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 Post subject: Kof XI Bible - The XI game engine
PostPosted: Sun Aug 05, 2007 12:28 am 
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Devil Hunter
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OK to start off the series, we'll take Shura idea of just going into the games system and how it works. Even tho most people are aware of it, this is for those who are just picking up the game and want help with it.


So what do we know.

*We will rec this part starting from here.*

A = Light punch
B = Light Kick
C = Heavy Punch
D = Heavy Kick
E = CD attack (knockdown attack)

Judgement system - How it works

Stun gauge - how it works and what happens at stun.

Guard guage - how it works and what it look like.

Counters - two areas 1: counter hit
2:counter wire attacks

Skill points - how they work, what they are used for

Super bar stock - how they work and what they used for.

Roll - A+B
- safe fall aswell


Guard Roll - On block, A+B

Guard knockdown - On block, E

Tag Out - character closest to the corner of screen (A+C), character near the middle (B+D)

Quickshift (aka QS) - either A+C or B+D during combo and attack string. (We will show that they dont need to be physically taking damage to QS, as long as they are block the string, you can still QS)

Saveshift (aka SS) - Tag with either A+C or B+D to disrupt combo string. (we will show that you can disrupt a DM, and can be done while guarding aswell.)

A+B cancel - A+B during a combo to roll and cancel string. (we will mention that only certain moves can be AB canceled but its just to show what is looks like.)

Jumping (normal, shadow small, shadow high, back dash)

Dm's - what they are

Supercancels - just in general

Dream cancels - just in general as well.

*stop here for rec-ing*

SO did i miss anything?? If so post up and ill check it in and use this as the master list.

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"Let me see if your operating to spec" Boomer Kuwanger - Megaman: Maverick Hunter X


Last edited by Dark_Chaotix on Mon Aug 13, 2007 11:18 am, edited 4 times in total.

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 Post subject:
PostPosted: Sun Aug 05, 2007 1:40 pm 
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Whip Fodder
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Hmm, what about counter-hits and possible wall-bounces? I believe those should be explained as well. Also worth noticing the STUN status and such.

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 Post subject:
PostPosted: Mon Aug 06, 2007 9:46 am 
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Devil Hunter
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L1r wrote:
Hmm, what about counter-hits and possible wall-bounces? I believe those should be explained as well. Also worth noticing the STUN status and such.


Yep, nice add. Ill add them in aswell. By wall bounces im gathering you mean counter wire?? cos if so then yes that would be a sub area of counter hit.

anything else?

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"Let me see if your operating to spec" Boomer Kuwanger - Megaman: Maverick Hunter X


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 Post subject:
PostPosted: Fri Aug 10, 2007 11:52 pm 
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Devil Hunter
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I think I should add the judgement system and how that works aswell.

I think I have touched bases with pretty much evertything in terms of the engine.

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 Post subject:
PostPosted: Thu Aug 16, 2007 10:35 am 
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Whip Fodder
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one of the best thing we can do is to retrieve data charts from mooks (XI conqueror's seems to be the most complete by far) or from some japanese wiki (i can search for them)

for example the judgement system, everyone have an idea on how it works but there isn't an 'official' explanation


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 Post subject:
PostPosted: Fri Aug 17, 2007 8:36 am 
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Devil Hunter
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Shura wrote:
one of the best thing we can do is to retrieve data charts from mooks (XI conqueror's seems to be the most complete by far) or from some japanese wiki (i can search for them)

for example the judgement system, everyone have an idea on how it works but there isn't an 'official' explanation


Exactly. I have put a vid in regards to the judgement system and any info you can find will be good. I want to elaborate on the judgment system as much as i can.

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"Let me see if your operating to spec" Boomer Kuwanger - Megaman: Maverick Hunter X


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 Post subject:
PostPosted: Sat Oct 20, 2007 10:48 pm 
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Devil Hunter
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project canceled

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