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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: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 Hits ==
== Counter Hit 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.
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]].


== 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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