/kof/index1.html (Deluxe King of Fighters League)
Recommended that you take a look at the video of the moves
Super much to download/down/sort/171_1.htm
No matter what the series have unlimited even Deluxe even
And some others! Fighting Classics
The main character, Kyo Kusahara, jumps D+C+94 Dark Hook (↓↘→C)3HITS
Close B,B,B+Ghost Burn (→↓↘A)4HITS
Close B,B,B+94 Hazel Bike (←↓↙B)4HITS
Jump C+Crouch B+Stand C+94 Hazel Bike (←↓↙D)6HITS
Jump C+Crouch B+Stand C+94 Hazel Bike (←←←↓↙D)
This is the first time I've seen this in the past. 6HITS
Crouch B, B, A+No Style (↓↘→↓↘→A or C)8HITS
Jump C+Fall Behind Opponent C+D+Chin Yue Yang (→↘↓↙←+B or D)7HITS
Jump C+Fall Behind Opponent C+D+Osama Pheonix (↓↙←↙↓↘→A or C)5HITS
94 The first time I saw this, I was able to get a hit on the head of my opponent, and I was able to get a hit on the head of my opponent, and I was able to get a hit on the head of my opponent, and I was able to get a hit on the head of my opponent. Sin Wing (in Poison Bite →↘↓↙←A or C
)+Sin Wing (in Sin Wing →A or C)
Jump C+Standing C+Seven Five Styles Changed (↓↘→D, D) + Arakan Bite (↓↘→A) + Bajing (in Arakan Bite
Bite in →↘↓↓↙←A)
Jump C+Standing C+Seven Five Styles Changed (↓↘→D, D) + Arakan Bite (↓↘→A)/P>
Jump C+Seven Five Styles Changed (↓↘→D, D) + Arakan Bite (↓↘→A)
Bite in ↓↘→A)+Ghost Burning (→↓↘C)7HITS
Nidetsukudo Koumaru Jumps D+Crouch B, B+Vacuum Katakatsukoma (↓↙←C)9HITS
Jumps D+Crouch C+Reverse Triple Cuju (→↘↓↙←B)5HITS
Jumps ↓D+Thunderbolt (↓↘→↓↘) 8HITS
Jumps ↓D+Rayshine Punch (↓↘→↓↘) A)8HITS
Jump D+Fall Behind Opponent C+Daihatsu Denki (Close-up →↘↓↙←→↘↓↙←A or C)
Daihatsu Goro Hyper Strike (CD)+Cutting Strain (←↙↓↓↘→C)
Jump D+Down Crouch A+Tiandi (Close-up →↘↓↙←→A or C)
Melee D+Down C+Tiandi (Close-up →↘↓↙←→A or C)
Close D+Down C+Tiandi (Close-up →↘↓↙←→A or C)
Close D+Down C+Down C+Down C+Down C+Down D
Jump D+Stand D+Crouch C+Arashiyama (Close ←←↙↓↘→B or D)+Continue-
Cutting Sticks (←↙↓↘→B or D)
Team Sakazaki Ryo Jump D+Stand C+Tiger Brilliant Punch (↓↘→C)
Team Sakazaki Ryo Jump D+Stand C+Tiger Brilliant Punch (↓↓↘→C)
Team Sakazaki Ryo Jump D+Stand C+Tiger Brilliant Punch (↓↓↓↘→C)3HIT ↓↘→C)3HITS
Jump D+Standing C+Tiger Huang Quan (→←←↙↓↘→A or C)3HITS
Close Crouch B, A+Heaven and Earth Fighter's Fist (↓↘→↓↘→A or C)3HITS
Jump D+Standing C+Tiger Chaos Dance (↓↘→↘↘↓↓←A or C)17HITS
Closely C+Tiger Thunder God Kong (↓↘→↘←←A or C)
Close C+Tiger Thunder God Kong (↓↘→↘←←A or C)
They are the most important and most popular fists in the world, but they are not as important as the most popular. Tiger Thunder God (↓↙←A or C)+Tiger Cannon (→↓↘C)6HITS
Jump D+Stand C+Ultimate Dancing Fist (Close-up ←↙↓↘→C)+Flying Swallow Wind Kick (→↘
↓↙←D)8HITS
Jump D+Stand C+MAX Heaven and Earth Buster Fist (↓↓↘→↓↘→A or C)+Closed-up C+MAX Dragon and Tiger Chaos
This is a very good example of how the world can be a better place for people to live.
Dance (↓↘→↘↘↓↓↙←A or C) for a kill!
Robert Crouch B, B + Swallow Wind Kick (→↘↘↓↙←D)6HITS
Close C + Extreme Flow Dance Kick (Close ←↙↓↘→D)+Jump CD6HITS
Jump D + Standing C + →B + Lung Fu Smash Dance (↓↘→↘↓↙←A or C)18HITS
Close C + Extreme Flow Dance Kick (←↘→↘↓↙←A or C)18HITS
Close C + Extreme Flow Dance Kick (→↘↘→↘↓↙←A or C)18HITS
This is the first time you've had to do this, but it's not the only time you can do this. Close ←↙↓↘→D)+Flying Swallow Dragon God Kick (Jumping ↓↙
←B or D)+C7HITS
Close Standing C+Ultraflow Dance Kick (Close ←↙↓↘→D)+Shadowless Blast Wind Heavy Dance Kick (↓
↘→↓↘→B or D)
8HITSOpponent in the corner Jumps D+Standing C+Ultraflow Dance Kick (←↙ ↓↘→D)+Flying Swallow Dragon God
Kick (↓↙←B or D in jump)+Dragon Tooth (→↓↘C)9HITS
Yuri Sakazaki jumps D+Standing C+Tiger Brilliant Fist (↓↘→A or C)3HITS
Down Crouch B,A,A+Flying Swallow Cyclone Kick (↓↙←B)4HITS
Down Crouch B,A+Flying Swallow Roar (↓↘→A or C)4HITS
Down Crouch B,A+Flying Swallow Roar (↓↘→A or C)4HITS
Down Crouch B,A+Flying Swallow Roar (↓↘ ↓A+Swallow Phoenix Kick (↓↘→↘↓↙←B or C) 18HITS
Squat B, A+Hollow Tooth (→↓↘A or C) + Lil' Hollow Tooth (→↓↘A or C when landing) 5HITS
Jumping D+Standing C+Hollow Tooth (→↓↘C)+Lil' Hollow Tooth (→↓↘A or C when landing) 5HITS
Female Fighter Team Ignition Dance Crouch B, B+Dragon Flame Dance (↓↙←A or C)4HITS
Jump D+Standing C+Shirou's Dance (→↓↘A or C)12HITS
Jump D+Crouch C+Super Ninja Bee (↓←↙↓↘→A or C)8HITS
Ninja Bee (←↙↓↘→B or D)+Dragon Bee (←←←←←↘→B or D)+Flying Bee (←←↙↓↘ →B or D)+Flying Dragon Dance (→↓↘B or D)4HITS
When opponent is in the corner, Flying Squirrel Dance (↓↙←A or C in jump)+White Heron Dance (→↓↘A or C
)12HITS
When opponent is in the corner, Flying Squirrel Dance (↓↙←A or C in jump)+Flying Dragon Dance (→↓↘B
or D) 3HITS
When the opponent is in the corner, Flying Mouse Dance (Jump ↓↙←A or C)+Compulsory Ninja Bee (←↙↓↘→
B or D)3HITS
When the opponent is in the corner, Flying Mouse Dance (Jump ↓↙←A or C)+Super Ninja Bee (↓↙←↙
↓↘→B or D)14HITS
The opponent's opponent is in the corner, but the opponent's opponent is in the corner, so it is not necessary for him to do the same. Kagura Chizuru Crouch B, A + Inside Jugs of Living Layout (↓↘→↓↘→B or D)25HITS
Jump D + Stand C + Inside Jugs of Living Layout (↓↘→↓↘→B or D)23HITS
Jump D + Stand C + Kamikaze's Blessing (→↘↓↙←Any key)+Ten Rui (in Kamikaze's Blessing)4HITS
↓↙←Any key)
The first time I saw this, it was in the middle of the game. 4HITS
Jump D+Standing C+Shinsen's Wish (→↘↓↙←any key)+Hundred Words-
Tenjin's Reason (→↓↘C)
4HITSKyoto Crouch B+Standing B+Fall Strike (→↓↘B or D)
7HITSJump D+Standing D+Delusional Kick (←↙↓↘→B) 7HITS
Jump D+Stand D+MAX Silent Flash (↓↙←↓↙←B or D)13HITS
Jump D+Stand D+Amazing Rose (→↓↘A)+Tornado Kick (→↘↓↙
←D)11HITS
Hungry Wolves Legends Team Terry Jump D+Stand D+Flame Punch (↓↙←A) 3HITS
The Legends of the Wolves team jumps D+Stand D+Flame Punch (↓↙←) A)3HITS
Jump C+Fall C+MAX Energy Fountain (↓↙←↙→A or C)6HITS
Jump C+Crouch B, A+Stand A+High Trajectory Fountain (↓↘→↓↘→B or D)9HITS
Jump D+Fall C, C+Energy Refill (←↙↓↘→B or D)+Energy Fountain (↓↙←↙
Jump D+Fall C, C+Energy Refill (←↙ ↓↘→B or D)+Energy Fountain (↓←↙
This is the first time that I've seen this.
→A or C)6HITS
Jump D+Drop C, C+Energy Replenish (←↙↓↘→B or C)+Crusher Kick
(↓↙←B)+Reverse Leap Kick (→↓↘C)14HITS
Andy Jump D+Drop C+Flying Punch (↓↙←A or C)4HITS
Down Crouch B in close quarters, A+MAX Flying Meteor Punch (↓↘→↓↘→A or C)8HITS
Down Crouch B, A+Chopping Shadow Punch (↙→A or C)+Me Bouncing Luck (↓↘→A or C in Chopping Shadow Punch)4HITS
Jumping D+Standing C+Striking Arms Backwash Punch (Closeup ←↙↓↘→A or C)+MAX
Super Cracking Bullet (↓↙←←→B or D)22HITS
Andie jumps D+Stands C+Hitting Arm Backwash (Closeup ←↙↓↘→A or C)+Max
Super Cracking Bullet (↓↙←←→B Standing Suplex + Electro Kick (←↙↓↘→B or D)
Crouch B, B, B + Standing A + Death Tornado (↓↘→↓↘→A or C)
Golden Heel Drop (↓↙←B or D) + Electro Kick (←↙↓↘→B or D)
3HITS
Jump C + Standing C + (↓↘→D) + Gold Heel Drop (←↙←B or D) + Electro Kick (←↙ ↓↘→B or D)
3HITS
Jump C + Standing C+ + (↓↘→A) →D+Golden Heel (↓↙←B)+Death Tornado (↓↘→↓↘→A
)17HITS
Golden Heel (↓↙←B or D)+Golden Heel+Golden Heel+Tiger Breaker
Kick (→↓↘D)
9HITS
Jumping D+Standing C+Tornado Punch (←↙↓↘→A)+Down C+→The Crouch (←↙↓↘→A)
While the opponent was in the corner, he was in the corner, but the opponent was not in the corner. A)+Crouch C+→D+Electric Light
Kick (←↙↓↘→B or D)6HITS
Super Soldier Team Athena Mamiya Jump C+Stand C+Super Spirit Transmission (←↙↓↘→C)+
Psychic Reflection Wave (→↘↓↓←B or D)7HITS
Jump C+Stand C+Super Spirit Transmission (←↙↓↘→C)+Air Flash Crystal Wave (jump C) +Air Flash Crystal Wave (jump C) +Super Spirit Transmission (←←←←←←←←B or D) A+Super Spirit Wave (←→↘↓↙←A or C)2HITS
Close A+Super Spirit Wave (←↙↓↘→C)+Spirit Reflection Wave (→↘↓↙←B or D
)+Shiny Crystal Wave (←→↘↓↙←A or C)8HITS
Jump C+Standing C+Super Spirit Wave at opponent's edge. (←↙↓↘→C)+Psychic Reflection Wave
(→↘↓↙←B)+Flashing Crystal Wave (←→↘↓↙←A or C)
Spine Fist Chong Standing C+Dragon Dance Kick (↓↘→↘↓↓↓↓D)11HITS
Jump D+Standing A+Dragon Fang Tian Long (←↙↓↘→C)5HITS
Jump D+Standing D+Dragon Fang - Earth Dragon (←↙↓↘→C)5HITS
Jump D+Standing D+Dragon Fang - Earth Dragon (←↙↓↘→C) The first step is to get to the top of the table and then press the button to open the door. D+Standing D+MAX Immortal Aura Launch
Activate (Close-up ↓↘→↓↘→A or C)15HITS
Zhen Yuan Zhai Jump C+Standing C, C+Ladybird Boxing (↓↙←A)4HITS
Crouch B+Standing B+Yanagisu Phosphorus Pongo (→↓↘C)15HITS
Jump C, C+Standing C+Yanagisu Phongo (→↓↘C)16HITS
Jump C, C+Standing C+Yanagisu Pongo (→↓↘C)15HITS
These are the most popular ways of launching an immortal aura. ) 16HITS
Jump C, C + Standing C + Boom Bar Cannon (↓↘→↓↘→C) 4HITS
Team Fury Ralph Jump C + Crouch A + Grimm Cannon (←Storage → A or C) 6HITS
Jump C + Standing C + Grimm Cannon (←Storage → A or C) 6HITS
Jump C + Crouch C + Super Machine Cannon Punch (↓↘→A or C) 6HITS
Hop C + Crouch C + Super Machine Cannon Punch (↓↘→↘↓↙←A or C)17HITS
Jump C+Crouch A+Super Argent Attack (Close ←↙↓↘→B or D)3HITS
Ralph Kick (←Storage→D)+Machine Cannon Punch (↓↙←↙↓↓↘→B or D)14HITS
Clarke Jumps D+Standing C+Final Argent Attack ( The first time I saw this, I was able to get a good look at it, and I was able to get a good look at it, and I was able to get a good look at it, and I was able to get a good look at it.
Limited KYO and Proportional 3C The first one must break the move, the second one must hit the lowest point, the third one must be the first C after receiving
, and the fourth one must hit the highest point
97 hits everyone else except the two limiteds with a maximum of 3 hits
2. Can you supersubmit to receiving + mineshock after Daimon's 3C regardless of the red character? I don't think so.
After 624B, you can shock!
3. gate jump B (reverse) + stand A + stand A + stand B + 426426B/D or 624624A/C
Stand B take the must kill 16B426B on the line, the back of the 34b624a on the line
4. broken opponent fried beans counterattack!
The other side of the blowing up of the air, when we have beans, we can use the super kill of 426426B, or we can use the body of 624B to avoid it, but the other side of the
The other side of the reaction is fast, then the move may be the other side of the normal throw
5. The actual battle commonly used to `holding techniques:
5B 5C Suitable for the middle and long distance
2B 2A Suitable for the close range
5D 3C Suitable for the air, the super kill of 426426B, and the super kill of 426426B, when we have beans. 5D 3C is super invincible in the air
Additionally, the appropriate combination of the super body and the earthquake fake is also a commonly used technique in the actual battle
97 KYO series of questions:
1. 97KYO non-max jump NaiLuLu*2:
First, the middle jump to hit the lowest point, and then quickly jump to hit the high point can be, and quickly press the C will be connected to the up, and more practice, more practice, more practice, more practice, more practice, more practice, more practice, more practice, more practice. The first thing you need to do is to get a good feel for what you're doing
2. 97 KYO Arakan Bite + Nine Injuries + Arakan Bite + Nine Injuries + Ghosts Burning:
The point of contact should be as high as possible (the opponent should have flames on his body), as long as it's a little bit away from the edge of the plate
3. KYO MAX state of the KYO plate edge seventy-five styles after the change of the Arakan Bite to receive the qin moon sun:
The Arakan Bite is first to be released not only to receive the qin, but also to receive light 745, the moon sun. The first time out is not only to receive the qin, but also to receive the light 7454 change, in short, to feel that the opponent falls on the barren bites rather than hit the opponent
4. 97 Xiaoxiao infinite even:
Using 2A6B out of the way, the method is like this, as long as their own practice to find the feeling of the
5. broken opponents fried beans counterattacks:
When we as a one-button attack each other after the defense of the fried beans counterattacks, our 24C immediately out of Xiaoxiao set up moves, and then the opponent will be able to get the ball back. >
97 Yagami series of questions:
1. Yagami unlimited sunflower:
2C "4A (important is the rhythm between 2 and C grasp, 2C with the same press, knocked down the air opponents, canceled, too slow, out of the heavy sunflower, it should be: when the 2 key in your release upward pop up, immediately out of the station C, and then pick up the 4A will be. (Said very bad grasp, as long as the rhythm of the fight, everything OK) canceled with the station B is also OK.
2. IORI Ghost Steps:
Shawk wind over after the front down after the front A, hold down the A does not send the hand is a ghost step
3. 97 in the Hachigami 6a + chip wind and 6a + wave:
in the corner of the front A pick up the chip wind 100% do not miss the method is: chip wind after pulling the rear diagonal down, and then the front A A, not in the corner can be used in this way, but it is not sticking to the other side, to leave a little bit of the wind. Can't stick to the other side, to leave a little distance; 426AA or 426AC, long-distance is the crumbs of the wind to catch the wave of this method to find more feeling, the two buttons should be fast, continuous, and to ensure that the first time the key is not out of the move
4. How to add the eight wizards after the front A:
Next before the front A before the bottom of the back of the A, the pressure key is to hold down a button next before the front of the A to release to hold down the button and then before the bottom of the back of the A , released the key button button a moment before the bottom of the back of the A, to release to hold down a key button a moment before the front and then the bottom of the back of the A.
MARRY:
The opponent's blowing up the air with 24D that can be set against the defense of A, B, C, D to break this move is very good to use the success of the move can be followed by a must-hit but if you fail to close the move is very slow However, in the context of the understanding of the other party's habits of blowing up the counterattacks to be sure only to use it
6. Yagami 2 light sunflower to receive a must-hit:
C + 6A + sunflower: the fight monkey in the corner directly out can be
C + 6A + sunflower: the fight monkey in the corner directly out can be
6. The second paragraph should be slow to come out
7. Reverse jump problem:
When you land on the ground, crouch down a little bit, probably less than 1 second, and then immediately jump
8. Yagami versus the spelling of jumping D tips:
1. Within the range of judgment, the first foot has the advantage. So pressing D as soon as you jump is a good way to fight for air.
2. The big jump is superior, if you can't beat the other side with the small jump JD, then use the big jump.
3. When two people are in close proximity to each other, it is advantageous to jump out of the foot afterward, because Yagami's JD is first upward, then flat, and finally downward. So it often happens that you obviously jumped first and kicked first but got kicked down by the other person's JD who jumped later. Yagami's leg is strongest when it's 45 degrees up, kind of like Clark JD.
4. If the distance is farther or one side jumps vertically, after jumping, then kill each other. This might be good to use when you have a lot of blood.
9 回复:拳皇97心得总纲
5.Some people say that in the ground point a 2B and then JD then JD is stronger, this is not argued.
9. Unlimited air chipping is not valid:
First of all, you should know that chipping wind is a throwing technique, and after the throwing technique, the opponent is no longer cast judgment. If you think this is true, then please play this move: IORI's own version of the edge, 426C grabbed the opponent into the edge of the version, nothing to play, and then immediately 426C grabbed the opponent out. I can guarantee you that you won't be able to throw 426C at all. The reason? 97 doesn't have a command throw failure move, because 426C can't catch the opponent, so it won't come out at all. After 97, the command throw has a failure action, then 98-2K2 try it, cut the wind to catch the opponent into the plate side immediately after the wind cut, you see catch or not catch, with 97 is different from the wind cut can be out, but still can not catch. This has been fully illustrated by the fact that after the wind is cut, there is no more wind cut judgment. Z#^XZ
And we all know that the ghost step is just to close the distance between oneself and the opponent, and not to change the opponent's attack judgment. The reason why I think it's possible to connect after a Ghost Step is because it takes a certain amount of time to perform a Ghost Step, but during that time, the opponent has already recovered from the hard time given by Wind Sharpener, so they can be hit by Wind Sharpener again. It's just that the time between recovering to normal and being caught is so short that it's not really noticeable. I've watched all the infinite air slash videos in slow motion, and I've watched all the infinite air slash RCs in slow motion by repeatedly pressing enter, and all of them result in a grab after returning to normal. Don't tell me that it's a sure thing, that I've seen it in the arcade or that I've typed it out in the arcade. I've watched the video slow play a bunch of times and you can see it better than I can in the arcade? I don't believe you. If you want to say it's true, just play the move I'm talking about.
10. The actual combat common hold technique:
Jump D is relatively strong against the air
C+26A/C
Middle and long distance can be appropriate to use 5D ahead of time, can make the opponent jump up
The opponent blocked in the corner to the appropriate use of light sunflower and run to cut the wind
11. Crazy eight God on Chris limited to Yurikazu Unlimited
97 Higashijo Series:
1. One Strike Must Non-MAX 2626a+24b+426b+aaa+26c+623b
----boysun
2. Commonly used in combat to control the skills:
Long-range 26A 5B with a normal C throw
Close-range 2B 2A 2C with a normal C throw
97 Cai Baoqi Series:
1. 97 Monkey Monkey 46D How to connect to 46B in the air after the monkey has stabbed the opponent for four times:
The fourth try to stab the opponent to keep not too low on it, you have to input in advance to pull back and wait for the front of the landing after the B can be stabbed to the
2. Monkey and KIM's jumping 26B infinite even
Input the next cycle of instructions at the moment of closure, that is, a little bit in advance of the input of the meaning, to find the feeling, it is best to let your character jump a little bit higher!
3. 97 in the small monkey is how to drill in the air continuously:
In the zha each other after 4, to the plate, zha the fourth began to accumulate power, you first landing, immediately can be the opposite direction again zha, but also can be zha 3, each other on the dizzy
4. practical skills:
quote a master of the words is to have been in the sky to fly this need to spend time to practise hard
This is the first time in the sky to be in the sky to fly, and the second time in the sky to be in the sky to be in the sky to fly.
97 KING SERIES:
1. king's infinite:
626a 62a 6a 62a 6a...............
2. 2624b/d can be picked up after cd in max state
3. KING's chasing after CD counter:
Opponent hits you, you CD counter, if the opponent is more than a killstreak to hit you, your CD counter is generally red, which means that it can be chased. The first thing you need to do is to get a good deal of money to pay for the services of the company, and you will be able to get a good deal of money to pay for the services of the company. leona jump d+jump d+v chop, what is the technique of connecting the 2 jump d's?
The first one is lower and the second one is faster than the second one to form 2HITS and then V
2. The counter-attacks of the opponents:
Down C or standing C+D (this time, the opponents' energy counter-attacks), and then the ↓↙←↙↓↘→B or D. General
3. The madness of the first set of deaths:
MAX: 46C+46D+46B+JV Word
4. Practical Skills:
2B (A move that many people think is bad)
5B is very fast and kicks far away
2C is also very good in the air, but the range is smaller
97 MARRY SERIES:
1. Marry's C+6A+46B:
Standing on the C to close, input the front A, then immediately close with the front A, then immediately open the door to the front A, then open the door to the front B, then immediately open the door to the front B, then immediately open the door to the front B, then immediately open the door to the front B. The key is to master the time, only one time can be out, early or late input can not!
2. marrying eyes:
a,cd,cd|a,cd,cd cycle
3. breaking the opponent's counterattack:
Far from the body C + D or C (this time, the opponent's energy counterattack) to the body of the next block (→↘↓↓↙←D), you can also be connected to the super kill after hitting the body
4. actual skill:
2B and 5B
This is the first time in the history of the world that a person has been in the world. 5B
Jumping B can break Bakken's air
3B anti-air is also very effective
Knocking your opponent down in the corner is basically a good way to clip them with 626B/D
97 Athena series:
1. 97 Athena's float:
Quickly input the following in the 2ab/22 on the side of the board at the moment of rising or landing: 62479b, 7, and 9.
2. Athena:
Pressing AB in the floating state and then typing ↓B before hitting the ground will do it
3. Breaking the opponent's counterattacks:
Meeting up with C or B (when the opponent's energy counterattacks), then ←↙↓↘→A or C
4. Athena:
4. Phoenix Sword:
After the opponent jumps up and uses 16C, hit the opponent's lowest point and start 6247A or hit the opponent's legs in the air
KOF97 Yagyu's ultimate 14-hit combo!
(for the stout person better set up, such as Chen Guohan, Shichigakusha, Yamazaki Ryuji, etc., and Yagami leaning against the side of the plate, the opponent from Yagami one and a half feet away) big jump lily folded & gt; squatting light foot & gt; standing light fist & gt; dream bomb X1 & gt; light sunflower X2 & gt; eight wizards, **** 14 HITS, the record to see who can break !!!! (How much blood can be deducted from 14 hits? Probably 75%-85%. Because everyone's defense is different,, it's better for you to try it yourself! Ryo Sakazaki, Tohjo, Po Ken Choi, Jin Gensai, Charmy and Kris can't connect, so if you think Yurikamushi's reversal is bad, use Hachisake Cup to immobilize your opponent before connecting. It is important to note that everyone's second sunflower hit point is different, more practice will be familiar with it. I wish you all the best in practicing the 14-strike)
The key points of this set of strikes are: a The distance between the two should be mastered well, otherwise the light koi hua 2nd style will fall short. b The hit point of the lily pad should be the bottom of the lily pad. b Lily folded to the bottom of the hit point, for the same reason a. c Squatting light feet & gt; standing light fist & gt; shall be eye bet input. d Light sunflower 2nd style should be slow to hit the opponent while closing.
KING OF FIGHTERS 97 Tips-6
97 Unlimited Connections
Kusakari: Opponent in the Corner
Heavy 7 Style 5 Change>Down A Swinging Air>Heavy 7 Style 5 Change>Down A Swinging Air ......... ...
Kim Ka-Fan: Opponent in the corner and in the air, already MAX
Aerial Light Flying Kick>Aerial Light Flying Kick ............
Cai Baoqi: Opponent in the Corner
Down C>2 buildup 9B>direction change*3>Down C>2 buildup 9B>direction change*3.........
Cai Baoqi: Opponent is in the corner
Small jump C (2HITS)>. Aerial Light Flying Kick> Small Jump C (2HITS)> Aerial Light Flying Kick .........
Terry:
Energy Slam> Crouch A/Stand A/Stand (6+C)/Stand (6+D) Swinging Air> Energy Slam> Crouch A/Stand (6+D) Stand A/Stand (6+C)/Stand (6+D) Swinging Air .........
Terry: Opponent limited to Billy and is in the corner
Energy Slam>Smash Kick>Smash Kick>Smash Kick... ......
Higashi Joe: opponent is in the corner and in the air
Light Gold Heel>Light Gold Heel .........
Higashi Joe: opponent is tall (ex-B omission also stands! )
Stand C>Ex B>Light Gold Heel>Stand C>Ex B>Light Gold Heel .........
Shijiken Chong: Opponent is in the corner and tall
Stand D>Ex B>Ex D>Ex B> gt;Former B.........
Shizen Mai: Opponent is in the corner and in the air, not in the corner
Light Ninjutsu Bee (hits the opponent in the air just in time to cancel the move) >Light Ninjutsu Bee... ......... (first Ninja Bee hits 1HITS, all 2HITS after)
Kagura Chizuru:
Shadow Overkill>Forward Crouch (BBA)>Shadow Overkill... ......
KING: Opponent in the corner
623A>Down A Swinging Air>623A>Down A Swinging Air ......... (second one starts with a slower swinging air and mandatory kill) (the second start of the swing and the slow point of the must-hit can be all hit)
Yamazaki Ryuji:
Sand>Cancel>Sand>Cancel............ (can be evolved into N sets of combos)
Billy: Opponent is in the corner and is in the air, the opponent is in the corner and is already in the air, the party has a MAX< /p>
264A>264A>264A......... (actually an infinite MAX Flaming Cyclone Stick Suplex)
Billy: (PS version) Opponent is in the corner and is tall
Down C>Front A>Down C& gt;Front A .........
Yagami:
Crumb Wind>Ghost Step ......... (can evolve into Ghost Step Crumb Wind)
Yabuki Shingo : Opponent on the edge of the board
2626A>Down A Swing Air>2626A......... (2626A shall hit green, not the MAX version)
Orochiro:
Standing B>426D (Swing Air)>. Forward B>426D (Swing Air).........
Orochi: (PS version) Corner
Crouch C>26A>26A>26A...... ...
Yagami: opponent in corner and in the air
Small Sunflower two times>swinging air .........
Mamiya: opponent in corner and in the air
Air 24A>air 24A .........
KING OF FIGHTERS 97 INFINITE CONNECTION TIPS
KYO: Enemy against the edge of the board, 26DD 2A (or other normal techniques swinging in the air) 26DD......... ...
The main point is that the 26DD rhythm mastery, because this move to press two D, and may be each time the rhythm of the two D is not balanced, some time to continuously press, some time to a one by one, how to press is to follow the rhythm of the opponent fell down and then hit by the height of the 26DD to see! Generally speaking, if the opponent falls down and is hit again when it is in KYO's waist position, I will continuously press D, that is to say, let the second D out as fast as possible, because the waist is relatively speaking already considered a low point, if a little late out of the D, then it may not be able to hit the opponent! If it lands on the knee, I'll press D a little bit later, but I can usually hit the opponent if I press D continuously! It's just that the rhythm isn't very good, it depends on how much you've practiced.
TERRY: 1, 426B 2A (or other common techniques swing empty) 426B...............| 2, MAX state, the enemy by the side of the plate, 426B 24B * N
TERRY has two kinds of infinite,!
1, this can be said to be KOF97, the most basic one infinite, but also 97 in the earliest discovered infinite! Or to say a little bit about it, 426B to the opponent to fly up, fly to the highest point when the second 426B quickly swinging air out! I can teach you a practice method, which was told to me when I was practicing! After sending 426B, the joystick will immediately return to the "1" position, and then swing the air directly to 6B, then 426B can come out! This is a simplified input from 97, which makes this move a lot easier! (Khan ~~~~ It's not that hard! @#$%^&*)
2, this move can be said to be no difficulty, after 426B has been sent 24B on the line, a few on the dizzy!
JOE: Enemy Air, 24B*N?The point is that ............ there is nothing to point out~~JOE sends the first 24B when it lands on the ground, otherwise the opponent may fall low! There's not much more to say about this move, so I'm sure you'll know it once you've practiced it!!!? KOF Black Hole main forum -- China's most complete KOF even technique VCD main station bIT>
ATHENA: enemy against the plate side, 426C (air) 24A * Ni
This move belongs to the difficult technique! (The correct way to do 24A (in the air) is 247/248A, which means that if you input the 24 command in advance and immediately jump up and press A, then the 24 command is still being accepted by the system, and 24A is synthesized, you will be able to do 24A at a low altitude, and the main point of this infinite move is that you have to hit the 24A at the lowest point! Enter the command about the time the opponent lands a little above the knee! Also, when 426C throws the opponent into the sky, it's better to go forward a little bit and then send 247A will be better! Haha, still need to practice more!
KING: Enemy leaning against the edge of the board:
623A 2A (Swinging into the air) 623A............,.
This move can be hard or simplified out of the simplified out of the way: 623A 62A3A 62A3A ............
This move a lot of people can only be two cycles, it is because of the lack of control of the height, too eager to move out of the move, the fear of 2A swing air too late. I'm afraid that 2A swing empty too late or hit the opponent, in fact, there is no need to worry about these, as long as the hand is fast, these worries are absolutely superfluous ~ ~ points, probably waiting for the opponent to fall to the height between the chest and waist can be, as fast as possible out of the 62A3A, it is very easy to will be 2A quickly canceled out!
Monkey:
There are two kinds of infinite in general, one is the Flying Ape Surge infinite, and another is the Flying Kick infinite! Both infinities are conditional on the opponent being against the edge of the board and in the air!
The first one is 46B/D, and there are many ways to infinite it! For example: 46B 8B 2B 46B 8B 2B ....../46B 6B 6B 6B 6B 29D 4D 6D 6D ...... and so on ~ ~ ~ the point of the first infinite is to be able to quantitatively beat the opponent high! The first two can be faster out of the down a little slower, if too fast to drill the opponent, but not too slow, too slow will be over the hard time can not continue to drill, up to drill to the opponent after the monkey and then up a little bit and then down, down to the down out of the previous immediately to the rocker to the "1" position, landing on the 6B to start the second cycle! The second cycle will begin with 6B on the ground! This is the main need to better master in the practice, just say is impossible to say! The first one after the infinite slightly more difficult to control the opponent in the height of the monkey's head, and each is to drill to the opponent's first time out of the second, that is to say, in the fight against the opponent, the opponent just appeared on the body of the straight time to drill the second, the four attacks in a row is very tight! This can be in the fourth to hit the opponent higher, the fourth out of the joystick immediately returned to the "1" position to start animal power! Don't use 9D immediately after landing, as you may not be able to drill your opponent early! As for how long to wait before drilling, we have to rely on the usual practice!
Infinite Flying Kick:
Like KIM's, these two characters can practice one's own kicks and the other can do the same! Say a little bit out of the law it: the enemy against the version of the side of the air, 268/269B, the main point is to control the height and rhythm, after all the amount of so that the attack to make times to keep at the same height to play will be much easier! Here I can only say one thing, more practice! I'm not sure if you're going to be able to do that!
3762: 623B 24A/B/C D 623B ............ This is a relatively simple move! First of all, I usually use 24BD to cancel, you can follow your own keyboard! After 623B, don't rush to cancel, stop and then 24BD, so that you can make sure that you won't be able to get out of the Snake Fist, but rather directly to close the move, and indeed cancel it and then get out of the second 623B, the tempo doesn't need to be too fast, you can get out of the move slowly, the advantage of this infinite is that the opponent won't be able to move backwards when kicking the sand and can get out of it slowly, and hit it steadily!
IORI: two kinds of infinite (not counting into the ghost step):
1, infinite eight wine cups, eight wine cups, eight wine cups a first time to draw blood at the same time out of the second eight wine cups! The mastery of skills lies in the practice! kk.
2, unlimited sunflower correct input method: the enemy by the side of the plate in the air when Yagami 24A 24A 24CA 24A 24CA 24A 24A ............Y
Mainly master the rhythm! The main thing is to get the rhythm right, because Aoi Hana is two segments, and any segment that comes out early or late will affect the rhythm! Also, in 24CA CA is not pressed together, C first and then A, but the interval is N short! Almost at the same time, it is recommended to practice practicing on the left version of the edge, because the left version of the edge of the hit point is reduced a lot, the opponent falls as long as in the upper half of the Yagami can be connected!
Kagura: the method is almost the same as Yagami's: 624CA 624CA ............
Conditions: the opponent against the highest point in the air of the plate side! The interval of CA is almost zero, but it is not pressed together! This move does not require an air swing! If you can master infinite sunflower well, this move is easy!
97 King of Fighters infinite even tips 2
TERRY, East Joe
The version of the side of 214B, basically nothing to say, pay attention to this move out of the first time to hit the three times, less than three times is not good even!
Small grass
75 change infinite, two D kick the slower the opponent flies higher, the faster the opponent flies lower. If they are too high, they won't be able to connect, and if they are too low, they won't be able to connect. Pay attention to the line! Only to find the feeling! Then again, the 75 changes can only be made with D out of the B can not be connected!
TERRY?
41236B, 2A/C air vibration, 41236B, plebeian even technology, do not want to say. If you can't practice it in three hours, then stop playing 97, there's not much development left...
Detailed enough right so tired oh ~~~~~~~