System thingys in KOFXI
- InFeCt|oN
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I'm too lazy to look through 10 pages of stuff for it! Someone post here how to do all those tag tricks and other stuff!
Last edited by InFeCt|oN on Fri Oct 28, 2005 03:43, edited 1 time in total.
- SonicTempest
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Tagging:
A+C/B+D - regular tag. Can be done at any time as opposed to 2K3's time-limited system.
A+C/B+D during normal/special/DM hits = quick shift. Uses one skill stock.
A+C/B+D while in hitstun = saving shift. Uses two skill stocks.
Super cancelling and dream cancelling use one skill stock in addition to the cost of the DM/LDM.
You can now do a forward recovery roll by pressing f+AB while falling to the ground.
Also, from my own observation, the time taken for level 1 of the skill bar to fill up is about 10 seconds. The second level takes another 15 seconds to fill up.
A+C/B+D - regular tag. Can be done at any time as opposed to 2K3's time-limited system.
A+C/B+D during normal/special/DM hits = quick shift. Uses one skill stock.
A+C/B+D while in hitstun = saving shift. Uses two skill stocks.
Super cancelling and dream cancelling use one skill stock in addition to the cost of the DM/LDM.
You can now do a forward recovery roll by pressing f+AB while falling to the ground.
Also, from my own observation, the time taken for level 1 of the skill bar to fill up is about 10 seconds. The second level takes another 15 seconds to fill up.
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It also seems that when your are alone, you can still cancel your attacks by the quick shift (A+C or B+D), but instead of tagging, your character flash and you can follow it by any other action (like the MAX activation on 2002) and it costs also 1 skill level.
We can see it on 8one video versus Shion, and on the first versus video (kula cancels her st B by a roll).
Someone can give us more information about this? Because if it's really works like this, it's a sort ggxx "roman cancel"... but only when you're alone... so you can still make big combos with only one character...
We can see it on 8one video versus Shion, and on the first versus video (kula cancels her st B by a roll).
Someone can give us more information about this? Because if it's really works like this, it's a sort ggxx "roman cancel"... but only when you're alone... so you can still make big combos with only one character...
- principal panda
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just a few questions:
what is that very short red bar over the life bar?its not gaurd crush nor dizzyness bar.
does kof xi have a change ok like 2k3(if so,where is the indicator) or is tagging totally free like NGBC(i think?).
is the 2k3 tag attack(qcf+BC/CD) still available or removed in favor of the quick shift.
finnaly can u jump in with a hit then combo a grapple eg:clark jA +K
sorry for all these questions its been awaile since i came here
what is that very short red bar over the life bar?its not gaurd crush nor dizzyness bar.
does kof xi have a change ok like 2k3(if so,where is the indicator) or is tagging totally free like NGBC(i think?).
is the 2k3 tag attack(qcf+BC/CD) still available or removed in favor of the quick shift.
finnaly can u jump in with a hit then combo a grapple eg:clark jA +K
sorry for all these questions its been awaile since i came here
- SonicTempest
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1) Yes, it is the dizzy meter.principal panda wrote:just a few questions:
what is that very short red bar over the life bar?its not gaurd crush nor dizzyness bar.
does kof xi have a change ok like 2k3(if so,where is the indicator) or is tagging totally free like NGBC(i think?).
is the 2k3 tag attack(qcf+BC/CD) still available or removed in favor of the quick shift.
finnaly can u jump in with a hit then combo a grapple eg:clark jA +K
sorry for all these questions its been awaile since i came here
2) You can tag freely.
3) Yes, 2K3's tag attacks are gone.
4) No idea.
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Question about Quick Shift.
I see sometimes when the character gets shifted in, he/she comes in with a kick, wherelse sometimes he/she doesn't. And when he/she doesnt, it usually doesn't connect the combo. I don't seem to be able to get the "kick" out or something. I tried quick shfit but it doesn't combo most of the time.
I see sometimes when the character gets shifted in, he/she comes in with a kick, wherelse sometimes he/she doesn't. And when he/she doesnt, it usually doesn't connect the combo. I don't seem to be able to get the "kick" out or something. I tried quick shfit but it doesn't combo most of the time.
- Vice Vecta
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Oh, for that, as soon you quick shift, you must press the attack you want to land. The arrival of your tag is like any jump, thus, you must measure the correct timing to land and continue your combo. Too early, and you may hit, but not deep enough to continue the combo, too late and you won't hit at all.
- SonicTempest
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- Empyrian
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Some info.
All forms of SC, DC, and QS have damage scaling which is more pronounced on the second half of the lifebar.
Unrestricted juggle moves.
Elizabeth's , A.
Maxima's *2 b.
Kasumi's Qcb b.
K`s jump b and LDM.
Gato's b, b, *2 D.
Kula's LDM.
Oswald's LDM.
Beni's LDM.
Ralf's jump P on downed opponents.
All forms of SC, DC, and QS have damage scaling which is more pronounced on the second half of the lifebar.
Unrestricted juggle moves.
Elizabeth's , A.
Maxima's *2 b.
Kasumi's Qcb b.
K`s jump b and LDM.
Gato's b, b, *2 D.
Kula's LDM.
Oswald's LDM.
Beni's LDM.
Ralf's jump P on downed opponents.
- Empyrian
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Does anybody know how exactly scaling works in this game?
There seems to be 2 types of scaling.
1. Hit scaling. More hits= less damage.
2. Life scaling. The less life you have, the less damage you take.
But some moves seem to be less affected by scaling then others. For example Oswalds Moon Slash DM always seems to do the same amount of damage no matter how little life the opponent has.
Also, is it just me, or do some characters take less damage than others?
There seems to be 2 types of scaling.
1. Hit scaling. More hits= less damage.
2. Life scaling. The less life you have, the less damage you take.
But some moves seem to be less affected by scaling then others. For example Oswalds Moon Slash DM always seems to do the same amount of damage no matter how little life the opponent has.
Also, is it just me, or do some characters take less damage than others?
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there's also the DC, SC and QS (i've not actually noticed much scaling from QS though.....not that im looking out for it), but it's definetly less pronounced than in 2k3AcidicEnema wrote:There seems to be 2 types of scaling.
1. Hit scaling. More hits= less damage.
2. Life scaling. The less life you have, the less damage you take.
But some moves seem to be less affected by scaling then others. For example Oswalds Moon Slash DM always seems to do the same amount of damage no matter how little life the opponent has.
actually i sorta noticed that as well, but wasn't sure if stamina tiers existed or not, so you could be right.AcidicEnema wrote:Also, is it just me, or do some characters take less damage than others?
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- Higashi Hurricane
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BTW, here's a couple of major advice for you guys regarding the sub-bosses:
1) Do NOT, under any circumstances use THROW DM/LDMs on sub-bosses. Your damage will be absolutely pathetic. I did Tizoc's Big Fall Griffon LDM on Gai Tendou when he had like 25% health left and the move did less than 10% damage. I tried Clark's Ultra Argentine Backbreaker LDM on Adel, and the move did less than 10% damage as well. If I was using Oswald's LDM, he would've been dead.
2) Do NOT try to win by timeout against the sub-bosses. The judgement system will always swing in their favour. I had 1 1/2 characters left, and on two occassions, I whittled the sub-boss down to less than 10% health, but the judgement was still in their favour. Thankfully this doesn't apply to Magaki.
1) Do NOT, under any circumstances use THROW DM/LDMs on sub-bosses. Your damage will be absolutely pathetic. I did Tizoc's Big Fall Griffon LDM on Gai Tendou when he had like 25% health left and the move did less than 10% damage. I tried Clark's Ultra Argentine Backbreaker LDM on Adel, and the move did less than 10% damage as well. If I was using Oswald's LDM, he would've been dead.
2) Do NOT try to win by timeout against the sub-bosses. The judgement system will always swing in their favour. I had 1 1/2 characters left, and on two occassions, I whittled the sub-boss down to less than 10% health, but the judgement was still in their favour. Thankfully this doesn't apply to Magaki.