help getting moves off in svc!

m_bish0p

Over Top Auto Mechanic
Joined
Jul 5, 2002
Posts
858
Okay, I got this game Monday, so go easy on me...


1. Ioiri's qcf,hcb + P attack...How do I finish it??

I keep trying: qcf,qcf,qcf,qcf + AC

but it doesn't work! Are there any timing, or power level limits that the FAQ might have not mentioned? When should I start doing qcf? Should I do it all in one fluid move, or pause until the end of the first combo? how fast do I need to pull it off?

2. Ryu's dragon punch? I can NEVER get it to work! I just beat it with Ken, and then tried to beat it with Ryu, and I coudln't get a simple dragon punch to work.

Is anyone else having this problem? Shouldn't it be the same as Ken's?

thanks for any help!
 
Joined
May 29, 2002
Posts
4,771
m_bish0p said:
Okay, I got this game Monday, so go easy on me...


1. Ioiri's qcf,hcb + P attack...How do I finish it??

I keep trying: qcf,qcf,qcf,qcf + AC

but it doesn't work! Are there any timing, or power level limits that the FAQ might have not mentioned? When should I start doing qcf? Should I do it all in one fluid move, or pause until the end of the first combo? how fast do I need to pull it off?

Dude, you are not alone. I've owned the game for a few months now, and I still can't do his move. Fucking sucks b/c its one of the coolest DM's i've ever seen, on a really cool character.
 

rook

n00b
Joined
Apr 17, 2001
Posts
30
I don't play Iori, but I've seen most ppl pull off the finisher to that DM consistently. I don't think there's anything different in the timing from his KOF incarnation.

Ryu's DP is a known case of programming inconsistency in the game... you have to be VERY precise... the command is f,d,df + P, you HAVE to stop the joystick at the down-forward position or else you'll get his fireball instead >:P
 

m_bish0p

Over Top Auto Mechanic
Joined
Jul 5, 2002
Posts
858
I only have KOF 96 and 98, so the fact that iori hasn't changed doesn't really help ;)
 

neojedi

Member,
20 Year Member
Joined
Apr 19, 2001
Posts
3,314
1. The timing is similar to KOF 2002 but a little easier... wait until near the end of the DM when Iori grabs the opponent. Do 3 qcfs then do a qcf+AC timed so that you reach the end as or just after Iori reaches the end of the super. The timing of the qcfs is slower and more gradual than in 2002. Each one should take about the same amount of time to do. The motions are discrete and don't need to be any more continuous than a usual double fireball super.

Interestingly enough, the move was totally different when it was introduced in KOF 2001. It was almost impossible to get straight up, and the best way to get it back then was to rip 8-10 qcf+AC motions starting at the grab animation. Starting in 2002, the slop method doesn't work anymore. ;)

2. SNK(P) does something that I absolutely hate with certain high-powered dragon punches... they deepen the motion to make them harder to pull instinctively. They've been doing this to K' and Kula for years, and now Ryu gets it. The move that you actually need to pull to consistently hit these types of DPs is f, d, d1/2f, P, where d1/2f is halfway between down and down/forward.
 

krakov

Armored Scrum Object
Joined
Feb 23, 2004
Posts
248
I can´t relate to the problem with ryu´s dragon punch, i´ve never ever missed it, nor noticed it´s different from others. Maybe i´ve noticed thought that í´ve never got one of mistake by walking forward then throwing a fireball...

I hate Ioris follow-up...
I can manage, but not consistently :/
Good thing he has his qcfx2+K DM :)
 

snesaes

Haomaru's Blade Shiner
Joined
Jan 24, 2004
Posts
696
neojedi said:
1. The timing is similar to KOF 2002 but a little easier... wait until near the end of the DM when Iori grabs the opponent. Do 3 qcfs then do a qcf+AC timed so that you reach the end as or just after Iori reaches the end of the super. The timing of the qcfs is slower and more gradual than in 2002. Each one should take about the same amount of time to do. The motions are discrete and don't need to be any more continuous than a usual double fireball super.

Interestingly enough, the move was totally different when it was introduced in KOF 2001. It was almost impossible to get straight up, and the best way to get it back then was to rip 8-10 qcf+AC motions starting at the grab animation. Starting in 2002, the slop method doesn't work anymore. ;)

2. SNK(P) does something that I absolutely hate with certain high-powered dragon punches... they deepen the motion to make them harder to pull instinctively. They've been doing this to K' and Kula for years, and now Ryu gets it. The move that you actually need to pull to consistently hit these types of DPs is f, d, d1/2f, P, where d1/2f is halfway between down and down/forward.

Slop method does work on the DC port of KOF 2002. Thought I would mention it.
 
Top