The King of Fighters XI: Unterschied zwischen den Versionen

Zeile 484: Zeile 484:
: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
:An air attack can be added while 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)
:4F Landing recovery, 10F for Duck King, K' & Shion
:Landing recovery can be cut in several ways, please see "Advanced System Mechanics"
: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).
: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).
:It is possible to crossup opponents in the corner when using Quick Shift (see further below).
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