Akromaniac27
Ready to lose your head?
So I may or may not regret doing this lol....BUT I am willing to check for accurate frame data for whatever character you guys choose. It will be on a first come, first serve basis. As a disclaimer, I don't have the game yet(don't even have the damn PS4), but if you can email me the footage I will describe, I can check it that way.
So for this to go as smoothly as possible, please try to follow these steps for the best results. I did this for IGAU for a select few characters and it worked perfectly. Some stuff in their forums I have yet to edit, but the game is practically dead anyways...But here goes:
General Info before you start:
- Leave your button inputs on
- Please try to be offline doing this to prevent any lag that hits the training room....call me crazy, but I don't know about anyone else, for IGAU I would get lag in the lab upon signing on
- Set the AI to tech roll always (**after this, start recording for the following steps onward**)
- Always at the very start, do a few naked neutral jumps spaced a few seconds apart
- Go to the move list of said character and highlight over every move for just 2-3 seconds. Literally, just go over the very first move, count to 2 or 3 and then move down and so on until you cover all the moves.
- Just do every move and special, EX special, X-Ray at point blank range so I can check it's correct startup
- If it's a long ranged move, again first do it at point blank range, and then feel free to perform it at the distance of your choosing so I can check it
- Any hidden moves, just make a note of it for me through PM or in the email, the input of it and then follow the steps below also
For anything on hit:
- Set the AI to "jump always"
- RIGHT after you input said move/special, hold up and keep holding up until you're both airbourne for a few jumps. Then you're free to move to the next move/special. This process really shouldn't take no more than 5 seconds per move/special
For anything on block:
- In IGAU this was incredibly easy because the reversal icon was to the frame and there were various parries to test this. I assume it's the same at least for the reversal icon
- Set the AI to "block always"
- Preferably use a parry reversal such as Kitana's Assassin parry, or anything with armor(doesn't matter what character the AI is for the most part)
- For this, just wait until the AI gets out the start of said reversal and then you're free to move on to the next move/special
For cancel advantage on block:
- Now this is kinda tricky. In IGAU this was also hella easy thanks to everyone having a wall/floor bounce cancel that could be delayed. Idk 100% how to go about this in MKX, but let's try.
- Find the longest EX move in duration and even better would be if it's one that can be delayed
- Again set the AI to "block always" and to an armored reversal special. At the very least if you can't delay anything, you want to at least have it hit the armored special. If you can't delay it and its hitting the opponent before their reversal even pops up, you're just at that much advantage.
- I'm thinking using the run cancel might work but I don't know enough of it to give any solid thoughts to use it for this
For cancel advantage on hit:
- Set the AI to "jump always"
- Again, find the longest EX special in duration or one that you can delay
- So long as the AI can jump slightly before getting knocked out of their jump, that's good enough. You want to try to get them to at least jump up to waist height before getting hit so it can be as accurate as possible
****I WILL POST UNDER AND EDIT THE OP IF ANYTHING CHANGES****
I thought of doing this whole PM thing for my email, but if a lot of you will potentially be sending footage, I'll just leave it here. When you send it, make sure if it's multiple files, label what's within each one, and for the email subject, what character it is and what variation(s)
[email protected]
So for this to go as smoothly as possible, please try to follow these steps for the best results. I did this for IGAU for a select few characters and it worked perfectly. Some stuff in their forums I have yet to edit, but the game is practically dead anyways...But here goes:
General Info before you start:
- Leave your button inputs on
- Please try to be offline doing this to prevent any lag that hits the training room....call me crazy, but I don't know about anyone else, for IGAU I would get lag in the lab upon signing on
- Set the AI to tech roll always (**after this, start recording for the following steps onward**)
- Always at the very start, do a few naked neutral jumps spaced a few seconds apart
- Go to the move list of said character and highlight over every move for just 2-3 seconds. Literally, just go over the very first move, count to 2 or 3 and then move down and so on until you cover all the moves.
- Just do every move and special, EX special, X-Ray at point blank range so I can check it's correct startup
- If it's a long ranged move, again first do it at point blank range, and then feel free to perform it at the distance of your choosing so I can check it
- Any hidden moves, just make a note of it for me through PM or in the email, the input of it and then follow the steps below also
For anything on hit:
- Set the AI to "jump always"
- RIGHT after you input said move/special, hold up and keep holding up until you're both airbourne for a few jumps. Then you're free to move to the next move/special. This process really shouldn't take no more than 5 seconds per move/special
For anything on block:
- In IGAU this was incredibly easy because the reversal icon was to the frame and there were various parries to test this. I assume it's the same at least for the reversal icon
- Set the AI to "block always"
- Preferably use a parry reversal such as Kitana's Assassin parry, or anything with armor(doesn't matter what character the AI is for the most part)
- For this, just wait until the AI gets out the start of said reversal and then you're free to move on to the next move/special
For cancel advantage on block:
- Now this is kinda tricky. In IGAU this was also hella easy thanks to everyone having a wall/floor bounce cancel that could be delayed. Idk 100% how to go about this in MKX, but let's try.
- Find the longest EX move in duration and even better would be if it's one that can be delayed
- Again set the AI to "block always" and to an armored reversal special. At the very least if you can't delay anything, you want to at least have it hit the armored special. If you can't delay it and its hitting the opponent before their reversal even pops up, you're just at that much advantage.
- I'm thinking using the run cancel might work but I don't know enough of it to give any solid thoughts to use it for this
For cancel advantage on hit:
- Set the AI to "jump always"
- Again, find the longest EX special in duration or one that you can delay
- So long as the AI can jump slightly before getting knocked out of their jump, that's good enough. You want to try to get them to at least jump up to waist height before getting hit so it can be as accurate as possible
****I WILL POST UNDER AND EDIT THE OP IF ANYTHING CHANGES****
I thought of doing this whole PM thing for my email, but if a lot of you will potentially be sending footage, I'll just leave it here. When you send it, make sure if it's multiple files, label what's within each one, and for the email subject, what character it is and what variation(s)
[email protected]
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