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

Zeile 637: Zeile 637:
| -160
| -160
|}
|}
==Dash Data (advanced)==
===Dash Startup===
:Dashes have 3F startup.
:Characters start moving on F4.
:Normal Attacks, Special Moves and rolls have priority over starting a dash (6,5,6+C will trigger a standing C).
:From F2-F4 of a dash, normal attacks cannot be performed, but rolls, Special Moves & Command Normals work.
:When attempting to perform a roll during F2-F4 of a dash, the AB-input has to be on the same frame, or the roll will not come out and a normal will trigger on F5 (due to the input buffer).
:A roll performed during a dash will turn into a Dash Rolls (which covers more distance) starting from F2 of the roll.


==Backdash Data==
===Actions while dashing===
:Characters can perform normal attacks, special moves & command normals while dashing
:Characters can roll forward while dashing, but not back
:Characters can small jump & normal jump forward while dashing, but only forward
:Jumps during dashes automatically turn into hyper hops & super jumps
:Characters cannot perform throws while dashing
:Characters cannot crouch while dashing
 
===Dash Recovery===
: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. Note: to perform a back roll during a dash, [4] must have been held 1F before the back roll already.
: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 first.
 
==Backdash Data (advanced)==
[[bild:kofxi_kyo_backdash.gif]]<br>
[[bild:kofxi_kyo_backdash.gif]]<br>
Backdashes consist of...
Backdashes consist of...
19.112

Bearbeitungen