The King of Fighters XI: Unterschied zwischen den Versionen

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==Stun Gauge==
==Stun Gauge==
[[bild:kofxi_stun_gauge.png]]<br>
[[bild:kofxi_stun_gauge.png]]<br>
:The Stun Gauge empties when the player is hit
===Increase / Decrease===
:The Stun Gauge decreases when the player is hit
:The Stun Gauge  slowly increases over time if not getting hit
:The Stun Gauge  slowly increases over time if not getting hit
:After having been stunned, the stun gauge does not increase for ~6 seconds
:''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.''
===Getting Stunned===
:Once the Stun Gauge  is empty, the character is stunned
: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)
:A character that is stunned is immediately knocked down. Juggling the character further in this state is not possible.
:After having been stunned, the stun gauge is locked for ~6 seconds
 
:The stun gauge consists of 112 units / 43px.
===Escaping Stun===
:Mashing buttons & shaking the stick reduces the stun time
:This only works once the character is standing.
 
===Stun Values===
:The stun gauge consists of 112 units.
:Characters have stun modifiers that increase or decrease the stun damage they receive (see below)
: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.
: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).
: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==
==Guard Gauge==
19.105

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