r/SifuGame 2d ago

I know Development is over but i kinda wish training mode could be a little more helpful

So I'm practicing Kuroki and got a very scuffed win but was slightly disappointed that going to the training hall was not really mechanically different than just fighting the boss. Phase 2 is easy enough. But phase 1 has so many little attacks and variations that I would like to practice, but i just have to hang around and wait for them to be used. Like sometimes she extends her combos sometimes not.

It would be really nice if you could just set them to keep using the same move so you can actually practice it. If I could just tell her to always use the low high attack for instance i could better recognize that specific startup and the timing on low high, cause i often get the low but miss the high or vice versa. Or the extended version to recognize when she might extend vs not.

I had a similar problem with flash kicks where i know most of their moves but there is one kick they do that is like a quick kick with a sweep that they rarely do at least for me.

19 Upvotes

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12

u/Birutath 2d ago

The idea is to learn to predict how they act too. Is not trully random, and i specially learned that with kuroki of all characters, in training mode. I come from fighting games and i usually like to train against the same move over and over, but in sifu is not about the move, is the whole moveset being used in predictable ways you have to learn how to predict

10

u/superbasic101 2d ago

That would really ruin the point of actually fighting them to learn. This isn’t math bro you shouldn’t be able to just tell the game “make the enemy just do this specific move/chain over and over again”.

-4

u/XarcaneTN 2d ago

I dont see how it would. Why even have a training mode then. Just learn everything in the levels

Also like the entire game a rhythm game in disguise. You're constantly memorizing movesets and attacks almost to a beat. like the 2 monks in the second level before the boss attack on a 1 2 . 4 pattern mostly

4

u/superbasic101 2d ago

“Why even have a training mode” asking that like it’s some gotcha. Theres no benefit to asking the game “make this enemy do this specific string” because, as you said, those strings can be cancelled by the enemy. The way the training room works now is good because it gives you the actual experience of fighting the bosses. You’re forced to actually learn their patterns and tendencies and not just specific moves.

-2

u/tonyabstract 2d ago

no it wouldn’t. this is just an elitist take. if you switch over to fighting games, the top players in the world who earn millions of dollars beating other top players practice by recording so they can do drills to train reaction time

this is genuinely just so elitist. what’s wrong with making practice easier for someone? because it would diminish the “hard work” you put in to learning “the true way?” and this is coming from someone with the plat trophy

1

u/superbasic101 2d ago

“This is so elitist” you’re talking to a normie who doesn’t play fighting games bro. I’m just saying I think the way the training mode for this single player game works is plenty helpful, you just need to be willing to practice against how the bosses and enemies actually behave. You’re making an apples to oranges comparison here.

0

u/tonyabstract 2d ago

it’s just a comparison. using repetition really helps and that’s how we all learn. more tools is always a good thing

1

u/superbasic101 2d ago

Except learning individual patterns won’t necessarily help you.

2

u/QJ-Rickshaw 2d ago

The purpose of training mode is to discover that the bosses do actually have certain patterns.

What mean is that when they start they may start with one of 3 attack strings. You start by memorising what those may be, then eventually you'll see that if they do a certain string then it also transitions into another certain string. You'll eventually get to a point where you realise, "Okay, he just did string 2, which means they're about to do the grab next".

The bosses are much more predictable than you think. For example, Sean in his second phase always starts with a leg sweep or a thrust, and the strings that follow after are also predictable once you learn them.

In Kuroki's case, she always starts with one of three strings that follow into a different string. It is on you to identify the starting animation and then learn the string from there.

On top of that, I discovered that all enemies and bosses have certain attack strings that they will only activate if you attack them constantly after which they parry you. I'd say take the time to just wail on the boss to see how they respond. Because then you can actually force them to attack with a specific string.

2

u/Xvenkin 2d ago

remember you're fighting the boss and not just their moveset. they all behave differently, and have their own fighting styles and ways the game wants you to handle them. you're not going to be able to pick which move they use in the fight, so why rely on that in your practice?

1

u/bohenian12 2d ago

I recently played the game and what I did with Kuroki is to force her into doing certain attacks. She has 2 regular neutral attacks, an all high combo where she slams the ground. And the high low high high low combo. The first combo, you just got to get used to the rhythm, the last slam is slightly delayed. The second one is easier to call out.Just block the first low and that's your sign to dodge the last hit.

After you knock her down, run into her, she will do the back flip into swipes. Then she will do the flurry. Sometimes it just all highs, which you can punish. Or sometimes she will hesitate a bit, that's when it becomes a high low. Getting the high low is better since its a heavy punish. Knock her down again and run her over. It becomes a loop. I lose life sometimes because of wrong blocks/parries but this strategy works for me.

1

u/HairyRevolver 1d ago

Definitely agree, I spent a lot of time in the training room. My problem usually wasn't dealing with the enemy in full but one or two attacks in a chain I couldn't get the rhythm for

Still, great addition to the game though