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

Aus Hardedge Wiki
Zur Navigation springen Zur Suche springen
 
(4 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 6: Zeile 6:
: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 (step 3 & 4 is needed because the game doesn't immediately allow p2 to control the menu before closing and reopening)
: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" (or circle in the japanese version) to open the "COMMAND" menu for Player 2


=== Recording ===
=== Recording ===
Zeile 34: Zeile 32:


== Counter Hit Bugs ==
== 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 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 ==
== Ukemi Bugs ==
Sometimes the AI does not use ukemi even though the recovery option was set to "DOWN". This can be 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.
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.


{{KOFXI_Navi}}
{{KOFXI_Navi}}

Aktuelle Version vom 10. November 2023, 23:31 Uhr

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.Put cursor onto "RECORD" & push X
2. The Menu now closes. Push "SELECT" to start recording
3. If you are done recording, push "START", otherwise push "SELECT" again to reset the recording
5. Put cursor onto "EXIT" & push X
6. confirm "COMMAND CHANGE?"

Playback

1. Bind the function "COMMAND" onto the pad / stick of player 2 (in the button config)
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!)

Tips

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 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.

Navigation