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The practice mode of the Playstation2-version of King of Fighters XI has a few peculiarities and bugs that should be taken note of. | |||
== Record / Play Instructions== | |||
===Preparation=== | |||
It is necessary to have a second pad or stick to use the record / play feature. | |||
:1. While in Practice mode, push Start to open the practice menu | |||
:2. Set "CONTROL" to "PLAYER" | |||
:3. Put the cursor onto "COMMAND" | |||
:4. Let Player 2 push "X" (or circle in the japanese version) to open the "COMMAND" menu for Player 2 | |||
== | === Recording === | ||
This assumes the steps above have been performed and Player 2 is now recording | |||
:1. | :1.Put cursor onto "RECORD" & push X | ||
:2. " | :2. The Menu now closes. Push "SELECT" to start recording | ||
:3. | :3. If you are done recording, push "START", otherwise push "SELECT" again to reset the recording | ||
:5. Put cursor onto "EXIT" & push X | |||
:5. | :6. confirm "COMMAND CHANGE?" | ||
:6. | |||
== | === Playback === | ||
:1. | :1. Bind the function "COMMAND" onto the pad / stick of player 2 (in the button config) | ||
:2. | :2. Push the button that was assigned COMMAND to to trigger playback of the recording (Note: it is necessary to do this in player 2's controller, not player 1!) | ||
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== | ===Tips=== | ||
:1 | '''Recording quick attacks or supers:''' | ||
:It makes sense to record a jump at the beginning of a longer set of inputs to give yourself some time to switch to player 1's controller after you pushed "COMMAND" on player 2's controller. | |||
'''Recording front ukemi''' | |||
''' | :1. Put player 1's character into their corner | ||
:2. Assign a shortcut button to player 2's "A+B" | |||
:3. enter Recording mode with Player 2, as usual | |||
:4. During recording, first record a short pause (to allow player 1 to start their combo later when you playback), then hold forward and mash the A+B shortcut | |||
''' | == Counter Hit Bugs == | ||
The "COUNTER HIT" function in practice mode isn't working properly. The actual time to connect attacks after a real counter hit is '''8F longer''' than in practice mode. This can easily be tested with K': j.E (counter hit) >23236P is normally a combo, but not when using the "COUNTER HIT: ON" option in practice mode. It might therefore be necessary to record a counter hit scenario by hand when trying combos that would barely connect. For more information, see [[The_King of_Fighters_XI:_Advanced_System_Mechanics#Counter_Hit_Air_Hit_Stun|here]]. | |||
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: | == Ukemi Bugs == | ||
.. | Sometimes the AI does not use ukemi even though the recovery option was set to "DOWN". This can eg. be observed when doing several activation supers with ASH (A,B,C,D) in a row - after the first one, the AI will sometimes simply not use ukemi. | ||
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