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(4 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt) | |||
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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 | :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 === | === Recording === | ||
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== 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 | 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}} |
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