The King of Fighters XI: Playstation2 Practice Mode: Unterschied zwischen den Versionen

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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.
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==
== Record / Play Instructions==
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:1. While in Practice mode, push Start to open the practice menu
:1. While in Practice mode, push Start to open the practice menu
:2. Set "CONTROL" to "PLAYER"
:2. Set "CONTROL" to "PLAYER"
:3. Push start to close the practice menu
:3. Put the cursor onto "COMMAND"
:4. Reopen the practice menu
:4. Let Player 2 push "X" (or circle in the japanese version) to open the "COMMAND" menu for Player 2
:5. Put the cursor onto "COMMAND"
:6. Let Player 2 push "X" to open the "COMMAND" menu for Player 2


=== Recording ===
=== Recording ===
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:1. Put player 1's character into their corner
:1. Put player 1's character into their corner
:2. Assign a shortcut button to player 2's "A+B"
:2. Assign a shortcut button to player 2's "A+B"
:3 enter Recording mode with Player 2, as usual
: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
: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]].


== Counter Hits ==
== Ukemi Bugs ==
The "COUNER HIT: function in practice mode isn't working properly. The actual time to connect attacks after a real counter hit is 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.
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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