The King of Fighters XI

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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

Practice Mode Guide
The King of Fighters XI: Playstation2 Practice Mode

Character unlock guide
todo

Version differences between Arcade- and PS2-versions
The PS2 version is almost identical to the arcade version (including all bugs).
The only known difference: on PS2, all characters have 113 life, (they live with 0 health), on arcade 112 (they die on 0 health).

Version differences between PS2-Versions

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 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).

Arranged Balancing
The PS2-version 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.
Input Buffer Normal attack input buffer reduced from 6F to 4F.
Front Roll Front Roll has 3F more recovery.
Defense & Stun Defense & Stun modifiers have been normalized.
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).

additional arranged mode info, in japanese

Playstation 3

This is an emulated PS2 version. Like all other emulated PS2-games on PS3, there is some input lag (~2-3 Frames).

Tournament Rules

  • Meaty unblockables (Oswald 3A, Kula 236P etc.) are banned
  • Inescapable grabs on incoming are banned (Clark 41236,41236K Mary LDM etc.)
  • Vanessa 623C juggle limit = 5 times in succession
  • Shion & Magaki are banned (only matters for console)
  • All character freeze & camera glitch bugs are banned
  • Console characters are either banned or allowed, up to the tournament organizer. They are generally very buggy & badly balanced.

Characters

Regular Characters

KOFXI Kyo 96.png Kyo Kusanagi
(草薙 京)
Kofxi iori 96.png Iori Yagami
(八神 庵)
Kofxi shingo 96.png Shingo Yabuki
(矢吹 真吾)
Kofxi ash 96.png Ash Crimson
(アッシュ・クリムゾン)
Kofxi oswald 96.png Oswald
(オズワルド)
Kofxi shen 96.png Shen Woo
(シェン・ウー )
Kofxi terry 96.png Terry Bogard
(テリー・ボガード )
Kofxi kim 96.png Kim Kaphwan
(キム・カッファン )
Kofxi duck 96.png Duck King
(ダック・キング )
Kofxi vanessa 96.png Vanessa
(ヴァネッサ )
Kofxi mary 96.png Blue Mary
(ブルー・マリー )
Kofxi ramon 96.png Ramon
(ラモン )
Kofxi ryo 96.png Ryo Sakazaki
(リョウ・サカザキ )
Kofxi yuri 96.png Yuri Sakazaki
(ユリ・サカザキ )
Kofxi king 96.png King
(キング )
Kofxi elisabeth 96.png Elisabeth Blanctorche
(エリザベート・ブラントルシュ )
Kofxi duolon 96.png Duolon
(デュオロン )
Kofxi benimaru 96.png Benimaru Nikaido
(二階堂 紅丸 )
Kofxi k' 96.png K'
(K' )
Kofxi kula 96.png Kula Diamond
(クーラ・ダイアモンド )
Kofxi maxima 96.png Maxima
(マキシマ )
Kofxi jenet 96.png B. Jenet
(B・ジェニー )
Kofxi gato 96.png Gato
(牙刀 )
Kofxi griffon 96.png Griffon
(グリフォン・マスク )
Kofxi ralf 96.png Ralf
(ラルフ・ジョーンズ )
Kofxi clark 96.png Clark
(クラーク・スティル )
Kofxi whip 96.png Whip
(ウィップ )
Kofxi malin 96.png Malin
(まりん )
Kofxi kasumi 96.png Kasumi Todo
(藤堂 香澄 )
Kofxi eiji 96.png Eiji Kisaragi
(如月 影二 )
Kofxi athena 96.png Athena Asamiya
(麻宮 アテナ )
Kofxi kensou 96.png Sie Kensou
(椎 拳崇 )
Kofxi momoko 96.png Momoko
(桃子 )

Time Unlock Characters

Kofxi adel 96.png Adelheid
(アーデルハイド )
Kofxi gai 96.png Gai Tendo
(天童 凱 )
Kofxi hayate 96.png Sho Hayate
(ショー・疾風 )
Kofxi silber 96.png Silber
(ズィルバー )
Kofxi jyazu 96.png Jazu
(邪頭 )

Boss Characters

Kofxi shino 96.png Shion
(紫苑 )
Kofxi magaki 96.png Magaki
(禍忌 )

Console Only Characters

Kofxi hotaru 96.png Hotaru
(双葉 ほたる )
Kofxi mai 96.png Mai Shiranui
(不知火 舞 )
Kofxi robert 96.png Robert Garcia
(ロバート・ガルシア )
Kofxi tung 96.png Tung Fu Rue
(糖 胡芦 )
Kofxi exkyo 96.png EX Kyo
(EX 草薙 京 )
Kofxi mr big 96.png Mr. Big
(Mr. ビッグ )
Kofxi geese 96.png 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)

Numblock Notation

This wiki uses numblock notation since it is used internationally and does not need a translation.
As the name implies, look at your keyboard's numblock to figure out which number stands for which direction.
For example, 236 is a quarter circle forward.

Dash

  • 66: Dash
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.
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

  • 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.

Jumps

Image Source: Conqueror's Guide
Kofxi jump arcs.jpg

Normal Jump: 7/8/9

The regular jump.
All jump attacks can have different hitboxes depending on the jump type & direction (see character frame data).

Super Jump 1/2/3>7/8/9

travels further than regular jump.

Small Jump: tap 7/8/9

Small jump attacks are automatically in counter hit state.

Hyper Hop: 1/2/3> tap 7/8/9

Hyper Hops travel further than Small Jumps.
Hyper Hop attacks are automatically in counter hit state.

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

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)
Kofxi shift gauge.png

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
0Kofxi Super gauge 0.png
1Kofxi Super gauge 1.png
2Kofxi Super gauge 2.png
3Kofxi Super gauge 3.png
4Kofxi Super gauge 4.png
5Kofxi Super gauge 5.png

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 gives 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 (Gauges)

Life Bar
Kofxi life gauge.png

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 3 HP-thresholds that trigger damage multipliers to come into effect:
  • Between 100% (112HP) & 40% (44HP): 1.0x damage (normal damage)
  • Between 39% (43HP) and 15% (16HP) : 0.75x damage
  • Between 14% (15HP) and 0% (0HP): 0.5x Damage

Source: Conqueror's Guide


Leader
Kofxi life gauge leader.png

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 Gauge
Kofxi stun gauge.png

The Stun Gauge empties when the player is hit
The Stun Gauge slowly increases over time if not getting hit
Once the Stun Gauge 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
The stun gauge consists of 112 units / 43px.
Characters have stun modifiers that increase or decrease the stun damage they receive (see below)
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).
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.


Guard Gauge

The Guard Gauge is a hidden gauge.
The Guard Gauge consists of 112 units.
Blocking attacks reduces the guard gauge.
The Guard Gauge slowly recovers while not blocking attacks.
Randomness is applied to guard damage, between +0 and -2 points compared to the value listed for each attack on the character pages.


Judgement Indicator (ジャッジメントインジケーター)

Kofxi judgement 1P.png Kofxi judgement draw.png Kofxi judgement 2P.png
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!)
Kofxi DOWN.png

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.

Damage Note: under construction!

  • There is randomized damage in KOFXI. More info soon.
  • Supers can have different damage when done raw vs. as a Super- or Dream Cancel (ex. Ralf: 236236E deals 65 raw, 45 as a DC)
  • Counter Hits deal extra damage, usually 30%, but there are exceptions (ex. Ralf: 236236E instant K.O.s on counter hit!)

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 deal extra damage, usually 30%, but there are exceptions (ex. Ralf: 236236E instant K.O.s on counter hit!)
Counter hits sometimes have special properties, eg. wall bounce
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).


1F "Invulnerability" during hit stun recovery
See "Universal Frame Data"


Jump Startup & 2F-Jump

5F Startup
Jump startup is invulnerable to throws
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 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.


Crouch / Stand rules during block hit stop:
Block switching is not possible while the block hit stop is occurring. This is usually never a problem, except with Quick Shifts. Certain attacks have so much block hit stop that you can land an unblockable jump attack, or in the case of Jenet, an unblockable low with her 2B (4F startup, the fastest low in the game).
List of attacks that enable QS unblockables on block, source kofxi_bot:

  • Kyo 236236P
  • Shingo 236236P
  • Shingo 2141236P (last hit)
  • Ryo 632146B
  • Ryo LDM
  • Elisabeth 2363214P (cancel version)
  • Gato 236C>66C
  • Gato 236236P
  • Griffon 236236K (3rd hit)
  • Malin 236236K > dream cancel LDM (since LDM is overhead, need to switch block before the DC)


Corner Crossups
Using a quick shift on a cornered opponent can cause some issues. Upon landing, sometimes the player's inputs are reversed and they will get unwanted special moves. This is because your incoming character is briefly considered to be cornered when landing from a quick shift, which is likely due to a bug. The best way to avoid wrong inputs in these situations is to either input your motions at the last moment, right after landing, or to intentionally use weird motions that cover this issue (an example is to quick shift to geese and input 63124,63214E while falling to get a deadly rave - the regular motion will not work!).
What this bug also leads is that sometimes, when using a quick shift against a cornered opponent, you can end up behind them in the corner. This can be provoked by a combination of performing a standing attack with perfect timing and landing during a specific frame of the opponent's hit stun. The timing requirement for this is probably 1F. The exact conditions are as of now speculation and observation - 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).

Sidenote: jumping attacks done close to the ground will first trigger the jumping attack, then the ground attack, both with just one button press!

Kofxi oswald cross 01.jpg Kofxi oswald cross 02.jpg Kofxi oswald cross 03.jpg
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

Received Damage Multiplier
Source: Conqueror's Guide & some math
Use this multiplier on the damage values in the wiki to figure out how much damage each character receives from a hit. Round down or up, depending on whether the final number is below 1.5 or 1.5/higher.
0.95: Maxima
0.96: Griffon, Gai
0.97: Terry, Ryo, Ralf, Clark, Silber
1.0: Kyo, Iori, Shingo, Ash, Oswald, Shen, Kim, K', Gato
1.02: Vanessa, Elisabeth, Jenet, Eiji, Kensou
1.03: Mary, Benimaru
1.04: Duck King, Ramon, Duo Lon
1.05: Yuri, King, Kula, Whip, Malin, Kasumi, Athena, Momoko
1.08: Jazu
1.10: Hayate
1.11: Adelheid

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

Stun Multiplier
Source: Conqueror's Guide & some math
Use this multiplier on the stun values in the wiki to figure out how much stun each character receives from a hit. Always round down.
0.95: Gai
0.96: Silber
0.97: Maxima, Kasumi, Kensou, Momoko
0.98: Elisabeth, Jenet, Ralf, Eiji
0.99: Ramon
1.0: Kyo, Iori, Shingo, Ash, Kula, Shen, Terry, Kim, K', Gato, Griffon
1.02: Oswald, Vanessa, Mary, King, Duo Lon, Whip
1.03: Clark, Duck, Ryo, Yuri, Malin, Athena
1.05: Benimaru
1.25: Adelheid
1.30: Hayate, Jazu

Universal Frame Data

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

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.
1F invulnerability.gif


Super Freeze
Superfreeze.gif

Super Freeze duration: 28F
F1: First super startup frame. Player character becomes invulnerable. Opponent can still act fully.
F2: Player & opponent freeze
F3: "Black Screen" effect starts
F29: Freeze ends. Player character's move usually continues on this frame (there are exceptions where this occurs earlier). Opponent can act again. If the opponent issued an attack on F1, then the attack continues on this frame. If an opponent buffered anything during Super Freeze, it will start to come out on this frame.
F31: The "Black Screen" effect ends.
Note: animations keep playing from F1-3, but hitboxes do not change. This is a visual bug and means the sprite becomes disjointed from the actual hitbox for a few frames. This can be observed on the .gif on F4, where Geese's posture changes (it shouldn't, since we are still on F1 internally, and this animation normally occurs on actual F4).


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
  • Gato is throw invulnerable during his front recovery roll (thanks @kofxi_bot!)
  • 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 Hitboxes
Kofxi throwhitbox.png

All throws have 40px range (counted from the center of a character)
To throw, the throw hitbox must overlap the hurtbox of the other character (not the center!).


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