The King of Fighters XI: Advanced System Mechanics: Unterschied zwischen den Versionen

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(Added roll distances)
Zeile 307: Zeile 307:
:Mai: front ukemi has hurtbox on hands. Body hurtbox 80x144 pixel.
:Mai: front ukemi has hurtbox on hands. Body hurtbox 80x144 pixel.
:Robert: F1-4 regular front ukemi hurtbox, F5-13 tall hurtbox (80x160 pixel), F14-22 invulnerable, F23 recovery
:Robert: F1-4 regular front ukemi hurtbox, F5-13 tall hurtbox (80x160 pixel), F14-22 invulnerable, F23 recovery
===Roll Distances===
Measured in pixels.
{|
! style="text-align:left;" | Character
! Front
! Back
! Character
! Front
! Back
! Character
! Front
! Back
|-
! Ash
| 160
| -160
! Oswald
| 160
| -178
! Shen
| 160
| -160
|-
! kdash
| 160
| -160
! Max
| 160
| -160
! Kula
| 160
| -160
|-
! Terry
| 160
| -160
! Kim
| 160
| -206
! Duck
| 160
| -160
|-
! Jenet
| 160
| -160
! Gato
| 160
| -160
! Tizok
| 160
| -160
|-
! Kyo
| 160
| -160
! Iori
| 160
| -160
! Shingo
| 160
| -160
|-
! Vanessa
| 160
| -160
! Mary
| 160
| -160
! Ramon
| 160
| -160
|-
! Ralf
| 160
| -160
! Clark
| 160
| -160
! Whip
| 160
| -160
|-
! Ryo
| 160
| -160
! Yuri
| 187
| -160
! King
| 160
| -160
|}
{|
! style="text-align:left;" | Character
! Front
! Back
! Character
! Front
! Back
! Character
! Front
! Back
|-
! Malin
| 160
| -160
! Kasumi
| 160
| -176
! Eiji
| 160
| -160
|-
! Elisabeth
| 160
| -160
! Duolon
| 192
| -160
! Benimaru
| 160
| -160
|-
! Athena
| 160
| -160
! Kensou
| 160
| -160
! Momoko
| 160
| -160
|-
! Adelheid
| 163
| -166
! Gai
| 160
| -160
! Hayate
| 160
| -160
|-
! Silber
| 160
| -160
! Jazu
| 160
| -160
! Geese
|  189
| -152
|-
! Hotaru
| 219
| -160
! Mai
| 189
| -160
! Robert
| 189
| -160
|-
! Tung
| 189
| -208
! Kyo
| 204
| -160
! Big
| 189
| -160
|}


==Advanced Throw Rules==
==Advanced Throw Rules==

Version vom 4. November 2020, 23:10 Uhr

System (advanced)

Note by ATG: part of this article is based on the japanese Hartheon-website and this Wiki, the rest is individual research by Rock & me.

Damage

Random Damage

Note: random damage needs more research!

There is randomized damage in KOFXI. More info soon.

Regular vs. Cancel Damage

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 Damage

Counter Hits deal extra damage, usually 30%, but there are exceptions (ex. Ralf: 236236E instant K.O.s on counter hit!)

Input Engine & Buffer

Inputs in KOFXI

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 (eg. in KOF98, 4 Frames after a Button press, it was 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

  • 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.
  • (note: needs doublecheck) 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 / Stand Rules

Crouch Hits

Source: Hartheon & testing by ATG

If a character is hit during the startup of a crouching attack, they immediately stand up.
If a character is hit while crouching, it takes an additional frame for them to stand up. They can walk & jump 1F later than normal. However, this does NOT affect attacks or blocking - all attacks, both crouching and standing, come out normally.
If a character is hit while crouching, attempting to use a reversal roll after will make 5A come out. This has to do with the phenomenon described above.

Crouch / Stand 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 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)

1F "Invulnerability" during hit stun recovery

See "Universal Frame Data"

Back-turned hits & Corner Crossups

Back-turned hits have less pushback, thereby allowing longer combos.
While in the corner, if a character rises from a back-turned knockdown (eg. after Kyo's throw), they can be crossed up by jump attacks even though they are cornered. This can lead to 50/50 left right Okizeme - if the jump attack is delayed, it does not hit as a crossup, but instead hits from the front. The best way to defend against this is to either reversal and hope for an auto-correct (character specific), block, roll out of the corner or attempt to wakeup backdash (to take the hit airborne).

"Guard Only" Frames & Forced Actions (強制硬直)

Source: Hartheon
Normals, Command Normals, Specials, Supers, regular Rolls, Guard Cancel Rolls and the landing recovery during incoming allow blocking on their last recovery frame. This is important to know when calculating advantage & disadvantage frames. What this means is that if an attack is listed as having -4 on block, the character can actually block 1F earlier than they can act, so trying to punish the attack requires a 3F-attack.
Note: there are some other attacks that allow only specific actions on specific frames, like Vanessa's LDM (she can guard during the super freeze, as the move effectively has no duration), or when getting hit by Silber's 63214P (your character is frozen, but you can special cancel out of this).

Jumps (advanced)

Jump Startup

Kofxi jump startup.gif

4F Startup (airborne F5)
Jump startup is invulnerable to throws

2F-Jump

Kofxi 2F jump.gif

Executing an attack after a jump as early as possible reduces jump startup to 1F, which makes the character airborne on F2.
This trick is essential to escape specific blockstrings that would otherwise not allow jumping out.
Note: the button can also be pressed 1-3 frames later to reduce the jump startup not to 1F, but to 2F or 3F, which is particularly useful when doing very early smalljump attacks (because 1F smalljump is very hard to do).

Attacks during Small Jump / Normal Jump

While standing, Doing an attack at the same time as an up motion will always trigger a normal jump attack, even if a small jump was put in. To prevent this from occurring, the attack has to be slightly delayed for the small jump to register. The alternative is to let go of the up motion after 1F, which incredibly hard and not worth the effort.

Special Hyper Hop rules

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.

Jump 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.

Quick Shift Landing Recovery

  • Quick Shifts have 4F Landing Recovery
Recovery is cut to 1F if using a normal attack after
Recovery is cut to 0F if using a Special Move / Command Normal after
Recovery is cut to 1F if whiffing or hitting with an air normal (note: recovery cannot be cut further to 0F in this case with Special Moves or Command Normals! It will stay at 1F)
  • Duck King, K', Shion have different landing recovery than all other characters.
10F Landing Recovery
9F if attacking after
9F if using a Special Move / Command Normal after
1F if whiffing or hitting with an air normal after (the same as regular characters)

Because of the added landing recovery for these 3 characters, it is advised to always use an air attack (either hit or whiff).

Quick Shift Crossups

The following characters can land behind the opponent when performing a Quick Shift and not attacking:

Oswald, Elisabeth, Kim, Ryo, King, Jenet, Gato, Griffon, Ralf, Clark, Whip*, Mary, Eiji, K', Maxima, Kula, Shingo, Hayate, Jazu, Silber, Adelheid. *=Whip only for corner crossups, see below (Source, "QSからの裏落ち")

Using a Quick Shift on a cornered opponent can cause some issues for these characters. Upon landing, the inputs can end up reversed and you will get unwanted special moves. This is because the character is briefly considered to be cornered when landing from the Quick Shift. The best way to avoid wrong inputs in these situations is to whiff an air normal before landing. It is also possible 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!).

For the characters listed above, it is possible to land behind a cornered opponent, right in the corner, with a Quick Shift. The way to do this is to input an attack 2 frames before landing, on F25 of the Quick Shift (see the images below).

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 2F before landing Landing behind the opponent 2B behind the opponent

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

Buffering Inputs during Freeze

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.


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

Note from ATG: internally, every character has 112 Health. The "received damage multiplier" is applied to attacks to determine how much damage an opponent takes. Damage values in the wiki will always be against Kyo, since he has a 1.0 modifier.

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

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

Shift Startup

Characters have individual startup for their regular shift.

40F: Kyo, Ash (Geese)
39F: Shen, Momoko (Hotaru, Robert, Tung, EX Kyo, Mr. Big)
38F: Shingo, Maxima
37F: Terry, Kim, Yuri, Elisabeth, Kula, Gato
36F: Oswald, Duck, Vanessa, Mary, Ramon, Benimaru, Malin, Kasumi, Jazu (Magaki, Mai)
35F: Iori, Ryo, Clark, Whip, Kensou, Gai (Shion)
34F: King, Duolon, K', Jenet, Griffon, Ralf, Eiji, Athena, Adelheid, Hayate, Silber

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.
Note: if a character attacks, they can block 1F earlier than they can attack again. See " "Guard Only" Frames & Forced Actions (強制硬直)".

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 (note: this happens on F4 in the .gif because the hitboxes are 1F earlier than the actual in-game display)
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).

Wakeup Data

All characters take the same time to wake up (face up / down). Exceptions:

  • Elisabeth, Gato, Clark, Silber, Ryo, Kim: 4F faster, face up
  • Ryo: 1F slower, face down
  • Kim: 8F slower, face down
  • Duolon: 2F slower, face down
  • Maxima: 5F slower, face down


Roll Frame Data

Roll (front)

Duration: 29F
Invulnerable on: F1-23 (23F)
Vulnerable Recovery: F24-28 (5F)
Guard-only Frame: F29

Roll (back)

Duration: 33F
Invulnerable on: F1-26
Vulnerable Recovery: F27-32 (6F)
Guard-only Frame: F33

Exceptions

Note: all recovery includes the guard only frame.

  • Kim: back roll 1-24 invul, 5F recovery (29F duration).
  • Yuri: front roll 1-26 invul, 6F recovery (32F duration).
  • Gato: back roll F1-6 vulnerable. F7-26 invul. 7F recovery (33F duration).
  • Gato: throw invulnerable during his front recovery roll (thanks @kofxi_bot!)
  • Silber: back roll F1-32 invul, 1F guard-only recovery (33F duration).
  • All Console Characters: front roll invul F1-26, 6F recovery (32F duration).
  • Hotaru: back roll invul F1-25, 6F recovery (31F duration).
  • Geese: back roll invul F1-22, 7F recovery (29F duration).

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

Back Ukemi

Back Ukemi is invulnerable for 22F and has 1F guard-only recovery for most characters.

Exceptions:

24+1: Clark
21+1: Silber, Shion
18+1: maxima
Several characters have no collision during their back ukemi. This means you can run through them for okizeme.
Characters without collision: Shingo, Oswald, Mary, Ryo, King, Benimaru, K', Kula, Maxima, Jenet, Griffon, Ralf, Clark, Whip. Athena, Hayate, Silber, Jazu, Magaki.

Front Ukemi

Front Ukemi has a small hurtbox (starting at around the waist of the character, vertically), and can be punished by attacks at any time.
The total duration is 22F +1F guard-only recovery (untested!) for most characters.
The hurtbox size is 72x128 pixel.

Exceptions:

24+1F: Mai
26+1F: Oswald, Kim, Ryo, King, Elisabeth, Benimaru, Maxima, Gato, Silber, Magaki

Console Characters:

EX Kyo: F1-22 invul. F23 recovery.
Mai: front ukemi has hurtbox on hands. Body hurtbox 80x144 pixel.
Robert: F1-4 regular front ukemi hurtbox, F5-13 tall hurtbox (80x160 pixel), F14-22 invulnerable, F23 recovery

Roll Distances

Measured in pixels.

Character Front Back Character Front Back Character Front Back
Ash 160 -160 Oswald 160 -178 Shen 160 -160
kdash 160 -160 Max 160 -160 Kula 160 -160
Terry 160 -160 Kim 160 -206 Duck 160 -160
Jenet 160 -160 Gato 160 -160 Tizok 160 -160
Kyo 160 -160 Iori 160 -160 Shingo 160 -160
Vanessa 160 -160 Mary 160 -160 Ramon 160 -160
Ralf 160 -160 Clark 160 -160 Whip 160 -160
Ryo 160 -160 Yuri 187 -160 King 160 -160
Character Front Back Character Front Back Character Front Back
Malin 160 -160 Kasumi 160 -176 Eiji 160 -160
Elisabeth 160 -160 Duolon 192 -160 Benimaru 160 -160
Athena 160 -160 Kensou 160 -160 Momoko 160 -160
Adelheid 163 -166 Gai 160 -160 Hayate 160 -160
Silber 160 -160 Jazu 160 -160 Geese 189 -152
Hotaru 219 -160 Mai 189 -160 Robert 189 -160
Tung 189 -208 Kyo 204 -160 Big 189 -160


Advanced Throw Rules

Throw Hitboxes

Kofxi throwhitbox.png

All normal 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

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