The King of Fighters XI: Unterschied zwischen den Versionen

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: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.
:It takes 5F to switch from a dash to a block / into neutral state.
: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.
:It is possible to cancel the dash into front jumps, attacks, special moves or rolls before those 5F have passed. Note: to perform a back roll during a dash, [4] must have been held 1F before the back roll already.
:Front jumps & front small jumps automatically become super jumps / hyperhops when done from a dash.
: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 first.
:Cancelling a dash into up- or back jump / small jump does not work, the recovery comes into effect first.
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