the character, to the 2nd or 3rd character, even if they are getting hit
:Immediately tags out the character, to the 2nd or 3rd character, even if they are getting hit
Zeile 404: Zeile 413:
:Saving shifts only work if the character was getting hit standing, not while getting juggled. It is therefore important to immmediately launch a dizzied opponent if the opponent has access to saving shift.
:Saving shifts only work if the character was getting hit standing, not while getting juggled. It is therefore important to immmediately launch a dizzied opponent if the opponent has access to saving shift.


=== Supers ===
== Supers ==
'''Super Stock'''<br>
===The Super Stock Gauge===
'''0'''[[bild:kofxi_Super_gauge_0.png]]<br>
'''0'''[[bild:kofxi_Super_gauge_0.png]]<br>
'''1'''[[bild:kofxi_Super_gauge_1.png]]<br>
'''1'''[[bild:kofxi_Super_gauge_1.png]]<br>
Zeile 420: Zeile 429:
:Attacks that hit the player or that the player blocks give exactly 1 unit of Meter per hit. This means that getting hit by multi-hit attacks generally gives way more meter than getting hit by single attacks, which should be kept in mind when constructing combos.
:Attacks that hit the player or that the player blocks give exactly 1 unit of Meter per hit. This means that getting hit by multi-hit attacks generally gives way more meter than getting hit by single attacks, which should be kept in mind when constructing combos.


 
===Super & Dream Cancel===
'''Super & Dream Cancel'''
:''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 & Match Flow) =
'''Life Bar'''<br>
==Life Bar==
[[bild:kofxi_life_gauge.png]]<br>
[[bild:kofxi_life_gauge.png]]<br>
:The Life Bar consists of 112 units / 208px.
:The Life Bar consists of 112 units / 208px.
Zeile 437: Zeile 445:
''Source: Conqueror's Guide''
''Source: Conqueror's Guide''


 
==Leader==
'''Leader'''<br>
[[bild:kofxi_life_gauge_leader.png]]<br>
[[bild:kofxi_life_gauge_leader.png]]<br>
:The Leader has a green life bar
:The Leader has a green life bar
Zeile 445: Zeile 452:
:The judgement indicator moves a lot more than for normal characters if the Leader goes K.O.
:The judgement indicator moves a lot more than for normal characters if the Leader goes K.O.


 
==Stun Gauge==
'''Stun Gauge'''<br>
[[bild:kofxi_stun_gauge.png]]<br>
[[bild:kofxi_stun_gauge.png]]<br>
:The Stun Gauge empties when the player is hit
:The Stun Gauge empties when the player is hit
Zeile 459: Zeile 465:
:Note: using shift combos with 2 shifts against standing opponents almost always guarantees a stun combo. Deciding when to use shift stock to attack and when to better save if to safety shift is therefore a vital aspect of KOFXI's gameplay.
:Note: using shift combos with 2 shifts against standing opponents almost always guarantees a stun combo. Deciding when to use shift stock to attack and when to better save if to safety shift is therefore a vital aspect of KOFXI's gameplay.


 
==Guard Gauge==
'''Guard Gauge'''<br>
:The Guard Gauge is a hidden gauge.
:The Guard Gauge is a hidden gauge.
:The Guard Gauge consists of 112 units.
:The Guard Gauge consists of 112 units.
Zeile 468: Zeile 473:




'''Judgement Indicator (ジャッジメントインジケーター)'''<br>
==Judgement Indicator (ジャッジメントインジケーター)==
{| style="text-align: center;"
{| style="text-align: center;"
|[[datei:kofxi_judgement_1P.png]]
|[[datei:kofxi_judgement_1P.png]]
Zeile 485: Zeile 490:




'''KO (DOWN!)'''<br>
==KO (DOWN!)==
[[bild:kofxi_DOWN.png|150px]]
[[bild:kofxi_DOWN.png|150px]]
:If a KO occurs, the next character in order jumps in (the character closest to the portrait of the character which was KOed)<br>
:If a KO occurs, the next character in order jumps in (the character closest to the portrait of the character which was KOed)<br>
Zeile 494: Zeile 499:
:Certain attacks become unblockable when done meaty in KOFXI, which can be abused on incoming - this is banned in all tournaments and frowned upon in casuals. Incomplete list taken from [http://dmmbrage.blog.jp/archives/36026057.html this source]: Oswald 3A, Ash 5D(f), Griffon 5D(c), Kula 236P, Vanessa Puncher Upper (2nd Hit), Shen & Momoko 2D, Mary LDM, Clark 41236,41236K
:Certain attacks become unblockable when done meaty in KOFXI, which can be abused on incoming - this is banned in all tournaments and frowned upon in casuals. Incomplete list taken from [http://dmmbrage.blog.jp/archives/36026057.html this source]: Oswald 3A, Ash 5D(f), Griffon 5D(c), Kula 236P, Vanessa Puncher Upper (2nd Hit), Shen & Momoko 2D, Mary LDM, Clark 41236,41236K


== System (advanced) ==
= System (advanced) =
''Note by ATG: part of this segment is based on the [http://hartheon.web.fc2.com/neta.html japanese Hartheon-website] and [http://dmmbrage.blog.jp/archives/36026057.html this Wiki], the rest is individual research by Rock & me.''<br>
''Note by ATG: part of this segment is based on the [http://hartheon.web.fc2.com/neta.html japanese Hartheon-website] and [http://dmmbrage.blog.jp/archives/36026057.html this Wiki], the rest is individual research by Rock & me.''<br>


'''Damage'''
==Damage==
''Note: random damage needs more research!''
''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==
===Inputs in KOFXI===
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 (eg. in KOF98, 4 Frames after a Button press, it was 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 (eg. in KOF98, 4 Frames after a Button press, it was 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===
*2363214X-Super can also be done with 236236,4X or 23634X or 236,214X. The same works for 2141236X-Supers.
*2363214X-Super can also be done with 236236,4X or 23634X or 236,214X. The same works for 2141236X-Supers.
*With Oswald 63214, 6[6](run),3214P executes a running Super. Works with all characters that have a "63214,63214X" Super.<br>
*With Oswald 63214, 6[6](run),3214P executes a running Super. Works with all characters that have a "63214,63214X" Super.<br>
Zeile 515: Zeile 522:
*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===
:Simultaneous button presses can be off 1F. Example: A successful Shift triggers even when C is pressed 1F after A.
:Quick Shifts can be entered up to 6F before the actual hit connects.
:Total time to enter a Quick Shift for weak attacks: 9F (tested with Kasumi 5B(f)).
:Total time to enter a Quick Shift for strong attacks: 16F (tested with Oswald 214C(2)+5E and Kasumi 5D(c)).
:There are likely exceptions for specific attacks.
:The buffer for all kinds of regular attacks appears to be '''7F'''. Example: with Gato, there is a 7F window to input 2D after 6A (which is a 1F-Link). According to [http://dmmbrage.blog.jp/archives/36026057.html this source] the buffer is 6F instead however.


'''Data for specific Buffer Lengths:'''
==Counter Hits==
*Simultaneous button presses can be off 1F. Example: A successful Shift triggers even when C is pressed 1F after A.
:Counter Hits deal extra damage, usually 30%, but there are exceptions (ex. Ralf: 236236E instant K.O.s on counter hit!)
*Quick Shifts can be entered up to 6F before the actual hit connects.
*Total time to enter a Quick Shift for weak attacks: 9F (tested with Kasumi 5B(f)).
*Total time to enter a Quick Shift for strong attacks: 16F (tested with Oswald 214C(2)+5E and Kasumi 5D(c)).
**There are likely exceptions for specific attacks.
*The buffer for all kinds of regular attacks appears to be '''7F'''. Example: with Gato, there is a 7F window to input 2D after 6A (which is a 1F-Link). According to [http://dmmbrage.blog.jp/archives/36026057.html this source] the buffer is 6F instead however.
 
 
'''Counter Hits'''<br>
*Counter Hits deal extra damage, usually 30%, but there are exceptions (ex. Ralf: 236236E instant K.O.s on counter hit!)
:Counter hits sometimes have special properties, eg. wall bounce
:Counter hits sometimes have special properties, eg. wall bounce
:Counter Hits occur during the Startup & Active time of...
:Counter Hits occur during the Startup & Active time of...
Zeile 534: Zeile 539:
*Attacks from Small Jumps & Hyper Hops
*Attacks from Small Jumps & Hyper Hops


 
==Crouch / Stand Rules==
'''Crouch Hits'''<br>
===Crouch Hits===
''[http://hartheon.web.fc2.com/neta.html#syagami Source: Hartheon] & testing by ATG''<br>
''[http://hartheon.web.fc2.com/neta.html#syagami Source: Hartheon] & testing by ATG''<br>
:If a character is hit during the startup of a crouching attack, they immediately stand up.
:If a character is hit during the startup of a crouching attack, they immediately stand up.
Zeile 541: Zeile 546:
:If a character is hit while crouching, attempting to use a reversal roll after will make 5A come out. This has to do with the phenomenon described above.
:If a character is hit while crouching, attempting to use a reversal roll after will make 5A come out. This has to do with the phenomenon described above.


===Crouch / Stand during stun===
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.
===Crouch / Stand during block hit stop:===
Block switching is not possible while the block hit stop is occurring. This is usually never a problem, except with Quick Shifts. Certain attacks have so much block hit stop that you can land an unblockable jump attack, or in the case of Jenet, an unblockable low with her 2B (4F startup, the fastest low in the game).<br>
List of attacks that enable QS unblockables on block, source [https://twitter.com/kofxi_bot/status/1264893613277937671 kofxi_bot]:
*Kyo 236236P
*Shingo 236236P
*Shingo 2141236P (last hit)
*Ryo 632146B
*Ryo LDM
*Elisabeth 2363214P (cancel version)
*Gato 236C>66C
*Gato 236236P
*Griffon 236236K (3rd hit)
*Malin 236236K > dream cancel LDM (since LDM is overhead, need to switch block before the DC)


'''1F "Invulnerability" during hit stun recovery'''<br>
==1F "Invulnerability" during hit stun recovery==
See "Universal Frame Data"
See "Universal Frame Data"


 
=="Guard Only" Frames & Forced Actions (強制硬直)==
'''"Guard Only" Frames & Forced Actions (強制硬直)'''
[http://hartheon.web.fc2.com/neta.html#kyousei Source: Hartheon]<br>
[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>
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).
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).


 
==Jumps (advanced)==
'''Jump Startup'''<br>
===Jump Startup===
[[Bild:kofxi_jump_startup.gif]]
[[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>
===2F-Jump===
[[Bild:kofxi_2F_jump.gif]]
[[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.
:Executing an attack after a jump as early as possible reduces jump startup to 1F, which makes the character airborne on F2.
Zeile 563: Zeile 583:
:Note: 2F-Jumps are always automatically normal jumps, since the attack is issued so early (see right below).
:Note: 2F-Jumps are always automatically normal jumps, since the attack is issued so early (see right below).


'''Attacks during Small Jump / Normal Jump'''<br>
===Attacks during Small Jump / Normal Jump===
:Doing an air attack with the fastest possible timing after a jump will always trigger a normal jump attack, even if a small jump was put in. To prevent this from occuring, the attack has to be slightly delayed for the small jump to register.
:Doing an air attack with the fastest possible timing after a jump will always trigger a normal jump attack, even if a small jump was put in. To prevent this from occuring, the attack has to be slightly delayed for the small jump to register.


'''Special Hyper Hop rules'''<br>
===Special Hyper Hop rules===
:Hyperhop is blocked while walking backwards. [4],1,9 leads to a regular Small Jump. To execute a hyper hop after walking backwards, it is necessary to go into neutral position: [4],5,1,9.
:Hyperhop is blocked while walking backwards. [4],1,9 leads to a regular Small Jump. To execute a hyper hop after walking backwards, it is necessary to go into neutral position: [4],5,1,9.


 
===Landing Recovery===
'''Landing Recovery'''<br>
:1 Frame.
:1 Frame.
: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===
Quick Shifting & doing no attack has added landing recovery. It is therefore advisable to always do an air attack while the character shifts in to reduce landing recovery, even if that attack is not supposed to hit.
Quick Shifting & doing no attack has added landing recovery. It is therefore advisable to always do an air attack while the character shifts in to reduce landing recovery, even if that attack is not supposed to hit.


 
==Invulnerability during Wakeup==
'''Invulnerability during Wakeup'''<br>
There is 1F invulnerability during wakeup (''note: this needs confirmation since it might be a translation mistake based on the 1 frame invulnerability during hit stun recovery'').
There is 1F invulnerability during wakeup (''note: this needs confirmation since it might be a translation mistake based on the 1 frame invulnerability during hit stun recovery'').


 
==Safe Jumps / Option Selects==
'''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.


 
==Super Freeze Input Buffer==
'''Super Freeze Input Buffer'''<br>
===Buffering Inputs during Freeze===
It is possible to buffer inputs during super freezes. This is the preferred way to punish supers that are otherwise hard or impossible to punish on block. Example with Oswald vs Gato: 421D during Gato's 236236A super freeze to immediately counter after the super.
It is possible to buffer inputs during super freezes. This is the preferred way to punish supers that are otherwise hard or impossible to punish on block. Example with Oswald vs Gato: 421D during Gato's 236236A super freeze to immediately counter after the super.


'''Super Freeze Input Buffer for rolls'''<br>
===Super Freeze Input Buffer for Rolls===
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.
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:''' 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.
*'''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.
Zeile 596: Zeile 613:
*'''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>
*'''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.
Note: see further above on dash recovery behavior & rolls.
'''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.
'''Crouch / Stand rules during block hit stop:'''<br>
Block switching is not possible while the block hit stop is occurring. This is usually never a problem, except with Quick Shifts. Certain attacks have so much block hit stop that you can land an unblockable jump attack, or in the case of Jenet, an unblockable low with her 2B (4F startup, the fastest low in the game).<br>
List of attacks that enable QS unblockables on block, source [https://twitter.com/kofxi_bot/status/1264893613277937671 kofxi_bot]:
*Kyo 236236P
*Shingo 236236P
*Shingo 2141236P (last hit)
*Ryo 632146B
*Ryo LDM
*Elisabeth 2363214P (cancel version)
*Gato 236C>66C
*Gato 236236P
*Griffon 236236K (3rd hit)
*Malin 236236K > dream cancel LDM (since LDM is overhead, need to switch block before the DC)


'''Corner Crossups'''<br>
'''Corner Crossups'''<br>
Zeile 632: Zeile 629:
|}
|}


== Other Data ==
= Other Data =
===Knockdown Properties===
==Knockdown Properties==
[https://docs.google.com/spreadsheets/d/1ORTnFxYokubqNYU4tHIfptiP1KadZUiSqigKaoE6rOU/edit#gid=409282613 bilingual List from kofxi_bot]
[https://docs.google.com/spreadsheets/d/1ORTnFxYokubqNYU4tHIfptiP1KadZUiSqigKaoE6rOU/edit#gid=409282613 bilingual List from kofxi_bot]


===Height of crouching Characters===
==Height of crouching Characters==
''See:'' [[The King of Fighters XI: Crouched character hitbox sizes]]<br>
''See:'' [[The King of Fighters XI: Crouched character hitbox sizes]]<br>


===Individual Character Health===
==Individual Character Health==
''Note from ATG: internally, every character has 112 Health. The "received damage multiplier" is applied to attacks to determine how much damage an opponent takes. Damage values in the wiki will always be against Kyo, since has a 1.0 modifier.''
''Note from ATG: internally, every character has 112 Health. The "received damage multiplier" is applied to attacks to determine how much damage an opponent takes. Damage values in the wiki will always be against Kyo, since has a 1.0 modifier.''
'''Received Damage Multiplier'''<br>
===Received Damage Multiplier===
''Source: Conqueror's Guide & some math''<br>
''Source: Conqueror's Guide & some math''<br>
Use this multiplier on the damage values in the wiki to figure out how much damage each character receives from a hit. Round down or up, depending on whether the final number is below 1.5 or 1.5/higher.<br>
Use this multiplier on the damage values in the wiki to figure out how much damage each character receives from a hit. Round down or up, depending on whether the final number is below 1.5 or 1.5/higher.<br>
Zeile 656: Zeile 653:
'''1.11:''' Adelheid<br>
'''1.11:''' Adelheid<br>


===Stun===
==Stun==
'''Stun Multiplier'''<br>
===Stun Multiplier===
''Source: Conqueror's Guide & some math''<br>
''Source: Conqueror's Guide & some math''<br>
Use this multiplier on the stun values in the wiki to figure out how much stun each character receives from a hit. Always round down.<br>
Use this multiplier on the stun values in the wiki to figure out how much stun each character receives from a hit. Always round down.<br>
Zeile 672: Zeile 669:
'''1.30:''' Hayate, Jazu<br>
'''1.30:''' Hayate, Jazu<br>


=== Universal Frame Data ===
= 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>
''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>


'''Hit Stun'''
==Hit Stun==
:Hit Stun from light attacks: 12F hit, 11F Guard
:Hit Stun from light attacks: 12F hit, 11F Guard
:Hit Stun from hard attacks: 20F hit, 19F Guard
:Hit Stun from hard attacks: 20F hit, 19F Guard
Zeile 684: Zeile 681:
:Hard air attack Hit Stun: 14F hit, 19F Guard
:Hard air attack Hit Stun: 14F hit, 19F Guard


 
==Calculating Frame Advantage==
'''Calculating Frame Advantage'''
:Light attacks: 12F - (all remaining Active Frames of the attack after the first active frame) - recovery frames.
: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.
:Heavy attacks: 20F - (all remaining Active Frames of the attack after the first active frame) - recovery frames.
Zeile 691: Zeile 687:
:''Note: if a character attacks, they can block 1F earlier than they can attack again. See " "Guard Only" Frames & Forced Actions (強制硬直)".''
:''Note: if a character attacks, they can block 1F earlier than they can attack again. See " "Guard Only" Frames & Forced Actions (強制硬直)".''


 
==Invulnerability in the last active frame==
'''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>
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 connect falls onto the invulnerability frame. It is advised to keep this in mind when using the frame data of this wiki.<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 connect 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'''<br>
[[bild:superfreeze.gif]]<br>
[[bild:superfreeze.gif]]<br>
:Super Freeze duration: 28F
:Super Freeze duration: 28F
Zeile 708: Zeile 702:
:Note: animations keep playing from F1-3, but hitboxes do not change. This is a visual bug and means the sprite becomes disjointed from the actual hitbox for a few frames. This can be observed on the .gif on F4, where Geese's posture changes (it shouldn't, since we are still on F1 internally, and this animation normally occurs on actual F4).
:Note: animations keep playing from F1-3, but hitboxes do not change. This is a visual bug and means the sprite becomes disjointed from the actual hitbox for a few frames. This can be observed on the .gif on F4, where Geese's posture changes (it shouldn't, since we are still on F1 internally, and this animation normally occurs on actual F4).


==Roll Frame Data==
''Note: Thanks to @kofxi_bot for the following info!''<br>


''Note: Thanks to @kofxi_bot for the following info!''<br>
===Roll (front)===
'''Roll (front)'''
:Duration: 29F
:Duration: 29F
:Invulnerable on: F1-23
:Invulnerable on: F1-23
Zeile 716: Zeile 711:
:Can only block: F29
:Can only block: F29


'''Roll (back)'''
===Roll (back)===
:Duration: 33F
:Duration: 33F
:Invulnerable on: F1-27
:Invulnerable on: F1-27
Zeile 725: Zeile 720:
*Silber's back roll has full invulnerability
*Silber's back roll has full invulnerability


'''Guard Cancel Roll'''
===Guard Cancel Roll===
:The GC-Roll is fully invulnerable, but has recovery
:The GC-Roll is fully invulnerable, but has recovery
:The recovery can only be cancelled into block
:The recovery can only be cancelled into block
Zeile 732: Zeile 727:
:Vanessa has no throw invulnerability during her GC-Roll
:Vanessa has no throw invulnerability during her GC-Roll


===Advanced Throw Rules===
==Advanced Throw Rules==
'''Throw Hitboxes'''<br>
===Throw Hitboxes===
[[Bild:kofxi_throwhitbox.png]]<br>
[[Bild:kofxi_throwhitbox.png]]<br>
:All throws have 40px range (counted from the center of a character)
:All throws have 40px range (counted from the center of a character)
:To throw, the throw hitbox must overlap the hurtbox of the other character (not the center!).
:To throw, the throw hitbox must overlap the hurtbox of the other character (not the center!).


 
===Throw Breaks during Rolls===
'''Throw Breaks during Rolls'''<br>
[https://twitter.com/kofxi_bot/status/1032573995860860928 Source: kofxi_bot]<br>
[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>
'''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>
Zeile 750: Zeile 744:
Kim, Ryo, Elisabeth, Gato, Clark, Silber
Kim, Ryo, Elisabeth, Gato, Clark, Silber


 
===Throw Break time window while rolling===
'''Throw Break time window while rolling'''<br>
Source: kofxi_bot<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>
If being thrown by any of the following characters while rolling, the following time frames to break the throw apply:<br>
Zeile 758: Zeile 751:
16F: against all others
16F: against all others


==Tier Lists==
=Tier Lists=
[[The King of Fighters XI: Tier Lists]]
[[The King of Fighters XI: Tier Lists]]


== Links & Sources ==
= Links & Sources =
==List of Japanese KOFXI Players==
[[List of Japanese KOFXI Players]]


===List of Japanese KOFXI Players===
==Matchvideos==
[[List of Japanese KOFXI Players]]
[[The King of Fighters XI: Matchvideos]]


===Sources===
==Sources==
[https://twitter.com/kofxi_bot KOFXI_bot @ Twitter]<br>
[https://twitter.com/kofxi_bot KOFXI_bot @ Twitter]<br>
[http://hartheon.web.fc2.com/index.html Hartheon, japanese KOFXI infopage]<br>
[http://hartheon.web.fc2.com/index.html Hartheon, japanese KOFXI infopage]<br>
[http://dmmbrage.blog.jp/archives/36026057.html japanese infopage for system frame data]
[http://dmmbrage.blog.jp/archives/36026057.html japanese infopage for system frame data]
===Matchvideos===
[[The King of Fighters XI: Matchvideos]]




[[Kategorie:2D Fighter]]
[[Kategorie:2D Fighter]]
[[Kategorie:Classic Versus Fighter]]
[[Kategorie:Classic Versus Fighter]]
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