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Combos kof 2002 ryo
Combos kof 2002 ryo










combos kof 2002 ryo

You could also train your fingers to go from forward/back straight to down and then just to a quarter circle motion to finish. So, if you lift your fingers quickly, you have a much more consistent method of getting the move out, as you will more likely fulfill the two "conditions" set by the game, and you take advantage of the game's leniency. For example, a HCB can be input as D, S, SA, A. Aside from the two inputs needed in order to register (down and the side the motion ends on), you can actually omit one diagonal. But the game does have some leniency in half circles. Trying to input it as two quarter circles put together naturally by your fingers rolling is not reliable. Other times, you're ending on the diagonal instead of the side that the motion ends on, so it doesn't come out.

combos kof 2002 ryo

The down input doesn't show up every time because it's difficult to be so careful without slowing down the motion to the point where it is no longer registered as a complete motion by the game. Rolling your fingers doesn't work anymore. This doesn't sound like a big deal, but try it for yourself with any character that has a standalone half circle motion. Because the game requires two things in order to register a half circle motion: you must input down at some point in the motion, and you must input a back and forward (if it's HCB, start on forward and end on back if it's HCF, start on back and end on forward). The same applies to QCB+HCF motions (Kyo's Orochinagi super), with the shortcut being QCB+QCF.īut what if you want to play a character like Vice or Clark, who use half circle motions almost all the time in a match? Well, it'll take a lot of practice on keyboard. It is much easier for keyboard users because it is generally more consistent if you can always pull off quarter circle motions.

combos kof 2002 ryo

QCF+QCB is an input shortcut that allows you to do the super without having to do a perfect HCB. For this particular motion of QCF+HCB, the game has input shortcuts to make it easier for keyboard users and stick users who have trouble doing the motion consistently. When doing Iori's Maiden Masher super, you have a quarter circle forward motion followed quickly by a half circle back (HCB) motion. With half circle motions, it's not that easy. You can easily roll your middle and index or middle and ring fingers to create QCF and QCB motions, respectively. Now, the game is pretty strict about your inputs. If you can do a QCF motion already, then I'm just describing what you're doing (unless you have a different key setup or a different method of inputting it, but this is the quickest way your fingers can do it afaik). This sounds overly-complicated, but there's a practical reason for that, and it is definitely not like this in practice. Essentially all you do is roll your middle finger and your index finger fluidly so that down registers, as you press S, you hold it for just enough time for your index finger to press down on D, which gives you S and SD, and then you lift your middle finger from S and hold down your index finger to input D. Quarter circle forward (QCF) is a swift input motion of down, down-forward, and forward directions. Now, you simply put these two together in a motion. That means that each two adjacent buttons (directions) pressed makes a diagonal W+A makes up-left, A+S makes down-left, etc. If you're using WASD, W as up, A as left, and so on. So, one thing that really helped me was to recognize the meaning of each mapped key. OK WOW THIS IS LONG, but I think you'll need no further explanation after you're done reading it.

  • Coliflower's KoF XIV Quick Combo Guides.
  • Constant trolling about how terrible KoF games are.
  • Follow reddit rules and let's keep things civil around here.











  • Combos kof 2002 ryo