KofXI Conquerors Guide mook
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They are all pretty self-explanatory. Damage, CH Damage, Guard Crush, Stun, How to Block and Cancelability. If there are numbers in brackets that means the moves properties when cancelled into. Value ranges mean just that (for example Shingo's
+C has a big difference ( 18-48 ), you'll get the low from far away and the LDM like damage on the two hit close-up version of it.)
Q is quickshift, L is leader cancel, but basically all the stuff can be worked out by comparing to move properties you already know.

Q is quickshift, L is leader cancel, but basically all the stuff can be worked out by comparing to move properties you already know.
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OK, thank you very much for the explanation. This should make my work a lot easier. Anyone can explain the cancel charts for me? I can figure out the hit locations, but right now the cancel list is a bit hard to understand. I only know Q is for Quick Switch, but there are a few different Kanji characters for the normal cancels. I'd really appreciate it if someone could make that out for me.
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Slapper Joe wrote: (for example Shingo's+C has a big difference ( 18-48 ), you'll get the low from far away and the LDM like damage on the two hit close-up version of it.)
The second info is also given when the move can have (for any reason) another property or version.
For Shingo, it's not a question of cancelling or distance, but only a random version of his


sorry if this has more sense in the shingo topic

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Well he needs some love somewhere.frionel wrote:The second info is also given when the move can have (for any reason) another property or version.
For Shingo, it's not a question of cancelling or distance, but only a random version of hisC wich gives him a "critical hit damage" like, with litlle sparks, and blowing away his oponent. Since it's totaly random, we can't count on it, but the probability to get it is higher than in KOF 2K3 (meaning that shingo is mastering little by little kusanagi's flames
)
sorry if this has more sense in the shingo topic'
I thought it was random too at first (he occasionally does the slightly different animation when wiffing), but I've noticed he gets the damage quite often when going up against forward moving autoguard moves (Shen's far C, half of Ryo's movelist.) It almost looks like he punches with one fist and then the other in this situation. Who knows, he comes up a lot on random select, but not enough to make me an expert on him this year.
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You sure on that? Gato's
+b, a is listed as 12,12 which would make it charge less meter than every special of Griffon's. There are a bunch of other situations like that but Gato's air fireball is most notable. So I've got to stick to my guns and say it's stun.
Ryo's LDM is listed as 0, that must be a mistake since the move isn't guarenteed stun (Gai mid-boss) and hence must have an amount of stun on it.

Ryo's LDM is listed as 0, that must be a mistake since the move isn't guarenteed stun (Gai mid-boss) and hence must have an amount of stun on it.
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Gg also lists a value for Oswald's counter, which I don't think does stun damage either. So, yeah, that's the main reason why I thought it was Gauge rather than stun.
The CG *isn't* 100% correct on everything, anyway. Terry's Power Charge doesn't have 'Q' in its cancel notation, but Power Charge is most definately QS-able.
The CG *isn't* 100% correct on everything, anyway. Terry's Power Charge doesn't have 'Q' in its cancel notation, but Power Charge is most definately QS-able.
Last edited by AcidicEnema on Sat Mar 18, 2006 07:16, edited 1 time in total.