The King of Fighters XI: Unterschied zwischen den Versionen

 
(95 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 5: Zeile 5:
| 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/>
}}
}}


Zeile 13: Zeile 13:
:Released on Atomiswave.
:Released on Atomiswave.
:The original version of the game.
: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).
: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===
===Hidden Content in the Arcade Version===
Zeile 23: Zeile 23:
The PS2 version is almost identical to the arcade version (including all bugs).<br>
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>
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.''


===Version differences between PS2-Versions===
===Version differences between PS2-Versions===
:The Japanese version has progressive scan (hold X + Triangle on boot)
*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 first Japanese version has netplay. This was removed for the later revision (the budget version).
: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 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 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.
*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.


===Practice Mode Guide===
===Practice Mode Guide===
Zeile 35: Zeile 37:


===Character unlock guide===
===Character unlock guide===
'''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"  
{| class="wikitable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5;" width="500pt"  
|+ Character Unlock Guide (PS2)
|+ PS2 Character Unlock Guide
! colspan="2" style="background:#B5D3E7;" | '''Character Unlock Guide'''
! colspan="2" style="background:#B5D3E7;" | '''Character Unlock Guide'''
|-
|-
Zeile 60: Zeile 70:
|-
|-
| style="background-color:#F9F9F9;" |'''Robert'''
| style="background-color:#F9F9F9;" |'''Robert'''
| style="background-color:#F9F9F9;" style="text-align: left;"  |Beat challenge 10. Tip: Use [2],4B on reaction to doge all low fireballs. Block double strike.
| 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;" |'''Hotaru'''
Zeile 66: Zeile 76:
|-
|-
| style="background-color:#F9F9F9;" |'''Mai Shiranui'''
| 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; 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;" |'''Mr. Big'''
Zeile 153: Zeile 163:
| 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'''
Zeile 243: Zeile 250:
| style="background-color:#F9F9F9; text-align: left;" |Flies at a lower angle, making it hit earlier. Safer on block: -4 instead of -14.
| 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;" | '''Adeleid'''
! colspan="2" style="background:#e6e6e6;" | '''Adelheid'''
|-
|-
| style="background-color:#F9F9F9;" |'''236P'''
| style="background-color:#F9F9F9;" |'''236P'''
Zeile 266: Zeile 273:


= 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
*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
*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)
*Console characters are either banned or allowed, up to the tournament organizer. They are generally very buggy & badly balanced.
*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).


=Characters=
=Characters=
Zeile 411: Zeile 419:


= System (Input) =
= System (Input) =
==Dash ==
==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.
 
==Dash (ダッシュ)==
:'''Input: 6,6'''<br>
:'''Input: 6,6'''<br>
: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.
:Dashes have some startup and recovery, see [[The King of Fighters XI: Advanced System Mechanics]] for details.
: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)==
==Backdash (バックステップ)==
:'''Input: 4,4'''
:'''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.
: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 certail air special moves during a backdash (character specific).
:It is possible to input certain air special moves during a backdash (character specific).


==Jumps==
==Jumps==
Zeile 432: Zeile 446:
:The regular jump.
:The regular jump.
:All jump attacks can have different hitboxes depending on the jump type & direction (see character frame data).
: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===
===Super Jump===
:'''Input: tap  1/2/3, then 7/8/9'''
:'''Input: tap  1/2/3, then 7/8/9'''
:travels further than regular jump.
:travels further than regular jump, but have the same duration.


===Small Jump===
===Small Jump===
Zeile 444: Zeile 459:
===Hyper Hop===
===Hyper Hop===
:'''Input:: 1/2/3, then tap 7/8/9'''
:'''Input:: 1/2/3, then tap 7/8/9'''
:For a hyper hop, push any down motion, then tap and let go of the up-motion within 4 Frames.
: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.
:Hyper Hops travel further than Small Jumps, but have the same duration.
:Hyper Hop attacks are automatically in counter hit state.
:Hyper Hop attacks are automatically in counter hit state.


Zeile 456: Zeile 471:
:'''Input: C/D while being thrown'''
:'''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, so you can cover both throw types without having to commit to one.
: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]]


==Rolls & Guard Cancels==
==Rolls & Guard Cancels==
Zeile 466: Zeile 484:
: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).
: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)===
===Recovery Roll (Ukemi)===
:'''Input: AB / 6AB just before hitting the ground'''
:'''Input: AB / 6AB just before hitting the ground'''
:Used to recover quickly after being launched without getting knocked down.
: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.
:'''AB''' is a back Ukemi roll that is the same as in other KOFs.
:Back Ukemi has complete invulnerability and 1F recovery that allows guarding.
: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.
:'''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.
: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.


For detailed frame data & information about ukemi, see [[The King of Fighters XI: Advanced System Mechanics#Back Ukemi]]
For detailed frame data & information about ukemi, see [[The King of Fighters XI: Advanced System Mechanics#Back Ukemi|here]]


===Guard Cancel Roll===
===Guard Cancel Roll===
:'''Input: AB / 4AB during guard'''
:'''Input: AB / 4AB during guard'''
:''Costs one Super Stock.''
:''Costs 1 Super Stock.''
:Completely invulnerable, including throws (except for Vanessa, she can be thrown, bug).
: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!)
:Has some recovery that can however be cancelled into guard (not into anything else!)


Zeile 493: Zeile 512:
:The guard cancel is invulnerable during startup & active time, but has recovery that can be punished on block.
: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!)
: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==
Zeile 502: Zeile 522:
: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


===Regular Shift (シフト)===
===Regular Shift (シフト)===
Zeile 507: Zeile 528:
: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>
: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
: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 invulnerability while jumping in, but has 4F landing recovery, which can be punished. Note: Silber & Elisabeth have no invulnerability while jumping in.
: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.


Zeile 514: Zeile 535:
:''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
:4F Landing recovery, 10F for Duck King, K' & Shion
:4F Landing recovery, 10F for Duck King, K' & Shion
:Landing recovery can be cut in several ways, please see "Advanced System Mechanics"
:Landing recovery can be cut in several ways, 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 "Advanced System Mechanics" 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 "Advanced System Mechanics" for a list).
:It is possible to crossup opponents in the corner when using Quick Shift (see "Advanced System Mechanics").
: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)===
===Saving Shift (セービングシフト)===
:'''Input: PP/KK while grounded & getting hit'''
:'''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.
:Additionally, Saving Shifts do not work against certain attacks, eg. after having been hit by a Super.
Zeile 539: 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.
==Taunts==
: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) =
= System (Gauges & Match Flow) =
Zeile 557: Zeile 583:
: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 3 HP-thresholds that trigger damage multipliers to come into effect:
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 100% (112HP) & 40% (44HP): '''1.0x''' damage (normal damage)
*Between 39% (43HP) and 15% (16HP) : '''0.75x''' damage
*Between 39% (43HP) and 15% (16HP) : '''0.75x''' damage
Zeile 566: Zeile 592:
[[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==
==Stun Gauge==
Zeile 578: Zeile 603:
:The Stun Gauge slowly increases over time if not getting hit
: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.
: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 to safety shift is therefore a vital aspect of KOFXI's gameplay.''
:''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===
===Getting Stunned===
Zeile 589: Zeile 614:


===Stun Values===
===Stun Values===
:Characters have stun modifiers that increase or decrease the stun damage they receive (see [[The King of Fighters XI: Advanced System Mechanics]]).
:Characters have stun modifiers that increase or decrease the stun damage they receive (see [[The_King_of_Fighters_XI:_Advanced_System_Mechanics#Stun|here]]).
: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).
:Generally, the randomness is not a big factor and stun combos are usually reliable.


==Guard Gauge==
==Guard Gauge==
Zeile 615: 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!)==
==KO (DOWN!)==
Zeile 632: Zeile 660:


===Down! Landing Recovery===
===Down! Landing Recovery===
:Characters that come in after a KO have very brief landing recovery. They cannot do anything other than to block on the 1. Frame of landing (see also ""Guard Only" Frames & Forced Actions (強制硬直)" in [[The King of Fighters XI: Advanced System Mechanics]]. Exceptions: Kula, Ryo, Jenet and Hayate - these characters can act immediately upon landing (this is likely unintended).
: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]]).
: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
: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.


=Advanced System Mechanics=
=Advanced System Mechanics=
See [[The King of Fighters XI: Advanced System Mechanics]]
[[The King of Fighters XI: Advanced System Mechanics]]<br>
[[The King of Fighters XI: Crouched character hitbox sizes]]


=Tier Lists=
=Tier Lists=
Zeile 642: Zeile 673:


= Links & Sources =
= Links & Sources =
=== Tourneys & Results ===
[[KOFXI Sawakoro Festival 2023]]<br>
[[KOFXI Sawakoro Festival 2022]]<br>
[[KOFXI Tougeki 2006]]<br>
===Places to play KOFXI at===
===Places to play KOFXI at===
[https://docs.google.com/spreadsheets/d/1XoVsA3t39TyZDvmGgyJOCVasI_PCxHSDa2DuiJqGv6A/edit#gid=0 A list by kofxi_bot]
[https://docs.google.com/spreadsheets/d/1XoVsA3t39TyZDvmGgyJOCVasI_PCxHSDa2DuiJqGv6A/edit#gid=0 A list by kofxi_bot], slightly outdated


===World List of KOFXI Players===
===World List of KOFXI Players===
Zeile 656: 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]


== Credits ==
:'''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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