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Messages - Oktoberfest

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16
Training Room / Problem connecting jumping D into standing C for combos
« on: February 02, 2012, 02:09:08 AM »
Hi.
After tons of unsuccessful practice I need some help. Since many combos start with jump D, standing C (see for example DDTC combo videos, Takuma) I try to connect it but it is not reliable.

From my experience (means it can be wrong):
a)It matters where you hit the character, the lower the better it connects
b)you can input C as soon as your figure touches the ground
c)button mashing 3x C seems to help the input interpreter, but the input afterwards is disturbed (like takumas jump  ;d, st.  ;c, forward ;b; forward b rarely connects then)

anyhow, I does not work really, I cant execute this combo reliably. I have a MadCatz SFIV TE and test this stuff on the Takuma character (jump D, st. C, forward B, charge  ;db ;fd ;d etc.; I can do the combo without jump D without problem, meaning when the figure is on the ground)
Any help would be really appreciated, also videos (like the vesper arcade guy where you see the fingers)



17
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: January 27, 2012, 03:47:58 AM »
@ugft: Sorry, no reply for that. Have exact the same problem that most of Takumas EX and Super moves are useless in such case when you are cornered. Only doing footsies helps sometimes  ;b, ;b, ;db ;fd ;b.
Maybe some pro will tell you.

Another thing: In practice mode (dummy is standing, 1st hit guard) jump  ;c, st  ;c connects very well but jump  ;d, st.  ;c connects very inconsistently. Is there a rigid pattern, that can me memorized or is jump D, st.c dependent on certain factors (like upper/lower torso of enemy is hit, or your jump-type: for example short hop vs hyper hop).

Anyone knows details?


18
General Discussion / Re: No installation routine on PS3 version ?
« on: January 24, 2012, 05:11:43 PM »
@nilcam: Thanks a lot for quick reply. Would have never found it, this is the first time I see an installation routine from within a game. Thx!!

19
General Discussion / No installation routine on PS3 version ?
« on: January 24, 2012, 03:19:47 PM »
Hi.

Besides the xbox version I now also have the PS3 version of KOF XIII.

Is it true that there is no Harddisk installation routine whatsoever on the PS3 version? (I press the triangle on KOF XIII but nothing for installation pops up)

On the xbox you could do a HD installation, disc still must be in console of course.

I would appreciate a short answer. Thanks for reading.

20
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: January 14, 2012, 04:41:18 PM »
Hi. I wouldn't post it as a problem if I really had no idea. Is anyone maybe able to film the input and put it on youtube? (be it a gamepad or a fightstick) Though I am a casual player I consider my execution average and had no problems with other inputs so far. Otherwise I can film it to show that it does not work.

21
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: January 14, 2012, 03:15:41 PM »
Hi bzerk. Thanks for the welcome and quick reply.

I tried initally your method but it is for some reason extremely unprecise. When I do the input as you stated it does not do anything (1:1 clean and fast input). If I do it drastically faster and do a at least twice button mash sometimes it does a super cancel. Maybe it is some kind of buffering ?! Also it seems to depend on timing during the qcf+A/C or a certain frame because there is a clear difference between HP and LP.

I use a SFIV Fightstick TE XBOX360 (tried with square gate and octagonal gate, otherwise bat top and TE Kitty Chipset for PS3 compatibility)

I enclosed pictures of the input where the super cancel worked but where a registered double input can be seen.
"LK" marks the beginning of the input. The clean input does NOT work for some reason ( ;dn ;df ;fd ;a ;bk ;db ;dn ;df ;fd ;a).





For example, the super cancel from qcf+A/C to Ryuuko Ranbu is a piece of cake in comparison.





22
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: January 14, 2012, 02:18:09 AM »
Can anyone help. Is there any trick for the 3rd Takuma Trial:
How can you follow the Ko Ou Ken (qcf + A or C) into Haohshikoken (f, hcf + A or C) as a Super Cancel?
Sometimes I manage it by making 360 degrees but I have no idea what's important. Any shortcut for this or at least interpolated move that is reliable? it drives me nuts.


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