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

keine Bearbeitungszusammenfassung
Keine Bearbeitungszusammenfassung
Zeile 366: Zeile 366:
==Calculating Frame Advantage==
==Calculating Frame Advantage==
:Light attacks: 12F - (all remaining Active Frames of the attack after the first active frame) - recovery frames.
: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.
:Hard 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.
:Example with K': 5A(c): 12F-2F (5A has 3F Active time) -4F (5A has 4F recovery) = +6F.
:''Note: if a character comes out of hit stun, they can block 1F earlier than they can attack again. See " "Guard Only" Frames & Forced Actions (強制硬直)".''
:''Note: if a character comes out of hit stun, they can block 1F earlier than they can attack again. See " "Guard Only" Frames & Forced Actions (強制硬直)".''
==Pushback==
Attacks that connect cause pushback on the opponent that gets hit or guards.
:Light attacks cause '''57-58px''' pushback on hit, '''59px''' on guard
:Hard attacks cause '''97-98px''' pushback on hit, '''126-127px''' on guard
:5E counts as a hard attack. Special moves vary but frequently count as hard attacks.
:In the corner, pushback is applied until the opponent is pushed exactly into the corner, the rest is applied to the player. Example: P2 is standing 10px away from the corner, P1 hits them with a hard attack (98px pushback). P2 is pushed 10px, P1 is pushed 88px.
:Exception to the above: projectiles do not cause pushback to the player when the opponent is cornered.


==Invulnerability in the last active frame==
==Invulnerability in the last active frame==
19.112

Bearbeitungen