Showing 21 to 30 of 30
21. Posted: Sun 10th Apr 2011 14:21 BST
he timing is incredibly strict and it took me a ton of tries too, but its not impossible, practice makes perfect, everything else is just excuses. The 3DS control setup work fine, ultimately its the person doing the inputs that isn't doing it correctly.
The controls work, yes. But I'm certain they're not as good as with a console controller. It's just more difficult to put in accurate input, the way you intend to. I agree that the incredibly strict timing and the sometimes puzzling ways to link moves together are what really makes challenges difficult, but add on top of that an inability to consistently perform accurate directional movements that this game demands and it becomes stupid. People manage, I've seen them, but I've never had so much trouble with simple things like quarter circles on any other console.
Stop complaining and GO PLAY GAMES.
22. Posted: Sun 10th Apr 2011 14:59 BST
Samholy wrote:so you think you can walk forward while punching ? because it says Stand Lpunch. so punches are different when you press forward or stay still.Oh no, sorry that didn't come across right. It's hard to explain, but once you get them into the corner, keep walking them into the corner for a few second to ensure you are as close as possible
so you think you can walk forward while punching ? because it says Stand Lpunch. so punches are different when you press forward or stay still.
Oh no, sorry that didn't come across right. It's hard to explain, but once you get them into the corner, keep walking them into the corner for a few second to ensure you are as close as possible
yeah i figured it out while practicing with Balrog. he has that 4 low punches in a row combo.
sykotek::: that circle pad isnt working nice for me. it seems made for tiny fingers. the circle pad goes great in other games, but street fighter being very strict with its timing, it makes things harder. play with a regular control stick compared to it and the difference is clear. i tried the xbox360 version at my local game store, and i had my 3DS in my pocket to compare.Zangief is much easier and natural to use than the 3ds. his 360 degrees are super smooth to do on a real joystick.
but the 2 moves that are much MUCH easier to do on xbox is shoryuken and kikkoken paterns of moves. the vertical kikkoken too.I guess ill get used to the controls with time, but its is definitively harder, or less natural/smooth. i think the circular pad leaves less room for the motions.
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23. Posted: Sun 10th Apr 2011 21:19 BST
The controls work, yes. But I'm certain they're not as good as with a console controller.
Besides the initial trouble with adjusting to using the 3DS layout, which took me about 2 days, I haven't been unable to do anything that I want to do in the game in comparison with the console versions. Trust me, the controls are the exact same. I've grown up a console gamer and I can use all manner of gamepads. For Street Fighter IV in particular I am proficient in using the dpad and am now comfortable with the 360, PS3, and 3DS layouts now. Trust me, the problem lies solely in you, you'll get more comfortable the more you play and once you adjust, you're gonna feel sorry blaming anything except yourself.
sykotek::: that circle pad isnt working nice for me.
Me neither, the circle pad doesn't work for my needs. I use the dpad, but even with the circle pad, I have had no problems with QCF motion, DP motion or 360s. The only reason I don't use circle pad is because of my need for dashing and charge attacks since my main character is Blanka and I can't seem to get myself to work with the circle pad when the dpad is there, even though its awkwardly placed.
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24. Posted: Wed 13th Apr 2011 07:20 BST
I can't get those Z-shaped specials to work. It does mean (when facing right) Right -> Down-Left -> Right + P/K, correct?
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25. Posted: Wed 13th Apr 2011 07:22 BST
@syko - i'm right there with you. Any specials that include 3 buttons either need to be touch-screened or the button layout has to be changed to the point of wrecking any normal, non-special-attack usage. As I expected, the input makes this version the worst of all available versions. I've attempted Zangief's Ultra no less than 100 times in training and never gotten it to work once. I can get it like 1 out of 3 or 4 times on console--controller or arcade stick.
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26. Posted: Wed 13th Apr 2011 16:15 BST
@Swerd_Murd - I agree; It is difficult to pull off Ultra Combos without using the touch screen, whereas I can pull an Ultra anytime I desire on PS3.
I like Street Fighter. But, based on controls, I think DOA Dimensions will be a much less frustrating fighter, so I'm looking forward to it.
Edited on Wed 13th April, 2011 @ 16:16 by Mars
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27. Posted: Thu 14th Apr 2011 04:03 BST
true. i keep my ultra combos for the lite version. super are ok to do, challenging for some, but still possible.the timing must be nearly perfect, and its way too difficult for my patience to persist doing them.my game must be fun, not a a chore.
and thanks to the lite version for ultra combos, my game is fun im glad they did included this mode, cause going only pro would have screwed my experience.
28. Posted: Thu 14th Apr 2011 05:12 BST
What helps me out is trying to perfect the parts you're having the most trouble with than tryout the combo again. Also you may want to change the control layout too. I have it set up this way in pro mode ([L]=light punch [R]=light kick [B]=medium kick [A]=medium punch [X]=stong punch [Y]=strong kick)
Edited on Thu 14th April, 2011 @ 06:20 by Gio32k
29. Posted: Sat 16th Apr 2011 23:50 BST
light with L and R ?not a bad idea. i like it, i will try these .andthe more I play, the more I can figure out those nasty combos.still, these are hard things to achieve. much more than what im used to. last time i had to practice that much in a game was in guitar hero.
30. Posted: Sun 17th Apr 2011 01:50 BST
I like having the light attacks on L and R, as well. I use the other attacks much more often, and I find using throws by pushing the two trigger buttons to be very intuative.
I use [L]=LK, [R]=LP, [Y]=MK, [X]=MP, [B]=HK, [A]=HP. That way, the punches and kicks are lined up together, and they're also lined up L->M->H.
Edited on Sun 17th April, 2011 @ 02:02 by BulbasaurusRex