The King of Fighters XI
The King of Fighters XI (ザ・キング・オブ・ファイターズXI) | |
Hersteller: | SNK Playmore |
Systeme: | Atomiswave, Playstation 2 |
Releases: | 2006 Atomiswave 2006 Atomiswave 22/06/06 Playstation 2 06/07/07 Playstation 2 13/11/07 Playstation 2 |
Versionen
Arcade
Released on Atomiswave. The original version of the game.
The King of Fighters XI: Hidden Content in the Arcade Version
Playstation 2
The King of Fighters XI: Playstation2 Practice Mode
Almost identical to the arcade version (including all bugs).
Only known difference: on PS2, all characters have 113 life, (they live with 0 health), on arcade 112 (they die on 0 health).
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.
Incomplete Changelist:
System | |
---|---|
UI | UI has been changed minimally (HP & Stun Bars now have diagonal edges). |
Jumps | All Jump Attacks (normal, small, Quick Shift) have added landing recovery. |
Oswald | |
3A | Unblockable Bug fixed |
Throw | Does not pull opponent out of the corner anymore (no more corner crossup after). |
623X | Way less Hit Stun |
ACE | Damage reduced to ~ 1/3. |
LDM | Juggle-Anywhere removed. |
K | |
General | Normals deal less stun. Might be an overall System Change? |
3D(cancel) | More Startup, does not combo from light attacks. |
236A | More Startup, does not combo from light attacks. |
236C | Less Startup, now combos from light attacks. |
LDM | Juggle-Anywhere removed. |
Gato | |
5A(c) | Chain removed. Less advantage on hit. |
2B | Less advantage on hit. |
5D(c) | Less advantage on hit (no more combo into 2B). |
2D | Special Cancel removed. |
6A | Less advantage on hit (+4?) |
214K>A | Meter gain from 10 to 0. |
214K>B | More Landing Recovery. |
236236K | Juggle-Anywhere removed. |
LDM | Way less guard damage. Less damage. |
Kula | |
236P | Unblockable Bug removed? |
623C | Startup 3F > 6F |
LDM | Juggle-Anywhere removed. Invincibility during recovery removed. |
Vanessa | |
214K>6C | More Startup. |
623C | 2. Hit launches less high (Infinite removed). |
Duck King | |
Chain Combos | All unique chain combos removed. |
2B | Chain into 2A removed. Link Combo works. |
5B(f) | Different Animation. Now is the short kick from the old 2A>5B chain. |
6B | New Normal. Now has the old 5B(f) animation. |
Eiji | |
2D(1) | Special Cancel removed. |
236B/D | more Recovery. |
Ralf | |
623P(cancel) | Slightly more Startup. |
Silber | |
2B | Invincibility during recovery removed (bugfix). |
Playstation 3
This is an emulated PS2 version. Like all other emulated PS2-games on PS3, there is some input lag (~2-3 Frames).
Characters
Regular Characters
Time Unlock Characters
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Boss Characters
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Console Only Characters
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Layout
Block layout is used, with a new Extra Button for Blowback (this time not C+D but instead E)
A C E
B D
A = Light Punch
B = Light Kick
C = Hard Punch
D = Hard Kick
E = Blown Off
System (Input)
Throws
- 6/4+C/D: Throw
- C = front, D = back throw.
- C/D while being thrown: Throw Break
- Throw breaks require the same button than the throw that was used
- Simultaneous pressing of C+D does not work to break throws
- However, C~D or D~C works
Backdash
- 44: Backdash (バックステップ)
- 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.
Rolls
- AB /4AB: Emergency Evasion Roll (緊急回避)
- Fully Invulnerable to strikes except for the very end
- 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).
- Additional exceptions: Mary, Clark & Hotaru's 2A do not work to punish rolls (likely also bugs).
- AB / 4AB while hitting the ground: Ukemi
- 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
- Costs one Super Stock.
- Completely invulnerable, including throws (except for Vanessa, she can be thrown, bug).
- AB while a normal attack hits (no Special Moves): Roll Cancel
- Costs 1 Shift Stock.
- Cancels the attack into a roll. Can be used to bait guard cancels or in some rare cases for combos.
Guard Cancel
- E while guarding: Guard Cancel Attack
- 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!)
Shift
- The Skill Gauge consists of 80px
- The bar fills solely based on time passed
- 0-1 fills over 8 seconds
- 1-2 fills over 16 seconds (half as fast than from 0-1)
Shift (シフト): PP/KK
- PP shifts to the 2nd character (the one that is closest to the portrait of the currently active character)
- KK shifts to the 3rd character (the one that is farthest from the portrait of the currently active character)
- Shifting has a long startup animation
- The character that is shifting in has no invulnerability while landing and can be hit by all kinds of attacks
Quick Shift (クイックシフト): PP/KK while an attack hits
- Costs 1 Skill Gauge
- 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
- 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)
- It is possible to land behind opponents depending on screen position when using Quick Shift
- It is possible to crossup opponents in the corner when using Quick Shift, see further below
Saving Shift (セービングシフト): PP/KK while grounded & getting hit
- Costs 2 Skill Gauges
- Immediately tags out the character, to the 2nd or 3rd character, even if they are getting hit
- The character coming in is invulnerable & does an automatic attack with a large hitbox
- 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.
Supers
- 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
- 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.
- 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 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 give way more meter than getting hit by single attacks, which should be kept in mind when constructing combos.
Super & Dream Cancel
- Costs 1 Shift Stock
- 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)
- The Life Bar consists of 112 units / 208px.
- 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.
- 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,Source: kofxi_bot Twitter
- The Leader has a green life bar
- Only a character designated as Leader has access to their Leader Super (LDM)
- LDMs cost 2 Super Stocks
- The judgement indicator moves a lot more than for normal characters if the Leader goes K.O.
- The stun gauge consists of 112 units / 43px.
- Characters have different amount of stun (despite the 112 units), see below.
- The bar empties when the player is hit
- 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.
Judgement Indicator (ジャッジメントインジケーター)
1P Führt | Draw | 2P Führt |
- 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.
- Hits that connect, KOs, Combos & Supers tilt the JI towards the player.
- If the Leader is KOed, a much larger chunk of JI is won / lost.
- 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 KO occurs, the next character in order jumps in (the character closest to the portrait of the character which was KOed)
- 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 und 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 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)
Note by ATG: part of this segment is based on the japanese Hartheon-website and dieser Wiki, the rest is individual research by Rock & me.
Input Engine & Buffer
KOFXI is the first KOF with a "modern" input engine.
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)).
Examples of Shortcuts that are possible with the KOFXI-input:
- 2363214X-Super can also be done with 236236,4X or 23634X or 236,214X eingegeben werden. Das Gleiche gilt für 2141236X-Super.
- With Oswald 63214, 6[6](run),3214P executes a running Super. Works with all characters that have a "63214,63214X" Super.
- 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. Source: ゲームの日記
Data for specific Buffer Lengths:
- Simultaneous button presses can be off 1F. Example: A successful Shift triggers even when C is pressed 1F after A.
- 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 this source the buffer is 6F instead however.
Counter Hits
Counter Hits occur during the Startup & Active time of...
- Command Normals
- Special Moves
- Supers
- Attacks from Small Jumps & Hyper Hops
Crouch Hits
- If a character is hit during the startup of a crouching attack, they immediately stand up.
- 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
- 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
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
- 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
- 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
- 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
- 1 Frame.
- Man kann den anderen Spieler in der Landing Recovery treffen (z.B. mit 2B).
- Nur wenn man keinen Angriff in der Luft gemacht hat darf man die Landing Recovery canceln in Rollen (AB oder 4AB) und in Special Moves.
Landing Recovery nach Quick Shift
Wenn man aus einem Quick Shift landet, ohne anzugreifen, hat man extra Landing Recovery. Daher macht man oft in Quick Shift Combos, wo man nicht in der Luft sondern erst am Boden angreifen will, einen whiff Air Normal.
Unverwundbarkeit beim Aufstehen
Man hat 1F Unverwundbarkeit beim Aufstehen.
Safe Jumps / Option Selects
Wie in anderen Fighting Games (und im speziellen in anderen KOFs) kann man in KOFXI während einem Jump-In einen Special Move, Angriff oder Wurf buffern, für den Fall, dass der Gegner einen Reversal oder eine Reversal Rolle eingeben will. Macht der Gegner den Reversal nicht, schlägt man mit dem Jump in einfach auf Hit/Block, und die nächste Eingabe kommt nicht heraus (weil noch der Hit Stop passiert). Macht der Gegner aber den Reversal, whifft der eigene Jump in und der gebufferte Move kommt heraus. Dies ist besonders nützlich, um Rollen zu werfen, die der Gegner auf Wakeup macht (man macht dagegen Jump In > sofort Wurf eingeben).
Super Freeze Input Buffer
Man kann während einem Super Freeze Angriffe buffern. Dies ist die bevorzugte Bestrafungsmethode gegen bestimmte Super, die sonst safe auf Block sind (Beispiel gegen Gato: im Super Freeze seines 236236A mit Oswald 63214,63214P eingeben).
Super Freeze Input Buffer für Rollen
Rollen sind ein Sonderfall - je nach dem, welchen zustand (stehend, duckend, laufend) der eigene Charakter hat, ändert sich das Bufferverhalten der Rolle im Super Freeze:
- Neutral: Man kann eine Rolle mit AB im Freeze buffern, aber NICHT mit 4AB oder 6AB, obwohl 6AB auch zur Front Roll führt! Will man 4AB benutzen, geht dies nur als Reversal.
- 6 oder 66 gehalten: man kann im Freeze eine Rolle nach vorne Buffern. Eine Rolle nach hinten löst im Freeze einen 5A aus und muss als Reversal eingegeben werden, damit sie funktioniert.
- 4 gehalten oder geduckt: wenn vor dem Freeze geduckt war, also 1,2 oder 3 gehalten hat, löst drücken von AB im Freeze einen 5A aus, man wird getroffen. Man muss die Rolle als Reversal nach dem Superfreeze eingeben, dann funktioniert sie.
Die japanische Hartheon Seite schlägt übrigens vor, man könne mit einer Rolle während dem Super Freeze sogar durch sehr schnelle Supers kommen (Adel oder Oswald LDM), wenn man sie im Rennen benutzt und dann als Reversal nach dem Freeze eingibt - blocken würde hier nicht gehen, wegen den 5F Recovery des Dashes.
Crouch / Stand regeln bei Dizzy:
Wenn ein Gegner geduckt war, bevor er dizzy geht, ist er nach dem dizzy auch geduckt. Dies passiert sogar, wenn der Gegner gejuggelt war!
Corner Crossups
Wenn der Gegner in der Ecke steht und man in einer Combo einen Quick Shift macht, kann man mit bestimmtem Timing hinter dem Gegner landen und die Combo von hinten weiterführen. Das Timing hierfür beträgt mutmaßlich 1F. Man sollte den Button so drücken, dass der Angriff 1F vor oder genau auf der Landung ausgelöst wird. Es kann sein, dass der Hit-Stop des Gegners in diesem Moment einen bestimmten zustand haben muss - die genauen Bedingungen sind unklar. Anmerkung: drückt man einen Jump-In kurz vor der Landung, löst der der Button Press erst den Jump Normal aus, dann sofort den Ground Normal (ungewöhnlich verglichen mit anderen Spielen)
j.B 1F vor Landung | Landung hinter dem Gegner | 2B hinter dem Gegner |
Sonstige Daten
Knockdown Properties
Liste von kofxi_bot, zweisprachig
Höhe geduckter Charaktere
Zum Artikel: The King of Fighters XI: Hitboxen geduckter Charaktere
Lebensenergie
118: Maxima
117: Griffon, Gai
116: Terry, Ryo, Ralf, Clark, Silber
112: Kyo, Iori, Shingo, Ash, Oswald, Shen, Kim, K', Gato
110: Vanessa, Elisabeth, Jenet, Eiji, Kensou
109: Mary, Benimaru
108: Duck King, Ramon, Duo Lon
107: Yuri, King, Kula, Whip, Malin, Kasumi, Atena, Momoko
104: Jyazu
102: Hayate
101: Adelheid
Quelle: Twitter
Anmerkung von ATG: intern hat jeder Charakter 112 Leben, danach wird ein Defense Modifier angewendet, so nimmt Maxima z.B. nur 3 Schaden anstatt 4 Schaden von Oswalds 2B. Auf den jeweiligen Charakterseiten ist der Schaden immer gegen Kyo vermerkt.
Stun
106: Gai
105: Silber
104: Maxima, Kasumi, Kensou, Momoko
103: Elisabeth, Jenet, Ralf, Eiji
102: Ramon
100: Kyo, Iori, Shingo, Ash, Shen, Terry, Kim, K', Clark, Gato, Griffon
99: Oswald, Vanessa, Mary, King, Duo Lon, Whip
98: Duck, Ryo, Yuri, Kula, Malin, Atena
96: Benimaru
80: Adelheid
77: Hayate, Jyazu
Quelle: Twitter
Allgemeine Frame Data
Anm.: Die folgenden Werte wurden von Rock & ATG ermittelt. Weitere Quelle ゲームの日記
Backdash
- In der Luft ab F1
Hit Stun
- Hit Stun von leichten Angriffen: 12F hit, 11F Guard
- Hit Stun von schweren Angriffen: 20F hit, 19F Guard
- Supers comboen aus leichten Angriffen, so fern sie 12F oder weniger Startup haben
- Supers comboen aus leichten Angriffen, so fern sie 11F oder weniger Startup haben
- Hit Stun von leichten Sprungangriffen: 14F hit, 11F Guard
- Hit Stun von schweren Sprungangriffen: 14F hit, 19F Guard
Errechnen des Vorteils
- Leichte Angriffe: 12F - (alle verbleibenden Active Frames des Angriffs nach der 1. Active Frame) - Recovery Frames.
- Schwere Angriffe: 20F - (alle verbleibenden Active Frames des Angriffs nach der 1. Active Frame) - Recovery Frames.
- Beispiel mit K': 5A(c): 12F-2F (5A ist 3F Active) -4F (5A hat 4F Recovery) = +6F.
Unverwundbarkeit in der letzten Active-Frame
Dank Hartheon (Siehe "1F無敵") und der Recherche einiger japanischer Spieler wissen wir, dass die letzte Frame des Hit Stuns in KOFXI unverwundbar ist, außer gegen Würfe.
Das bedeutet, dass ein Angriff der +6F gibt nicht in einen anderen Angriff combot, der auf der 6. Frame trifft, weil die Hit Frame und die 1F Unverwundbarkeit überlappen. Wenn man die Frame Data dieser Wiki benutzt, sollte man somit darauf achten, dass nach Angriffen die z.B. +6F geben nur Angriffe comboen die 5F Startup haben.
Super Freeze
- Freeze-Dauer: 28F
Die erste Startup-Frame wird als 1. Superfreeze-Frame gerechnet, die 2. Startup-Frame ist dann Charakter- und Movespezifisch - manche Charaktere bewegen sich bereits bei manchen Superm im Super Freeze, andere nicht. Mehr Nachforschung ist hier nötig.
Anm.: Danke an @kofxi_bot für die folgenden Infos!
Rolle (nach vorne)
- Dauer: 29F
- Unverwundbar: F1-23
- Verwundbar: F24-28
- Nur Blocken geht: F29
Rolle (nach hinten)
- Dauer: 33F
- Unverwundbar: F1-27
- Verwundbar: F28-32
- Nur Blocken geht: F33
- Gato hat keine Unverwundbarkeit am Anfang seiner Back Roll
- Silbers Back Roll hat komplette Unverwundbarkeit
Guard Cancel Rolle
- Die GC-Rolle ist komplett unverwundbar, hat aber Recovery
- Die Recovery darf man nur in block canceln
- Eiji hat keine Unverwundbarkeit am Ende der GC-Rolle
- Elisabeth hat keine Unverwundbarkeit am Ende der GC-Rolle (nur nach hinten)
- Vanessa hat keine Wurfunverwundbarkeit während der GC-Rolle
Wurfregeln
Wurfbreak während Rolle:
Quelle: kofxi_bot
Gruppe A (können Würfe während der eigenen Rolle aller Gruppen breaken und Gruppen B und C werfen, während diese rollen, ohne dass diese breaken können)
Kyo, Iori, Ash, Shen, Terry, Duck, Vanessa, Ramon, Yuri, Duolon, Malin, Kasumi, Kensou, Momoko, Gai
Gruppe B (können nur Würfe während der eigenen Rolle aus Gruppe C breaken und Gruppen B und C werfen, während diese rollen, ohne dass diese breaken können)
Shingo, Oswald, Mary, King, Benimaru, K', Kula, Maxima, Jenet, Griffon, Ralf, Whip, Eiji, Athena, Adelheid, Hayate, Jazu
Gruppe C (können nur Würfe während der eigenen Rolle aus Gruppe C breaken und jeder kann ihre Würfe breaken, während sie rollen)
Kim, Ryo, Elisabeth, Gato, Clark, Silber
Wurfbreak Zeitfenster während Rolle
Quelle: kofxi_bot
Wird man von folgenden Charakteren geworfen während man rollt, hat man wie beschrieben Zeit, den Wurf zu breaken:
11 oder 12F: gegem Gruppe A
14F: gegen Duck
16F: gegen alle anderen
Tier Lists
Links & Quellen
Liste mit Japanischen KOFXI-Spielern
Liste Japanischer KOFXI-Spieler
Quellen
KOFXI_bot auf Twitter
Hartheon, japanische KOFXI-Seite
Japanische Info-Seite über System-Framedata