The King of Fighters XI
(ザ・キング・オブ・ファイターズXI)
Kofxi.png
Hersteller: SNK Playmore
Systeme: Atomiswave, Playstation 2
Releases: Flag jp.png2006 Atomiswave
Flag us.png2006 Atomiswave
Flag jp.png22/06/06 Playstation 2
Flag eu.png06/07/07 Playstation 2
Flag us.png13/11/07 Playstation 2

Versions

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:

Change List
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

  Kyo Kusanagi
(草薙 京)
  Iori Yagami
(八神 庵)
  Shingo Yabuki
(矢吹 真吾)
  Ash Crimson
(アッシュ・クリムゾン)
  Oswald
(オズワルド)
  Shen Woo
(シェン・ウー )
  Terry Bogard
(テリー・ボガード )
  Kim Kaphwan
(キム・カッファン )
  Duck King
(ダック・キング )
  Vanessa
(ヴァネッサ )
  Blue Mary
(ブルー・マリー )
  Ramon
(ラモン )
  Ryo Sakazaki
(リョウ・サカザキ )
  Yuri Sakazaki
(ユリ・サカザキ )
  King
(キング )
  Elisabeth Blanctorche
(エリザベート・ブラントルシュ )
  Duolon
(デュオロン )
  Benimaru Nikaido
(二階堂 紅丸 )
  K'
(K' )
  Kula Diamond
(クーラ・ダイアモンド )
  Maxima
(マキシマ )
  B. Jenet
(B・ジェニー )
  Gato
(牙刀 )
  Griffon
(グリフォン・マスク )
  Ralf
(ラルフ・ジョーンズ )
  Clark
(クラーク・スティル )
  Whip
(ウィップ )
  Malin
(まりん )
  Kasumi Todo
(藤堂 香澄 )
  Eiji Kisaragi
(如月 影二 )
  Athena Asamiya
(麻宮 アテナ )
  Sie Kensou
(椎 拳崇 )
  Momoko
(桃子 )

Time Unlock Characters

  Adelheid
(アーデルハイド )
  Gai Tendo
(天童 凱 )
  Sho Hayate
(ショー・疾風 )
  Silber
(ズィルバー )
  Jazu
(邪頭 )

Boss Characters

  Shion
(紫苑 )
  Magaki
(禍忌 )

Console Only Characters

  Hotaru
(双葉 ほたる )
  Mai Shiranui
(不知火 舞 )
  Robert Garcia
(ロバート・ガルシア )
  Tung Fu Rue
(糖 胡芦 )
  EX Kyo
(EX 草薙 京 )
  Mr. Big
(Mr. ビッグ )
  Geese Howard
(ギース・ハワード )

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

Skill Gauge (スキルゲージ)
 

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

Super Stock
0 
1 
2 
3 
4 
5 

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)

Life Bar
 

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:

Leader
 

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.


Stun
 

The stun gauge consists of 112 units / 43px.
Characters have different amounts 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 leads Draw 2P leads
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.


KO (DOWN!)
 

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 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 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 this 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. The same works for 2141236X-Supers.
  • 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.
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
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
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
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
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
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.

Note: see further above on dash recovery behavior & rolls.


Crouch / Stand rules during stun:
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
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).

     
j.B 1F before landing Landing behind the opponent 2B behind the opponent

Other Data

Knockdown Properties

bilingual List from kofxi_bot

Height of crouching Characters

See: The King of Fighters XI: Crouched character hitbox sizes

Individual Character Health

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
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
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
Source: Twitter


Universal Frame Data

Note: The following values have been determined by Rock & ATG. Additional Source: ゲームの日記

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 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.
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.
 


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!
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:
Source: kofxi_bot
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)
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)
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.)
Kim, Ryo, Elisabeth, Gato, Clark, Silber

Throw Break time window while rolling
Source: kofxi_bot
If being thrown by any of the following characters while rolling, the following time frames to break the throw apply:
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

KOFXI_bot @ Twitter
Hartheon, japanese KOFXI infopage
japanese infopage for system frame data

Matchvideos

The King of Fighters XI: Matchvideos