The King of Fighters XI: Unterschied zwischen den Versionen

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: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).


===Ukemi===
===Recovery Roll (Ukemi)===
:'''Input: AB / 4AB just before hitting the ground'''
:'''Input: AB / 4AB just before hitting the ground'''
:Used to recover quickly after being launched without getting knocked down.
:Used to recover quickly after being launched without getting knocked down.

Version vom 7. Juni 2020, 15:28 Uhr

The King of Fighters XI
(ザ・キング・オブ・ファイターズXI)
Kofxi.png
Hersteller: SNK Playmore
Systeme: Atomiswave, Playstation 2
Releases: Flag jp.png2006 Atomiswave
Flag us.png2006 Atomiswave
Flag jp.png22/06/06 Playstation 2
Flag eu.png06/07/07 Playstation 2
Flag us.png13/11/07 Playstation 2

Versions

Arcade

Kofxi atomiswave.png

Released on Atomiswave.
The original version of the game.
Naomi conversions of the original Atomiswave version exist, which are bootlegs. They have minor graphical glitches & hacks (all characters unlocked, including bosses).

Hidden Content in the Arcade Version

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

Playstation 2

Kofxi ps2.png

Version differences between Arcade- and PS2-versions

The PS2 version is almost identical to the arcade version (including all bugs).
The only known difference: on PS2, all characters have 113 life, (they live with 0 health), on arcade 112 (they go K.O. on 0 health).

Version differences between PS2-Versions

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 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 EU version has the character names of Tizoc (Griffon) & Mai Shiranui mixed up.

Practice Mode Guide

The King of Fighters XI: Playstation2 Practice Mode

Character unlock guide

todo

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.
Incomplete Changelist:

Change List
System
UI UI has been changed minimally (HP & Stun Bars now have diagonal edges).
Jumps All Jump Attacks (normal, small, Quick Shift) have added landing recovery.
Input Buffer Normal attack input buffer reduced from 6F to 4F.
Front Roll Front Roll has 3F more recovery.
Defense & Stun Defense & Stun modifiers have been normalized.
Oswald
3A Unblockable Bug fixed
Throw Does not pull opponent out of the corner anymore (no more corner crossup after).
623X Way less Hit Stun
ACE Damage reduced to ~ 1/3.
LDM Juggle-Anywhere removed.
K
General Normals deal less stun. Might be an overall System Change?
3D(cancel) More Startup, does not combo from light attacks.
236A More Startup, does not combo from light attacks.
236C Less Startup, now combos from light attacks.
LDM Juggle-Anywhere removed.
Gato
5A(c) Chain removed. Less advantage on hit.
2B Less advantage on hit.
5D(c) Less advantage on hit (no more combo into 2B).
2D Special Cancel removed.
6A Less advantage on hit (+4?)
214K>A Meter gain from 10 to 0.
214K>B More Landing Recovery.
236236K Juggle-Anywhere removed.
LDM Way less guard damage. Less damage.
Kula
236P Unblockable Bug removed?
623C Startup 3F > 6F
LDM Juggle-Anywhere removed. Invincibility during recovery removed.
Vanessa
214K>6C More Startup.
623C 2. Hit launches less high (Infinite removed).
Duck King
Chain Combos All unique chain combos removed.
2B Chain into 2A removed. Link Combo works.
5B(f) Different Animation. Now is the short kick from the old 2A>5B chain.
6B New Normal. Now has the old 5B(f) animation.
Eiji
2D(1) Special Cancel removed.
236B/D more Recovery.
Ralf
623P(cancel) Slightly more Startup.
Silber
2B Invincibility during recovery removed (bugfix).

additional arranged mode info, in japanese

Playstation 3

Kofxi psn.png

This is an emulated PS2 version.
Like all other emulated PS2-games on PS3, there is some input lag (~2-3 Frames).
Can be bought in the Japanese PSN-Store.

Tournament Rules

  • Meaty unblockables (Oswald 3A, Kula 236P etc.) are banned
  • Inescapable grabs on incoming are banned (Clark 41236,41236K Mary LDM etc.)
  • Vanessa 623C juggle limit = 5 times in succession
  • All character freeze & camera glitch bugs are banned
  • Shion & Magaki are banned (only matters for console)
  • Console characters are either banned or allowed, up to the tournament organizer. They are generally very buggy & badly balanced.

Characters

Regular Characters

KOFXI Kyo 96.png Kyo Kusanagi
(草薙 京)
Kofxi iori 96.png Iori Yagami
(八神 庵)
Kofxi shingo 96.png Shingo Yabuki
(矢吹 真吾)
Kofxi ash 96.png Ash Crimson
(アッシュ・クリムゾン)
Kofxi oswald 96.png Oswald
(オズワルド)
Kofxi shen 96.png Shen Woo
(シェン・ウー )
Kofxi terry 96.png Terry Bogard
(テリー・ボガード )
Kofxi kim 96.png Kim Kaphwan
(キム・カッファン )
Kofxi duck 96.png Duck King
(ダック・キング )
Kofxi vanessa 96.png Vanessa
(ヴァネッサ )
Kofxi mary 96.png Blue Mary
(ブルー・マリー )
Kofxi ramon 96.png Ramon
(ラモン )
Kofxi ryo 96.png Ryo Sakazaki
(リョウ・サカザキ )
Kofxi yuri 96.png Yuri Sakazaki
(ユリ・サカザキ )
Kofxi king 96.png King
(キング )
Kofxi elisabeth 96.png Elisabeth Blanctorche
(エリザベート・ブラントルシュ )
Kofxi duolon 96.png Duolon
(デュオロン )
Kofxi benimaru 96.png Benimaru Nikaido
(二階堂 紅丸 )
Kofxi k' 96.png K'
(K' )
Kofxi kula 96.png Kula Diamond
(クーラ・ダイアモンド )
Kofxi maxima 96.png Maxima
(マキシマ )
Kofxi jenet 96.png B. Jenet
(B・ジェニー )
Kofxi gato 96.png Gato
(牙刀 )
Kofxi griffon 96.png Griffon
(グリフォン・マスク )
Kofxi ralf 96.png Ralf
(ラルフ・ジョーンズ )
Kofxi clark 96.png Clark
(クラーク・スティル )
Kofxi whip 96.png Whip
(ウィップ )
Kofxi malin 96.png Malin
(まりん )
Kofxi kasumi 96.png Kasumi Todo
(藤堂 香澄 )
Kofxi eiji 96.png Eiji Kisaragi
(如月 影二 )
Kofxi athena 96.png Athena Asamiya
(麻宮 アテナ )
Kofxi kensou 96.png Sie Kensou
(椎 拳崇 )
Kofxi momoko 96.png Momoko
(桃子 )

Time Unlock Characters

Kofxi adel 96.png Adelheid
(アーデルハイド )
Kofxi gai 96.png Gai Tendo
(天童 凱 )
Kofxi hayate 96.png Sho Hayate
(ショー・疾風 )
Kofxi silber 96.png Silber
(ズィルバー )
Kofxi jyazu 96.png Jazu
(邪頭 )

Boss Characters

Kofxi shino 96.png Shion
(紫苑 )
Kofxi magaki 96.png Magaki
(禍忌 )

Console Only Characters

Kofxi hotaru 96.png Hotaru
(双葉 ほたる )
Kofxi mai 96.png Mai Shiranui
(不知火 舞 )
Kofxi robert 96.png Robert Garcia
(ロバート・ガルシア )
Kofxi tung 96.png Tung Fu Rue
(糖 胡芦 )
Kofxi exkyo 96.png EX Kyo
(EX 草薙 京 )
Kofxi mr big 96.png Mr. Big
(Mr. ビッグ )
Kofxi geese 96.png Geese Howard
(ギース・ハワード )

Layout & Notation

Button Layout

Kofxi layout.png

Block layout is used, with a new Extra Button for Blowback (this time not C+D but instead E)
A C E
B D

A = Light Punch
B = Light Kick
C = Hard Punch
D = Hard Kick
E = Blown Off

Numblock Notation

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.
7 8 9
4 5 6
1 2 3
For example, 236 is a quarter circle forward.

System (Input)

Dash

Input: 6,6
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.
It takes 5F to switch from a dash to a block / into neutral state.
It is possible to cancel the dash into front jumps, attacks, special moves or rolls before those 5F have passed.
Front jumps & front small jumps automatically become super jumps / hyperhops when done from a dash.
Cancelling a dash into up- or back jump / small jump does not work, the recovery comes into effect

Backdash (バックステップ)

Input: 4,4
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

Image Source: Conqueror's Guide
Kofxi jump arcs.jpg

Normal Jump

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

Super Jump

Input: tap 1/2/3, then 7/8/9
travels further than regular jump.

Small Jump

Input: tap 7/8/9
Small jump attacks are automatically in counter hit state.

Hyper Hop

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

Throws

Front / Back Throw

Input: 6/4 + C/D
C = front, D = back throw.

Throw Breaks

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

Rolls & Guard Cancels

Emergency Evasion Roll (緊急回避)

Input: AB /4AB
Fully Invulnerable to strikes except for 5F at the end
Can be thrown at any point
Important: using 2B to punish rolls does NOT work - this is a special rule also present in other old KOFs. Exception to the exception: Kyo's 2B hits (likely a bug/oversight).
Additional exceptions: Mary, Clark & Hotaru's 2A do not work to punish rolls (likely also bugs).

Recovery Roll (Ukemi)

Input: AB / 4AB just before hitting the ground
Used to recover quickly after being launched without getting knocked down.
4AB has complete invulnerability.
AB is a front Ukemi roll that exists in 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.

Guard Cancel Roll

Input: AB during guard
Costs one Super Stock.
Completely invulnerable, including throws (except for Vanessa, she can be thrown, bug).

Roll Cancel

Input: AB while a normal attack hits
Costs 1 Shift Stock.
Cancels the attack into a roll. Can be used to bait guard cancels or in some rare cases for combos.

Guard Cancel Attack

Input: E while guarding: Guard Cancel Attack
costs 1 Super Stock
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!)

Shift

The Skill Gauge (スキルゲージ)

Kofxi shift gauge.png

The Skill Gauge consists of 80px
The bar fills solely based on time passed
0-1 fills over 8 seconds
1-2 fills over 16 seconds (half as fast than from 0-1)

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)
KK shifts to the 3rd character (the one that is farthest from the portrait of the currently active character)
Shifting has a long startup animation
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)

Input: PP/KK while an attack hits
Costs 1 Skill Gauge
The active character immediately jumps out and the 2nd or 3rd character jumps in
An air attack can be added while the 2nd or 3rd character jumps in
Using an air attack will also cut landing recovery and should be used even if the intent is not connect the attack, to be able to act quicker (eg. in juggle combos)
If not doing an air attack that connects, it is possible to land behind opponents depending on which character you shift in (character specific, see further below for a list).
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)

Input: PP/KK while grounded & getting hit
Costs 2 Skill Gauges
Immediately tags out the character, to the 2nd or 3rd character, even if they are getting hit
The character coming in is invulnerable & does an automatic attack with a large hitbox
If the attack hits on counter hit, a followup combo is possible, eg. K' 236236P or Gato jump D > runup > 236236B
Despite the invulnerability & hitbox, saving shifts can lose to counters & specific invulnerable moves
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

The Super Stock Gauge

0Kofxi Super gauge 0.png
1Kofxi Super gauge 1.png
2Kofxi Super gauge 2.png
3Kofxi Super gauge 3.png
4Kofxi Super gauge 4.png
5Kofxi Super gauge 5.png

One bar of Super Gauge consists of 112 units / 144px
If all of the player's characters are alive, the maximum stock number is 3
Every KOed character in the player's team adds 1 more max super stock, up to a total of 5.
Additionaly, whenever one of the player's characters is KOed, one super stock is instantly filled up.
The bar fills when damage is done or received, or when a special move is used (regardless of whether it hits).
Attacks blocked by the opponent only give 25% of their meter build value
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

Costs 1 Shift Stock
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 & Match Flow)

Life Bar

Kofxi life gauge.png

The Life Bar consists of 112 units / 208px.
On Arcade, a character goes K.O. when on 0/112 life.
On PS2, a character can have 0/112 life and will therefore need to have received a total of 113 damage to go K.O.
There are 3 HP-thresholds that trigger damage multipliers to come into effect:
  • Between 100% (112HP) & 40% (44HP): 1.0x damage (normal damage)
  • Between 39% (43HP) and 15% (16HP) : 0.75x damage
  • Between 14% (15HP) and 0% (0HP): 0.5x Damage

Source: Conqueror's Guide

Leader

Kofxi life gauge leader.png

The Leader has a green life bar
Only a character designated as Leader has access to their Leader Super (LDM)
LDMs cost 2 Super Stocks
The judgement indicator moves a lot more than for normal characters if the Leader goes K.O.

Stun Gauge

Kofxi stun gauge.png

The Stun Gauge empties when the player is hit
The Stun Gauge slowly increases over time if not getting hit
Once the Stun Gauge is empty, the character is stunned
Mashing buttons & shaking the stick reduces the stun time (only once the character is standing, mashing before that appears to be pointless)
After having been stunned, the stun gauge is locked for ~6 seconds
The stun gauge consists of 112 units / 43px.
Characters have stun modifiers that increase or decrease the stun damage they receive (see below)
Randomness is applied to stun damage, between +0 and -2 points compared to the value listed for each attack on the character pages.
The randomness works the same way for longer combos (the -2 does not add up, the final result will vary between 3 values: +0, -1, -2).
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

The Guard Gauge is a hidden gauge.
The Guard Gauge consists of 112 units.
Blocking attacks reduces the guard gauge.
The Guard Gauge slowly recovers while not blocking attacks.
Randomness is applied to guard damage, between +0 and -2 points compared to the value listed for each attack on the character pages.

Judgement Indicator (ジャッジメントインジケーター)

Kofxi judgement 1P.png Kofxi judgement draw.png Kofxi judgement 2P.png
1P leads Draw 2P leads
The Judgement Indicator decides who wins if it comes to a time out.
Contrary to other games, in KOFXI, the player with more health does NOT automatically win in this case of a time out.
Hits that connect, KOs, Combos & Supers tilt the JI towards the player.
If the Leader is KOed, a much larger chunk of JI is won / lost.
Note: since KOs tilt the JI a lot, it is important to save characters on low hp as much as possible. This also has the added benefit of still having characters left for shift combos.

KO (DOWN!)

Kofxi DOWN.png

If a KO occurs, the next character in order jumps in (the character closest to the portrait of the character which was KOed)
The direction the character is coming in from is always from behind the "corpse" on screen. Example: player corpse left, opponent stands right: next character comes in from the left.
The "corpse" can be rolled through or walked over, which changes the direction the next character will come in from and makes blocking much harder. Using this strategy is particularly strong in the corner.
Additionally, in the corner, there is a small gap behind the character that comes in, which allows corner crossups against them.
Characters that come in after a KO cannot do anything other than to block on the 1. Frame of landing. Exceptions: Kula, Ryo, Jenet and Hayate (likely Bugs).
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 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

Advanced System Mechanics

See The King of Fighters XI: Advanced System Mechanics

Tier Lists

The King of Fighters XI: Tier Lists

Links & Sources

List of Japanese KOFXI Players

List of Japanese KOFXI Players

Matchvideos

The King of Fighters XI: Matchvideos

Sources

KOFXI_bot @ Twitter
Hartheon, japanese KOFXI infopage
japanese infopage for system frame data