Ah, I wanted to get in this for the next one, but I get off work at 6 Eastern, which is when it starts. =[ How long do these usually last?
Ah, I wanted to get in this for the next one, but I get off work at 6 Eastern, which is when it starts. =[ How long do these usually last?
@Prince Adon and @iHajinShinobi are good teachers.I'm terrible at this game.
Ah, I wanted to get in this for the next one, but I get off work at 6 Eastern, which is when it starts. =[ How long do these usually last?
I'm terrible at this game.
do you have the specific section that you are having problems on?Well, don't rely on the in game tutorial. I'm loosing my cool at it, because the input thing even says i'm hitting the right buttons, but it's not doing the strikes. Or, i'll hit the right buttons, it does the right strikes, all hits hit, but it still doesn't count it. At the end of each lesson i'm asking myself what i learned, and i end up saying nothing. It's teaching the right things, but the material sucks and it doesn't do anything for rention. Now i gotta do something against a resisting opponent that was like 5 lessons ago and i don't even remember how to do it.
Is the information at http://www.freestepdodge.com/wiki/kokoro-frame-data-doa5u/ up to date with 1.05? Those of you who've played Kokoro longer should know what changed to know whether or not it's up to date, i'd just be running up and down flight of steps for about half an hour just to test tall them myself. Or is there a more reliable source of frame data out there that's up to date?
I've been taking note of her frame data myself in game and i'll check later if it is the same as what is post there. I'll probably look to change the stuff that needs to be updated
You can always make use out of the Move Details in-game, Kohlrak. That's what everyone is using to compile the frame data anyway.
I'm gonna do Kokoro's frame data from scratch later if it's not too much work for one sitting. What kind of information should i be writing down other than what's provided?
edit:
I'm afraid it might be horribly inefficient. There's alot of people online who are fairly proficient, and i can't imagine they're all doing it that way, especially since the most efficient way of going about this is going to be a major tree killer.
Move Details is not inefficient by any means, it's how I know what I know and what I want/should be using.
Also, most who play online do not read frame data lol.
Just link the data to the animation. Instead of Kokoro's 4P+K is -19(I don't know what it actually is) just think of it as "Kokoro's uppercut is punishable." really this is all you need to gather from most things: Is it punishable? is it safe? is it advantage/disadvantage? how much advantage/disadvantage? Then memorize what your options are in the situation. For example I may not remember how unsafe Kokoro's 4P+K is but at the very least I know I can get a 6T.
When looking at the data for strings you don't need to remember the data for each hit of the string. Just keep in mind the data for the first hit, string enders and moves with -6 or more mid string as well as anything that is advantage. The reason you do this is so you have an idea on what strings are punishable and when to try to counter-poke somebody. As an example I don't know how much disadvantage Kokoro's 6PP is on block but I remember it as -8. Disregarding the number I should just know that when I block that high hook I should consider retaliating in some form.
The most important thing to know for every character are their initial poke speeds as these are generally the fastest pokes they have.