The King of Fighters XI: Unterschied zwischen den Versionen

 
(3 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
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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. Note: to perform a back roll during a dash, [4] must have been held 1F before the back roll already.
:Front jumps & front small jumps automatically become super jumps / hyperhops when done from a dash.
: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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: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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