The King of Fighters XI: Unterschied zwischen den Versionen

 
(11 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
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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>
''Unconfirmed: 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.''
''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===
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*Meaty unblockables on incoming (eg. Ryo 632146D, silber 23236K) are banned. Note: those are allowed on enemy wakeup (since wakeup allows reversals, unlike incoming).
*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)
*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)
*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)
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:"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.
:"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 ==
==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 first.


==Backdash (バックステップ)==
==Backdash (バックステップ)==
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===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===
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:'''Input:: 1/2/3, then tap 7/8/9'''
:'''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.
: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.


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:'''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.
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:Taunts can be performed by pushing START (on arcade) or using the taunt button (console).
: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).
:Taunts give exactly 1/7th of a stock to your opponent (16/112 units).


= System (Gauges & Match Flow) =
= System (Gauges & Match Flow) =
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= Links & Sources =
= Links & Sources =
=== Tourneys & Results ===
=== Tourneys & Results ===
[[KOFXI Sawakoro Festival 2023]]<br>
[[KOFXI Sawakoro Festival 2022]]<br>
[[KOFXI Tougeki 2006]]<br>
[[KOFXI Tougeki 2006]]<br>
[[KOFXI Sawakoro Festival 2022]]


===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===
19.071

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