The King of Fighters XI: Unterschied zwischen den Versionen

 
(248 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
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| screenshot= [[Bild:kofxi.png]]
| screenshot= [[Bild:kofxi.png]]
| versions = Atomiswave, Playstation 2
| versions = Atomiswave, Playstation 2
| releases = [[Image:Flag_jp.png]]2006 Atomiswave<br/>[[Image:Flag_us.png]]2006 Atomiswave<br/>[[Image:Flag_jp.png]]22/06/06 Playstation 2<br/>[[Image:Flag_eu.png]]06/07/07 Playstation 2<br>[[Image:Flag_us.png]]13/11/07 Playstation 2<br/>
| releases = [[Image:Flag_jp.png]]20061026 Atomiswave<br/>[[Image:Flag_us.png]]2006 Atomiswave<br/>[[Image:Flag_jp.png]]22/06/06 Playstation 2<br/>[[Image:Flag_eu.png]]06/07/07 Playstation 2<br>[[Image:Flag_us.png]]13/11/07 Playstation 2<br/>
}}
}}


== Versions ==
= Versions =
== Arcade ==
[[bild:kofxi_atomiswave.png|150px]]
:Released on Atomiswave.
:The original version of the game.
:Naomi conversions of the original Atomiswave version exist, which are bootlegs. They have slowdown, possibly input lag and 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]]


=== Arcade ===
== Playstation 2 ==
Released on Atomiswave. The original version of the game.
[[Bild:kofxi_ps2.png|150px]]
===Version differences between Arcade- and PS2-versions===
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 go K.O. on 0 health).<br>
''Note: according to [http://dmmbrage.blog.jp/archives/36026057.html this Site], backdashing while back-turned does not work on wakeup. This was confirmed to be wrong on the Console version (it works), but needs confirmation on the arcade version still - as of 2023, japanese players confirmed it behaves differently on the arcade version.''


[[The King of Fighters XI: Hidden Content in the Arcade Version]]
===Version differences between PS2-Versions===
*The Japanese version has progressive scan (hold X + Triangle on boot)
*The first Japanese version has netplay. This was removed for the later revision (the budget version).
*The Japanese version has 4 more win quotes than 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.
*(Unconfirmed) The US & EU version have some slowdown on the Magaki stage compared to the Japanese version.


=== Playstation 2 ===
===Practice Mode Guide===
[[The King of Fighters XI: Playstation2 Practice Mode]]
[[The King of Fighters XI: Playstation2 Practice Mode]]


Almost identical to the arcade version (including all bugs).<br>
===Character unlock guide===
Only known difference: on PS2, all characters have 113 life, (they live with 0 health), on arcade 112 (they die on 0 health).<br>
'''Arcade / Atomiswave Character Unlock Guide'''<br>
The time unlock characters are unlocked after X hours have passed. The game needs to be running for this, but there is no need for actual gameplay (it is enough if the game is running in demo mode).
:'''Adelheid:''' 720 hours<br>
:'''Gai:''' 960 hours<br>
:'''Jazu:''' 1200 hours<br>
:'''Silber:''' 1200 hours<br>
:'''Hayate:''' 1440 hours<br>
 
{| class="wikitable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5;" width="500pt"
|+ PS2 Character Unlock Guide
! colspan="2" style="background:#B5D3E7;" | '''Character Unlock Guide'''
|-
| colspan="2"  style="background-color:#F9F9F9;" style="text-align: left;" |'''Tips:''' In the options menu, set CPU Level=1, 2P Defense=1, 1P Skill Gauge=Max to make things easier.<br>Make sure to trigger a game over or complete arcade mode after beating any of the conditions, do not exit out or soft reset, or the unlocks will not count.
|-
| style="background-color:#F9F9F9;" |'''Adelheid'''
| style="background-color:#F9F9F9;" style="text-align: left;" |Beat him in Arcade mode. Fail all other conditions. Best done by simply not KOing characters with DMs & LDMs.
|-
| style="background-color:#F9F9F9;" |'''Gai'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Beat him in Arcade mode. Use 1 LDM to finish characters, not more.
|-
| style="background-color:#F9F9F9;" |'''Hayate'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Beat him in Arcade mode. Use at least 2 LDMs to finish characters.
|-
| style="background-color:#F9F9F9;" |'''Silber & Jazu'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Beat each of them in arcade mode (appear randomly, same condition). Finish at least 6 characters with DMs. Do not lose a character even once.
|-
| style="background-color:#F9F9F9;" |'''Shion'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Beat challenge 5.
|-
| style="background-color:#F9F9F9;" |'''Magaki'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Beat challenge 6.
|-
| style="background-color:#F9F9F9;" |'''Robert'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Beat challenge 10. Tip: Use [2],8B on reaction to doge all low fireballs. Block double strike.
|-
| style="background-color:#F9F9F9;" |'''Hotaru'''
| style="background-color:#F9F9F9; text-align: left;" |Beat challenge 15.
|-
| style="background-color:#F9F9F9;" |'''Mai Shiranui'''
| style="background-color:#F9F9F9; text-align: left;" |Beat Challenge 20. Tip: use the combo j.D>5C>6B, then 214A/236236E over and over.
|-
| style="background-color:#F9F9F9;" |'''Mr. Big'''
| style="background-color:#F9F9F9; text-align: left;" |Beat Challenge 35.
|-
| style="background-color:#F9F9F9;" |'''Geese'''
| style="background-color:#F9F9F9; text-align: left;" |Beat Challenge 40. Tip: build meter with the j.X>5C>63214A combo to have 1 or 2 stocks, then super cancel the high counter into (EX) raging storm with 1,63214,1,X (this motion is required because of the side switch).
|-
|}


The PS2 also 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>
===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>
'''Incomplete''' Changelist:
'''Incomplete''' Changelist:
{| class="wikitable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5;" width="500pt"  
{| class="wikitable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5;" width="500pt"  
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| style="background-color:#F9F9F9;" |'''Jumps'''
| style="background-color:#F9F9F9;" |'''Jumps'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |All Jump Attacks (normal, small, Quick Shift) have added landing recovery.
| style="background-color:#F9F9F9;" style="text-align: left;"  |All Jump Attacks (normal, small, Quick Shift) have added landing recovery.
|-
| style="background-color:#F9F9F9;" |'''Input Buffer'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Normal attack input buffer reduced from 6F to 4F.
|-
| style="background-color:#F9F9F9;" |'''Front Roll'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Front Roll has 3F more recovery.
|-
| style="background-color:#F9F9F9;" |'''Back Recovery Roll (Ukemi)'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Added collision to all characters that had none (bugfix).
|-
| style="background-color:#F9F9F9;" |'''Defense & Stun'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Defense & Stun modifiers have been normalized.
|-
! colspan="2" style="background:#e6e6e6;" | '''Ash'''
|-
| style="background-color:#F9F9F9;" |'''6A'''
| style="background-color:#F9F9F9; text-align: left;" |Added invulnerabiltiy (F1-11)
|-
| style="background-color:#F9F9F9;" |'''6A(cancel)'''
| style="background-color:#F9F9F9; text-align: left;" |Added invulnerabiltiy (F1-9)
|-
|-
! colspan="2" style="background:#e6e6e6;" | '''Oswald'''
! colspan="2" style="background:#e6e6e6;" | '''Oswald'''
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| style="background-color:#F9F9F9;" |'''5D(c)'''
| style="background-color:#F9F9F9;" |'''5D(c)'''
| style="background-color:#F9F9F9; text-align: left;" |Less advantage on hit (no more combo into 2B).
| style="background-color:#F9F9F9; text-align: left;" |Less advantage on hit (no more combo into 2B).
|-
| style="background-color:#F9F9F9;" |'''2D'''
| style="background-color:#F9F9F9; text-align: left;" |Special Cancel removed.
|-
|-
| style="background-color:#F9F9F9;" |'''6A'''
| style="background-color:#F9F9F9;" |'''6A'''
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| style="background-color:#F9F9F9;" |'''623C'''
| style="background-color:#F9F9F9;" |'''623C'''
| style="background-color:#F9F9F9; text-align: left;" |Startup 3F > 6F
| style="background-color:#F9F9F9; text-align: left;" |Startup 3F > 6F
|-
| style="background-color:#F9F9F9;" |'''214B>6D'''
| style="background-color:#F9F9F9; text-align: left;" |Slides way shorter now
|-
|-
| style="background-color:#F9F9F9;" |'''LDM'''
| style="background-color:#F9F9F9;" |'''LDM'''
Zeile 128: Zeile 213:
|-
|-
| style="background-color:#F9F9F9;" |'''6B'''
| style="background-color:#F9F9F9;" |'''6B'''
| style="background-color:#F9F9F9; text-align: left;" |New Normal. Now has the old 5B(f) animation.
| style="background-color:#F9F9F9; text-align: left;" |New Normal. Now has the old 5B(f) animation. Cannot be kara-cancelled anymore.
|-
| style="background-color:#F9F9F9;" |'''2D(1)'''
| style="background-color:#F9F9F9; text-align: left;" |Now knocks down.
|-
| style="background-color:#F9F9F9;" |'''236C & j.214P'''
| style="background-color:#F9F9F9; text-align: left;" |Now has old 2P Duck's frame advantage on guard for both 1P & 2P.
|-
| style="background-color:#F9F9F9;" |'''632146P'''
| style="background-color:#F9F9F9; text-align: left;" |Last hit can now be Dream-Cancelled.
|-
| style="background-color:#F9F9F9;" |'''4123692K'''
| style="background-color:#F9F9F9; text-align: left;" |Bigger hitbox: from 112x168 to 128x168
|-
|-
! colspan="2" style="background:#e6e6e6;" | '''Eiji'''
! colspan="2" style="background:#e6e6e6;" | '''Eiji'''
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| style="background-color:#F9F9F9;" |'''623P(cancel)'''
| style="background-color:#F9F9F9;" |'''623P(cancel)'''
| style="background-color:#F9F9F9; text-align: left;" |Slightly more Startup.
| style="background-color:#F9F9F9; text-align: left;" |Slightly more Startup.
|-
! colspan="2" style="background:#e6e6e6;" | '''Kensou'''
|-
| style="background-color:#F9F9F9;" |'''LDM'''
| style="background-color:#F9F9F9; text-align: left;" |Startup: 11F > 1F. Can now be linked after many things, and to punish projectiles.
|-
! colspan="2" style="background:#e6e6e6;" | '''Mary'''
|-
| style="background-color:#F9F9F9;" |'''236C'''
| style="background-color:#F9F9F9; text-align: left;" |Flies at a lower angle, making it hit earlier. Safer on block: -4 instead of -14.
|-
! colspan="2" style="background:#e6e6e6;" | '''Adelheid'''
|-
| style="background-color:#F9F9F9;" |'''236P'''
| style="background-color:#F9F9F9; text-align: left;" |Drastically reduced duration (buff)
|-
| style="background-color:#F9F9F9;" |'''236D'''
| style="background-color:#F9F9F9; text-align: left;" |The only special move to still have juggle anywhere / OTG so far.
|-
|-
! colspan="2" style="background:#e6e6e6;" | '''Silber'''
! colspan="2" style="background:#e6e6e6;" | '''Silber'''
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|-
|-
|}
|}
[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).
[[bild: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 [https://store.playstation.com/ja-jp/product/JP0576-NPJD00071_00-0000000000000000 Japanese PSN-Store].


== Tournament Rules==
= Tournament Rules=
*Meaty unblockables (Oswald 3A, Kula 236P etc.) are banned
*The meaty unblockable bug (eg. Oswald 3A, Kula 236P) is banned
*Inescapable grabs on incoming are banned (Clark 41236,41236K Mary LDM etc.)
*Related to the above, inescapable grabs on incoming are banned (eg. Clark 41236,41236K Mary LDM)
*Meaty unblockables on incoming (eg. Ryo 632146D, silber 23236K) are banned. Note: those are allowed on enemy wakeup (since wakeup allows reversals, unlike incoming).
*Vanessa 623C juggle limit = 5 times in succession
*Vanessa 623C juggle limit = 5 times in succession
*All character freeze & camera glitch bugs are banned (eg. with Hayate). Note that shifting Whip's 236236P 2nd to last hit against an airborne opponent is allowed if the combo is continued immediately.
*Time Unlock characters are allowed (Adelheid, Gai, Hayate, Jazu, Silber)
*Shion & Magaki are banned (only matters for console)
*Shion & Magaki are banned (only matters for console)
*All character freeze & camera glitch bugs are banned
*Console characters are generally banned because they are very buggy & badly balanced across the board. There are occasional exceptions where console characters are allowed (fun tournaments).
*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;"
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|}
|}


== Layout ==
= Layout & Notation=
==Button Layout==
''Image Source: Conqueror's Guide''<br>
[[bild:kofxi_layout.png]]
 
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>
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E = Blown Off<br>
E = Blown Off<br>


==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) =
==Attacks==
:'''Input: direction + A,B,C,D,E'''
:Light attacks (A,B,2A,2B) generally have low damage and hit stun
:Hard attacks (C,D,2C,2D) generally have high damage and high hit stun
:Both standing light and hard attacks have 2 varieties each, close and far, that differ in animation and properties.
:Command normals (eg. 6A, 6B etc.) generally behave like hard attacks. They often have unique properties (eg. overhead).
:Often, command normals can be cancelled from other normal attacks (eg. C>6A). Command normals cancelled in this way often change their properties (eg. loses overhead, gains cancel).
:"Blown Off", the E-button (otherwise known as CD), causes a small launch on hit that can be comboed from on counter hit only. There is no crouching version of E, but a jumping version exists. All standing E attacks can be cancelled into special moves.


== System (Input) ==
==Dash (ダッシュ)==
===Throws===
:'''Input: 6,6'''<br>
*'''6/4+C/D: Throw'''
: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.
:Dashes have some startup and recovery, see [[The King of Fighters XI: Advanced System Mechanics]] for details.
 
==Backdash (バックステップ)==
:'''Input: 4,4'''
:Airborne on the 1st Frame and can therefore be used as a reversal - you will still get hit, but flip out of a potential combo.
:It is possible to input certain air special moves during a backdash (character specific).
 
==Jumps==
''Image Source: Conqueror's Guide''<br>
[[Bild:kofxi jump arcs.jpg]]<br>
 
===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).
for advanced information on jumps, see [[The_King_of_Fighters_XI:_Advanced_System_Mechanics#Jumps_.28advanced.29|here]]
 
===Super Jump===
:'''Input: tap  1/2/3, then 7/8/9'''
:travels further than regular jump, but have the same duration.
 
===Small Jump===
:'''Input: tap 7/8/9'''
:For a small jump, tap the motion and let go within 4 Frames.
:Small jump attacks are automatically in counter hit state.
 
===Hyper Hop===
:'''Input:: 1/2/3, then tap 7/8/9'''
:For a hyper hop, input any down motion, then tap and let go of the up-motion within 4 Frames.
:Hyper Hops travel further than Small Jumps, but have the same duration.
:Hyper Hop attacks are automatically in counter hit state.
 
==Throws==
===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
:The window for Throw Breaks is 16F
: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, so you can cover both throw types without having to commit to one.
 
:Note: if both players attempt to throw on the same frame, their C or D attacks will come out instead. This means that characters with a fast C/D have an advantage in these situations.
For information on advanced rules concerning throw breaks during rolls, see [[The King of Fighters XI: Advanced System Mechanics#Throw_Breaks_during_Rolls|here]]


===Backdash===
==Rolls & Guard Cancels==
*'''44: Backdash (バックステップ)'''<br>
===Emergency Evasion Roll (緊急回避)===
: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.
:'''Input: AB /4AB'''
 
:Fully Invulnerable to strikes except for 5F at the end (there are exceptions, see character pages)
 
===Rolls===
*'''AB /4AB: Emergency Evasion Roll (緊急回避)'''<br>
:Fully Invulnerable to strikes except for the very end
:Can be thrown at any point
:Can be thrown at any point
:Exception: 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).
: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).
:Additional exceptions: Mary, Clark & Hotaru's 2A do not work to punish rolls (likely also bugs).
For Roll Frame Data, see [[The_King_of_Fighters_XI:_Advanced_System_Mechanics#Roll_Frame_Data|here]]
===Recovery Roll (Ukemi)===
:'''Input: AB / 6AB just before hitting the ground'''
:Used to recover quickly after being launched to avoid getting knocked down.
:'''AB''' is a back Ukemi roll that is the same as in other KOFs.
:Back Ukemi has complete invulnerability and 1F recovery that only allows guarding.
:'''6AB''' 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.


*'''AB / 4AB while hitting the ground: Ukemi'''<br>
For detailed frame data & information about ukemi, see [[The King of Fighters XI: Advanced System Mechanics#Back Ukemi|here]]
:4AB has complete invulnerability
:AB triggers a front roll and 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===
:''Costs one Super Stock.''
:'''Input: AB / 4AB during guard'''
:Completely invulnerable, including throws (except for Vanessa, she can be thrown, bug).
:''Costs 1 Super Stock.''
:Completely invulnerable, including throws (except for Vanessa & Duck, who can be thrown, bug).
:Has some recovery that can however be cancelled into guard (not into anything else!)


*'''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''
:Note: The guard cancel is completely invulnerable. The time window to perform a guard cancel or guard cancel roll is very strict compared to other KOFs (only during hit stop!)
: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!)
:After a Guard Cancel Attack, it is also possible to connect a "juggle anywhere" attack. This is most commonly performed with Kim: (opponent in corner) Guard Cancel > LDM.


===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 224 units (2x112)
:The bar fills solely based on time passed
:The bar fills solely based on time passed
:The gauge does not fill during supers (eg. while holding down Oswald's 2363214P)
:0-1 fills over 8 seconds
:0-1 fills over 8 seconds
: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)
:When a player's character is KOed, that player's Skill Gauge stops filling for a short moment


'''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>
:Shifting has a long startup animation
:Regular shifts have a long startup phase before the character becomes invulnerable and jumps out(34-40F, character-specific, see "Advanced System Mechanics" for a list)
: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 invulnerability while jumping in, but has 4F landing recovery, which can be punished. Note: Silber & Elisabeth have no invulnerability while jumping in.


'''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
:An air attack can be added while the 2nd or 3rd character jumps in
:An air attack can be performed as the 2nd or 3rd character jumps in and falls
: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
:It is possible to land behind opponents depending on screen position when using Quick Shift
:Landing recovery can be cut in several ways, see "Advanced System Mechanics"
:It is possible to crossup opponents in the corner when using Quick Shift, see further below
: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 "Advanced System Mechanics" for a list).
:It is possible to crossup opponents in the corner when using Quick Shift (see "Advanced System Mechanics").


'''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 or guarding'''
:''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 getting hit (or guarding) and brings in the 2nd or 3rd character
:The character coming in is invulnerable & does an automatic attack with a large hitbox
:The character coming in does an automatic attack with a large, unblockable hitbox
:The attack deals a small amount of damage but cannot kill
:Despite the good hitbox, saving shifts have a hurtbox and can lose to counters & specific invulnerable moves
:If the attack hits on counter hit, a followup combo is possible, eg. K' 236236P or Gato jump D > runup > 236236B
: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.
: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.
:Additionally, Saving Shifts do not work against certain attacks, eg. after having been hit by a Super.


=== 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 367: Zeile 561:
'''5'''[[bild:kofxi_Super_gauge_5.png]]<br>
'''5'''[[bild:kofxi_Super_gauge_5.png]]<br>
:One bar of Super Gauge consists of 112 units / 144px
: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
: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.
: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.
: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).
: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 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.
: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 (misc) ==
==Taunts==
'''Life Bar'''<br>
:Taunts can be performed by pushing START (on arcade) or using the taunt button (console).
:Taunts give exactly 1/7th of a stock to your opponent (16/112 units).
 
= System (Gauges & Match Flow) =
==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.
:On Arcade, a character goes K.O. when on 0/112 life.
: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.
: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 2 damage reduction thresholds:
*Between 39% (43,68HP) and 15% (16,8HP) : 0.75x damage
*Between 14% (15,68HP) and 0%: 0.5x Damage,[https://twitter.com/kofxi_bot/status/1038643979284373504 Source: kofxi_bot Twitter]


'''Leader'''<br>
There are 3 HP-thresholds that trigger damage multipliers (= damage reduction) 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<br>
''Source: Conqueror's Guide''
 
==Leader==
[[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
:Only a character designated as Leader has access to their '''Leader Super (LDM)'''
:Only a character designated as Leader has access to their '''Leader Super (LDM)''', which cost 2 Super Stocks
:LDMs cost 2 Super Stocks
:The Leader generates '''50% more''' Judgement Indicator with each hit they land.
:The judgement indicator moves a lot more than for normal characters if the Leader goes K.O.
 
==Stun Gauge==
[[bild:kofxi_stun_gauge.png]]<br>
===Increase / Decrease===
:The stun gauge consists of 112 units.
:The Stun Gauge decreases when the player is hit
:After having been stunned, the stun gauge cannot decrease again for ~6 seconds
:The Stun Gauge slowly increases over time if not getting hit
:The Stun Gauge can increase again even during combos, if there is enough time inbetween hits or if a hit deals 0 stun damage.
:''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 for a saving shift is therefore a vital aspect of KOFXI's gameplay.''
 
===Getting Stunned===
:Once the Stun Gauge  is empty, the character is stunned
:A character that is stunned is immediately knocked down. Juggling the character further in this state is not possible.


===Escaping Stun===
:Mashing buttons & shaking the stick reduces the stun time
:This only works once the character is standing.


'''Stun'''<br>
===Stun Values===
[[bild:kofxi_stun_gauge.png]]<br>
:Characters have stun modifiers that increase or decrease the stun damage they receive (see [[The_King_of_Fighters_XI:_Advanced_System_Mechanics#Stun|here]]).
:The stun gauge consists of 112 units / 43px.
:Randomness is applied to stun damage, between +0 and -2 points compared to the value listed for each attack on the character pages.
:Characters have different amounts of stun (despite the 112 units), see below.
: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 bar empties when the player is hit
:Generally, the randomness is not a big factor and stun combos are usually reliable.
:The bar slowly increases over time if not getting hit
:Once the bar 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
: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.
:If a character is close to a guard crush, their HP-bar is flashing (it flashes quicker if very close to being guard crushed).
:Once the guard gauge reaches 0, a guard crush is caused.
:A guard crush leaves the opponent open for attacks for 35F (after hit stop).
:After a guard crush, the guard gauge is set to 112 again.
: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)'''<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 420: Zeile 641:
|}
|}
:The Judgement Indicator decides who wins if it comes to a time out.
: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.
:Contrary to other games, in KOFXI, the player with more health does '''NOT''' automatically win in the case of a time out.
:Hits that connect, KOs, Combos & Supers tilt the JI towards the player.
:Hits that connect KOs tilt the JI towards the player who performed them.
:If the Leader is KOed, a much larger chunk of JI is won / lost.
:The '''Leader''' generates '''50% more''' Judgement with their hits. ''Note: contrary to old information, getting hit or losing your Leader does not decrease JI more than normal).
: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.
:If a draw occurs, the player who still has their leader wins. If both players do or do not have a leader, a draw occurs and both lose.
 
:Note: since KOs tilt the JI a lot, it is important to save characters on low health as much as possible. This also has the added benefit of still having characters left for shift combos and saving shifts.
:For in-depth information about the Judgement Indicator, please see [[The King of Fighters XI: Advanced System Mechanics#Judgement Indicator (detailed)| here]].


'''KO (DOWN!)'''<br>
==KO (DOWN!)==
[[bild:kofxi_DOWN.png|150px]]
[[bild:kofxi_DOWN.png|150px]]
===Next Character===
: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>
: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 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 [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) ==
===Down! Okizeme===
''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>
:The "corpse" can be rolled through or walked over, which changes the direction the next character will come in from and can be used to make blocking correctly much harder.
:While a character comes in, they have no collision until they land, so it is possible to walk or jump through them while they fall to cross them up.
:In the corner, there is a small gap behind the character that comes in, which allows corner crossups against them.


'''Input Engine & Buffer'''<br>
===Down! Landing Recovery===
KOFXI is the first KOF with a "modern" input engine.<br>
:Characters that come in after a KO have 1F landing recovery. They cannot do anything other than to block on the first frame of landing (see also [[The_King_of_Fighters_XI:_Advanced_System_Mechanics#.22Guard_Only.22_Frames_.26_Forced_Actions_.28.E5.BC.B7.E5.88.B6.E7.A1.AC.E7.9B.B4.29|here]]).
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 (4 Frames after a Button press, it is 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>
:Interestingly, the 1F where only blocking is allowed is completely invulnerable. This means that attacks only connect on the next frame, and therefore reversals CAN be used, provided that you blocked for 1F. A practical application of this is to simply hold back and input a reversal throw as you land, which will be a true 1F throw that can even beat meaty attacks. Another application is to input a reversal ending with a block motion as you land, eg with K' 236236,4+B to get a reversal heaven's drive.
:Certain characters do not suffer from the 1F landing recovery and can act immediately (which is likely unintended): Kula, Ryo, Jenet and Hayate.
: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, Geese 5D(f), Tung 5D(f), Mr. Big 5C(f) 2nd hit, Robert 5E & j.E.


'''Examples of Shortcuts that are possible with the KOFXI-input:'''
=Advanced System Mechanics=
*2363214X-Super can also be done with 236236,4X or 23634X or 236,214X. The same works for 2141236X-Supers.
[[The King of Fighters XI: Advanced System Mechanics]]<br>
*With Oswald 63214, 6[6](run),3214P executes a running Super. Works with all characters that have a "63214,63214X" Super.<br>
[[The King of Fighters XI: Crouched character hitbox sizes]]
*With K' 661236P executes an ain trigger right after starting to run instead of getting an accidental 623P - the "1"-input prevents the SRK from coming out. Alternatively,  "41236" after a run also works.
*With K' 236321[4],E triggers the LDM after a short backwalk.
*With Ash or Duolon hold A+B+C, 6~D: triggers the activation LDM without the need for the fancy raging demon input. Also works for shen by holding A+B+C, let go of C, then press it again.
*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:'''
=Tier Lists=
*Simultaneous button presses can be off 1F. Example: A successful Shift triggers even when C is pressed 1F after A.
[[The King of Fighters XI: Tier Lists]]
*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.


= Links & Sources =
=== Tourneys & Results ===
[[KOFXI Sawakoro Festival 2023]]<br>
[[KOFXI Sawakoro Festival 2022]]<br>
[[KOFXI Tougeki 2006]]<br>


'''Counter Hits'''<br>
===Places to play KOFXI at===
Counter Hits occur during the Startup & Active time of...
[https://docs.google.com/spreadsheets/d/1XoVsA3t39TyZDvmGgyJOCVasI_PCxHSDa2DuiJqGv6A/edit#gid=0 A list by kofxi_bot], slightly outdated
*Command Normals
*Special Moves
*Supers
*Attacks from Small Jumps & Hyper Hops


===World List of KOFXI Players===
[[Worldwide List of KOFXI Players]]


'''Crouch Hits'''<br>
===Matchvideos===
:If a character is hit during the startup of a crouching attack, they immediately stand up.
[[The King of Fighters XI: Matchvideos]]
:If a character is hit while crouching, standing up afterwards takes an additional frame. As an effect of this, attempting to immediately roll after having gotten hit this way triggers an attack instead of the roll. Special Moves or Backdashes do work as reversals in these cases though (''note: this information has been taken from Hartheon and needs confirmation'').
 
 
'''Dash Recovery'''<br>
:It takes 5F to switch from a dash to a block / into neutral state.
:It is possible to cancel the dash into attacks, special moves or rolls before those 5F have passed.
 
 
'''1F "Invulnerability" during hit stun recovery'''<br>
If a character has been hit, the last frame of their recovery animation is invulnerable. This means that any attack giving eg. an advantage of +5 will only combo into attacks that hit on the 4th frame, not on the 5th. Thanks to Hartheon & Rock for this important information.
 
 
'''Jump Startup & 2F-Jump'''<br>
:5F Startup
:Executing an attack after a jump as early as possible reduces jump startup to 2F (so-called "2F-Jump"). This trick is essential to escape specific blockstrings that would otherwise not allow jumping out.
 
'''Attacks during Small Jump / Normal Jump'''<br>
: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.
 
'''Hyper Hop rules'''<br>
:The Hyper Hop (tap 1/2/3, then 9) only works forwards, not up or backwards.
: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'''<br>
:1 Frame.
: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.
 
 
'''Landing Recovery after Quick Shift'''<br>
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'''<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'').
 
 
'''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 first 4D will trigger a throw.
 
 
'''Super Freeze Input Buffer'''<br>
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>
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.
*'''if "6" or "66" was held:''' buffering AB & 6AB is possible. Attempting to use 4AB during the freeze will trigger a 5A to come out. 4AB only works with reversal timing after the freeze.
*'''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.
 
 
'''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.
 
 
'''Corner Crossups'''<br>
Using a quick shift against a cornered opponent and then performing a standing attack with perfect timing can sometimes lead to your character ending up behind them, in the corner. The timing requirement for this is probably 1F. The standing attack should occur as fast as possible after landing. Sidenote: jumping attacks done close to the ground will first trigger the jumping attack, then the ground attack, both with just one button press! For the corner crossup to occur, it might be possible that the hit stop / hit back behavior of the opponent has to be in an exact specific frame the moment the player character lands - the causes are still unknown, even though there are some halfway reliable combos to trigger the bug (example: vanessa 236236P, QS on 2nd or 3rd hit to oswald, land, 5D > cornered 5D comes out sometimes).<br>
{| cellspacing="1" style="text-align: center; color:black;"
|[[Bild:kofxi_oswald_cross_01.jpg]]
|[[Bild:kofxi_oswald_cross_02.jpg]]
|[[Bild:kofxi_oswald_cross_03.jpg]]
|-
|'''j.B 1F before landing'''
|'''Landing behind the opponent'''
|'''2B behind the opponent'''
|}
 
== Other Data ==
===Knockdown Properties===
[https://docs.google.com/spreadsheets/d/1ORTnFxYokubqNYU4tHIfptiP1KadZUiSqigKaoE6rOU/edit#gid=409282613 bilingual List from kofxi_bot]
 
===Height of crouching Characters===
''See:'' [[The King of Fighters XI: Crouched character hitbox sizes]]<br>
 
===Individual Character Health===
'''118:''' Maxima<br>
'''117:''' Griffon, Gai<br>
'''116:''' Terry, Ryo, Ralf, Clark, Silber<br>
'''112:''' Kyo, Iori, Shingo, Ash, Oswald, Shen, Kim, K', Gato<br>
'''110:''' Vanessa, Elisabeth, Jenet, Eiji, Kensou<br>
'''109:''' Mary, Benimaru<br>
'''108:''' Duck King, Ramon, Duo Lon<br>
'''107:''' Yuri, King, Kula, Whip, Malin, Kasumi, Atena, Momoko<br>
'''104:''' Jyazu<br>
'''102:''' Hayate<br>
'''101:''' Adelheid<br>
[https://twitter.com/kofxi_bot/status/931791503101440001 Source: Twitter]
 
''Note from ATG: internally, every character has 112 Health. A defense modifier is used to determine damage taken. Example: Maxima only takes 3 damage instead of the 4 Kyo takes from Oswald's 2B. If there are damage values on any of the Character sites on this wiki, the damage is always against Kyo.''
 
===Stun===
'''106:''' Gai<br>
'''105:''' Silber<br>
'''104:''' Maxima, Kasumi, Kensou, Momoko<br>
'''103:''' Elisabeth, Jenet, Ralf, Eiji<br>
'''102:''' Ramon<br>
'''100:''' Kyo, Iori, Shingo, Ash, Shen, Terry, Kim, K', Clark, Gato, Griffon<br>
'''99:''' Oswald, Vanessa, Mary, King, Duo Lon, Whip<br>
'''98:''' Duck, Ryo, Yuri, Kula, Malin, Atena<br>
'''96:''' Benimaru<br>
'''80:''' Adelheid<br>
'''77:''' Hayate, Jyazu<br>
[https://twitter.com/kofxi_bot/status/931278229633159169 Source: Twitter]
 
 
=== 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>
 
'''Backdash'''
: Airborne on F1
 
 
'''Hit Stun'''
:Hit Stun from light attacks: 12F hit, 11F Guard
:Hit Stun from hard attacks: 20F hit, 19F Guard
:Special Moves combo from light attacks as long as they have 12F or less startup
:Supers combo from light attacks as long as they have 11F or less startup
 
:light air attack Hit Stun: 14F hit, 11F Guard
:Hard air attack Hit Stun: 14F hit, 19F Guard
 
 
'''Calculating Frame Advantage'''
: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.
:Example with K': 5A(c): 12F-2F (5A has 3F Active time) -4F (5A has 4F recovery) = +6F.
 
 
'''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>
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]]
 
 
'''Super Freeze'''
:Freeze duration: 28F
The first startup frame counts as the first . Superfreeze-Frame, the second Startup-Frame is character- and move specific - some characters already move during the freeze, others do not. More research is required.
 
 
''Note: Thanks to @kofxi_bot for the following info!''<br>
'''Roll (front)'''
:Duration: 29F
:Invulnerable on: F1-23
:Vulnerable on: F24-28
:Can only block: F29
 
'''Roll (back)'''
:Duration: 33F
:Invulnerable on: F1-27
:Vulnerable on: F28-32
:Can only block: F33
*Gato has no invulnerability on the beginning of his back roll
*Silber's back roll has full invulnerability
 
'''Guard Cancel Roll'''
:The GC-Roll is fully invulnerable, but has recovery
:The recovery can only be cancelled into block
:Eiji has no invulnerability at the end of his GC-Roll
:Elisabeth has no invulnerability at the end of her front GC-Roll
:Vanessa has no throw invulnerability during her GC-Roll
 
===Advanced Throw Rules===
'''Throw Breaks during Rolls:'''<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>
Kyo, Iori, Ash, Shen, Terry, Duck, Vanessa, Ramon, Yuri, Duolon, Malin, Kasumi, Kensou, Momoko, Gai
 
'''Group B (can break throws while rolling only from group C. Can throw Group B & C during their rolls without them being able to thow break)'''<br>
Shingo, Oswald, Mary, King, Benimaru, K', Kula, Maxima, Jenet, Griffon, Ralf, Whip, Eiji, Athena, Adelheid, Hayate, Jazu
 
'''Group C (can break throws while rolling only from group C. Every group can break their throws while rolling.)'''<br>
Kim, Ryo, Elisabeth, Gato, Clark, Silber
 
'''Throw Break time window while rolling'''<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>
11/12F: against group A
14F: against Duck
16F: against all others
 
==Tier Lists==
[[The King of Fighters XI: Tier Lists]]
 
== Links & Sources ==
 
===List of Japanese KOFXI Players===
[[List of Japanese KOFXI Players]]


===Sources===
===Sources===
Zeile 664: Zeile 692:
[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===
== Credits ==
[[The King of Fighters XI: Matchvideos]]
:'''KOFXI Producer / debugging:''' [http://fgamers.saikyou.biz/?%E3%82%A6%E3%83%BC Woo / ウー]<br>
:'''Coordinator / debugging:''' C6B, currently lives in Nagoya according to Rock.


== Trivia ==
According to Rock, the game is based on Samurai Shodown 6. What this actually means is unclear (common code base etc.).


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