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Messages - hitagi

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Training Room / Re: Precision practice with combos and movement
« on: September 02, 2011, 06:05:17 AM »
Agreeing with DJMirror949~, Maybe somebody can compile this into a "how to practice KOFXIII" post and pin it up? Because I'm sure it will help with new players similar to me, and especially since this is the Training Room! xD

I don't think I myself can do that because I'm not at a level where I've been using this advice for years yet~ >_<

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Training Room / Re: Cancelling Method
« on: July 11, 2011, 06:36:17 AM »
Sorry about the late reply. I've read everything and I'll be practicing over this summer holiday~ >;3 Thanks for the help! xD

Quick Update: Finally managed to get used to performing specials, furthest I've gotten on Normal is around 4 matches... >_<

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Training Room / Re: Cancelling Method
« on: June 29, 2011, 01:53:46 PM »
Thanks Omegeryuji that certainly helped! I haven't played SSF4AE properly before just once or twice button mashing in an arcade against my friend who actually knew how to play~ >_<

About my fight stick, I actually just got a cheap USB one to play and practice with on my computer before I actually go to the arcade to play since I don't have a console to play on other than my computer and from what I understand the Sanwa? or Hori? sticks are quite expensive and don't support USB sticks... :S Nonetheless I'm starting to get the hang of using it now so I feel a lot more comfortable! xD Before starting I watched a few videos on "how to hold a joystick" and I guess right now I'm kind of going wineglass but a lot looser so I don't wrap my whole hand on the ball, just 3 fingers - BUT, I really need to get rid of my habit of releasing after I make a special although that in itself is quite exhilarating for novice like me! Hehehe~ ;)

Update: Got the timing for qcb+A, [DC] qcb+B! ^^;

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Training Room / Re: Cancelling Method
« on: June 29, 2011, 10:50:18 AM »
I'll let the respective posters answer the other questions.  In all fighting games, there's a window of leniency with how long the game will accept your inputs as a "complete" move.  I can talk more about the subject in an advance thread but I'll be getting ahead of myself.

Let's use Terry as an example.  When doing the qcb (or quarter circle back  ;dn ;db ;bk motion), trying holding back for a split second longer before pressing A or C to complete the motion.  Notice how the Burning Knuckle doesn't come out till you press punch.  

You'll have to experiment with the timing but if you don't press punch quick enough the qcb motion won't register and it'll act as if you're just pressing "back+A or C".

To answer you question:  Somewhat slow, so yes.  

So in the end it's pretty much all based off practicing and experience then~ >_< Time to practice as much as possible! ww

Update: I've managed to get the hang of Athena's cancel that was suggested, that was quite easy but I think Terry's needs quite a lot of speed for me @_@... I have no idea how to cancel from A Burn Knuckle into B Crack Shoot~ :S

Oh and I've been meaning to ask about the buffering that,
I'm no pro so take this with a grain of salt but if I'm correct buffering is something else you should practice. The amount of speed it takes to pull off another command after another is super hard ,but buffering does a great job of helping with the more difficult cancels.
mentioned... I was wondering that, since I'm not too familiar with the other character's input just yet, would that for example mean that I if I wanted to cancel into Buster Wolf, then my  ;dn ;df ;fd from Power Wave could count and I would just need to  ;dn ;df ;fd ;b to SC?

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Training Room / Re: Cancelling Method
« on: June 29, 2011, 08:50:45 AM »
Thanks very much for the help! >_< I can understand everything you guys have said overall, but there are still a few things I am unsure of~ ww One first thing would be the timing of executing Rising Tackle in the first place.

(It also leaves them in a juggle state, so you can follow it up with an EX Rising Tackle.)

1) How long do I have to "charge" or "hold -down- for" to pull of the move?
2) And also, what would you mean by juggle state? Would that mean that they are still attackable before the collapse or something along the lines of that?

I guess my main problem now is getting used to the joystick! :) Although at times I seem to be failing to get my specials right, I think I'm starting to get the hang of it~

Looking at the technical reference I'm assuming that those aren't all the possible cancels?

Once again thanks for the replies and I'll take that into heart when I practice further! Of course if you have any more tips please do help me out! xD

just start doing the second input as you finish the first one but don't "finish" it until the drive cancel frames (a la technical reference), other than that it's just practice.

So would this mean that at times my input can be quite slow and it would still register? o_O

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Training Room / Re: Cancelling Method
« on: June 29, 2011, 03:23:00 AM »
Thanks for the links Rex! I've seen the technical reference and the wiki yes! ^^; They're both incredibly useful~ ww But then from what I can see, does that mean I just have to be impossibly fast with my input to get the next special halfway through my current special? In terms of characters, I only play with characters I find cool/cute so I've built a slightly awkward team of:

Terry, Athena and Kula! xD

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Training Room / Cancelling Method
« on: June 28, 2011, 08:28:47 PM »
Hi Everyone!

I'm beginning to pick up KoF now and I noticed that a lot of combos use cancels. Could I please get a simpleton explanation on each type (i.e. Drive/Super Cancels) and how to actually execute them/practice them in the training room? I read in the Encyclopedia post that Drive Cancels are basically just pulling off another special in the middle of your current one but whenever I do that it never seems to work very well...

Thanks!

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