The King of Fighters ashes level players into

97 King of Fighters complete analysis

[a] powerless rose lying dawn branch

Note: a light punch b light foot c heavy punch d heavy foot

Must kill the way out: the posture of the hand holding the joystick must be accurate, generally with the pinky finger and ring finger holding the joystick. Must kill the use of must do ten use nine out (minimum requirements) for example: Mary's "plunder" even "strangulation" should be done without pressing the third b; Yagami's "sunflower" should be done in the second paragraph, and then release the hands at the same time, the second paragraph of "sunflower" should be done. When you release your hands at the same time, you can also send out the third part of the blow. You must be skillful in the aerial techniques.

Knowledge of the necessary skills: know whose moves are judged stronger, such as: Terry's reverse leap kick, extremely strong against the air and when the body; Yagami's heavy ghost burn, the whole body is invincible when the move, is also strong against the air moves. But must not mess out, or will become feedback on the meat. There is also the command throw also have strong and weak points. Among them to Robert's extreme flow of dance feet and real * Kris close casting technique is the weakest, and sometimes hit the opponent by other moves after the counterattack, but the requirements of the reaction is very fast.

There is no better way to become a master than practicing continuous techniques, and I will only say one thing here: don't hold the joystick in your hand and shoot all four keys, or you will never become a master. The best of the best, at least, are the ones who make all the moves according to their own ideas.

The practice of continuous technique must hold a good rhythm, not the faster the better, it is recommended to practice Mary's first: standing c - front a - wild rose. Experience the feeling.

[2]

The sky is cold and the clouds are still there

The hard work of practicing continuous techniques will lead to a day of success, which is the way to become a master

Note: The moves written in crimson can be minimized. The method of minimization will be explained in detail later.

Kusanagyo

Reverse c - Stand c - Front b - (Poison Bite - Sin Wing - Penalty Wing) or Oroku Pheasant

Jump c - Stand c - Seventy-five* Change - Arable Bite - Yajing - Masonry Wear Opponent at the edge of the board

Jump c - Crouch b (can't be combined) - Stand c - Poison Bite - Sin Wing - Penalty Wing

Reverse c - Crouch b - Stand c - Poison Bite - Sin Wing - Penalty Wing

Reverse c - Crouch c - Stand c - Poison Bite - Sin Wing - Penalty Wing

This is the first time that you can do this. p>

Jump c - Stand b - Crouch a - No style

(Heavy 75* change - point light fist swing cancel - Heavy 75 change) multiply by n Opponent on the edge of the board

Jump B - Crouch B, B, B - Stand B (light foot five hit continuous technique, non-masters can not be out)

Flexible use of the body technique, crouch B, crouch B, crouch B, crouch B, crouch B, crouch B, crouch B, crouch B, crouch B, crouch B, crouch B, crouch B. Used to hold opponents back. Small jumps can create a dense mid-attack, and with the reverse c, the opponent can't defend himself

Nishido Koumaru

Jump d-Rikido-Raikouken

Jump d-Rikido-Rikidouken

Crouch B-Crouch A-Vacuum Katana or Raikouken

Jump d-Daihatsu Daihatsu Electro

Flying Technique to hit the opponent in the air-Rikidouken or Raikouken

Flying Technique to hit the opponent in the air-Rikidouken or Raikouken

Crouch B-Crouch B-Crouch A. Raikouken

Raikouken is invincible and has a very strong judgment. Tachi-C and Crouch-B can be used to hold the opponent at a medium distance.

Lang

Jumping d - Standing d - Head whisk - Heaven and Earth counter or either superkill

Crouching d (opponent is not affected) - Super body (canceled) - Landmine quake - Kiriju return

(Opponent attacking us from the side of the board) gc Blow fly - Head whisk (opponent is not affected) - Super body - Landmine quake - Kiriju return

Jumping d - Arashi-no-Yama

Hell Juraku drop

This is a good way to get rid of the opponent from the middle distance. Rikyuu c - Jigoku Jiraiya

Rikyuu d is both air and ground based, while Rikyuu b must be crouch defended. Command throw judgment is strong, and the overkill Arashiyama is far away.

Leona

Jump d - Stand d - Spinning Spark

Jump c - Crouch c - Lunar Saw

Jump d - Jump d (crouch defense can't be done) - "v" Gold Saw (hard)

Jump d (opponent defends in the air) - v Gold Saw

Light Vortex Launcher-"v" gold saw

Crouch b can be used to hold the opponent, crouch c is good against the air, forward dash avoids hovering flying props, and jump c breaks Hachibana. The most important thing to remember is that you can't do a crouching crouch, but you can't do a crouching crouch, and you can't do a crouching crouch, and you can't do a crouching crouch. c-Super Argentine Attack

Crouching c and standing c are the main methods of offense and defense. Cosmic Phantom is indefensible, but extremely hard to hit.

Clark

Jump d - Riku c (one section) - Finishing Argentine Attack OR Argentine Obstructor

Jump d - Finishing Argentine Attack

Predominantly throws, Riku d is used to hold opponents in place, Spinning Cradle is invulnerable to the lower body, and guessing the opponents actions during a matchup will result in consecutive hits when you slam your opponent down.

Chen Kohan

Jumping d - Big Damage Throw

Crouching c - Iron Ball Slam

Iron Ball Stampede (the last to come out of the kick while the opponent is on the edge of the board) - Iron Ball Pressure Kill

Crouching b - Big Damage Throw

Standing a and small jumping superhits are used to check the opponent, the wheel escapes to go through the suspended flying props, and the jumping d is good against the ground. . Iron Ball Smash Strike has a dangling effect (heavy punches sent out can dangling all of Second Order's Raikouken and give a counter), and max Iron Ball Big Crush is hard to defend against. Iron Ball Smash is invincible for a period of time after it is defended, and if the opponent counters with punches and kicks, he will be hit by a big damage throw (not if the enemy uses a throw technique).

Jin Kaifan

Jump D - Stand C - Front A - Phoenix Kick

Jump D - Crouch B - Crouch A - Air Sand Dust or Sky Rise Chop

Reverse Flying Kick - Crouch B - Crouch A - Phoenix Kick

Crouch. D is used to hold the opponent's jumping attack, Phoenix Sky Dance Kick can break Hachibana, and Light Half Moon Chop works well against air by coming out first.

Cai Baojian

Jump C - Crouch B - Crouch A - Tornado Blast Chop or Phoenix Kick

Stand C - Front B - Stand A - Phoenix Kick (Awesome)< /p>

Cyclone Flying Saru Spike Chop or Flying Air Raid Chop, hitting opponent four times in the air-Phoenix Kick

Opponent crouches c on the edge of the board - Flying Air Raid Chop (b) - Direction Change (diagonal down by 3) - Crouch C - Front B - Stand A - Phoenix Kick

Stand A is used to hold back, jumping C is easy to hit in reverse, and the super hit with a canceled Cyclone Flying Saru Spike Chop makes the open space It can be used to make the openings smaller.

Terry

Jump C - Standing C - Energy Refill - Energy Fountain

Jump D - Standing D - Front A - Energy Refill -Strong Rock Kick -Weak Rock Kick times 2 (opponent's stun point) -Stand C -Step Up -Energy Replenish -Energy Fountain (opponent on the edge of the board)

Crouch B -Crouch A-Step Up-Energy Refill-Energy Fountain

(Use Energy Refill to make your opponent float, then point and punch to cancel the Energy Refill) Multiply by N

After the Energy Refill, you can get almost any kill, and the Crouch B is a very strong hold. The opponent jumps up and then uses a strong reverse leap kick, which can be said to be unbeatable

Andy

Jump D - Standing C - Strike Arm by Water Palm - Air Bomb or Ultra Crack Bomb

Crouch A - Flying Meteor Punch

Jump D -Crouching C - Flying Fist

Jumping D is good against the air in a backward way, crouching C can be used to hold back, do not attack wildly, in order to defend against counterattacks as the top.

Higashi Joe

Jump D - Standing C - Front B - Electric Light Kick or Mighty Tiger Club Wind Burst Kick

Jump D - Crouching B - Crouching A - Mighty Tiger Club Wind Burst Kick Kick

Golden Heel Drop by N (opponent is in the air on the edge of the board)

Crouch B, A-Death Tornado-Golden Heel Drop-Electro Kick

Light Spinning Fist can make opponent unable to fight back if opponent is forced into a corner, and opponent can use crouching heavy kick to receive light spinning fists after getting closer to opponent and use light spinning fists to get away from the opponent, opponent can use heavy fists if opponent uses front evasion, and then use heavy fists to throw the technique. The opponent can not be dismantled (heavy foot can be).

Spine Fist Chong

Hopping D - Standing D - Front B - Senki Hair Power (Opponent on the edge of the board)

Hopping D - Standing D - Senki Hair Power or Must Kill

Super Balls are quick to bounce out of the hand. It's very hard to jump over, but Tianlong is good in the air and in the body, and crouching and heavy kicks are good for canceling with superballs.

Mamiya Athena

Jump D - Stand C - Super Spirit Transmission - Weak Spirit Reflection Wave - Flash Crystal Wave (opponent on the edge of the board)

Jump D - Stand C -Super Spirit Penetration-Mental Teleportation-Flash Crystal Wave (Cool!!!)

Standing D is used to keep the opponent in check, but if you have the chance to use Super Spirit Penetration, after hitting the opponent, if the opponent is not at the edge of the board, you can use Heavy Spirit Reflection Wave to chase after the opponent, and there are some broken moves that are better to use sparingly in the battle.

Zhen Yuan Zhai

Jump d - Stand d - Boom Bar Yan Cannon

Jump c - Stand c - Yanagi Phosphorus Penglai or Piu Dan Raid

Crouch c vs. the air (I think he's the worst character to use in this game).

Shichigakusha

Jump d - Stand d - Million Sledgehammer Steam

Jump d - Stand d - Jet Counter or Knock Sledgehammer

Jump c can break Hachibaki-no-Ma, Stand a is fast and long enough to be used as a hold, and crouch c is good against the air. Because of the standing d squatting defense can not, special send Yin people trick: squatting bb, front walk close to the enemy (not very close to the heavy foot does not kick upwards as appropriate), standing d-jet counterattack. Even for the master hit rate is also very high, because whether the first two light foot hit or not, to give the feeling of squatting nuisance, even if the defense is not broken. The heavy foot of the small jump can form a dense mid-attack, together with the standing d or crouching d to form a two-choice attack can not be defended.

Chalmi

Jump c - stand c - big shine

Reverse c - stand c - any command throw or super throw

Crouching heavy punches are good against the air, and jumping heavy punches are prone to reversals (eye-side should be accurate).

Kriss

Jump d-crouch b-crouch a-front a-max continuous sliding touch

Jump d-stand c-front a-sliding touch

Reverse jump b-stand c-front a-sliding stomp

Crouch c is extremely strong in the air, jumping superhit lasts a long time, and it can break Hachi-Waki-Ma if it's in a good spot.

Robert

Jumping d - standing c - front b - Swallow whirlwind foot

Jumping d - standing c - extreme streaming dance foot - crouching a or b or d swinging air cancel - Dragon Tiger Dance

Crouching b - Swallow whirlwind foot

Dragon Chopping Sho is not good enough for the air, the empty tooth is weak for the air, the Shadowless Gusting Wind heavy foot is strong for the air and for the ground. Air moves are easily countered.

Ryo Sakazaki

Jump d - Standing C - Max Heaven and Earth Fighter Fist (opponent's dizziness point) - Jump d - Standing C - Max Heaven and Earth Fighter Fist (opponent's dizziness point again) - Jump d - Standing C - Mighty Tiger Thunder God Kong - Tiger Cannon (one hit ko!)

Jump d - Standing C - Any sure kill or super kill

Jump d - Standing C - Max Heaven and Earth Fighter Fist (opponent's dizziness point, against some people) - Jumping d - Standing C - Max Heaven and Earth Fighter Fist (opponent's dizziness point, against some people) (Opponent dizziness point, can't connect for some.)

Jump d-Li c-Bully Shouhou Quan

Jump d-Li c-Bully Lian Dance Fist-Crouch a-control air cancel-Dragons and Tigers Chaos Dance (can hit on Billy)

Mighty Tiger Thunder God Shakra when the body, Icicle Cut Crouch defense can not, crouch b out of the fast move can be used for the hold.

Yuri Sakazaki

Jump d-crouch c-flying swallow phoenix foot

Jump d-crouch c-either kill or super kill

Jump d-crouch b-crouch a-flying swallow crack roar

Crouch b-crouch c-flying swallow phoenix foot

Crouch c is strong in the air, and the heavy flying swallow cyclone foot can be reversed but will be hit by a counterattack if not hit, and the crouch d is very useful

Yamazaki Ryuji

Jump c - Stand c - Front a - Snake Envoy mid

Jump d - Stand d (one section) - Shoot

Jump d - Stand c or b - Weak Kick - Snake Envoy

[Weak Kick - Snake Envoy cancel (press d in Snake Envoy for good effect)] by n

Jump c - Stand c - Either sure hit or super kill

Crouch c Both air and ground, canceling with Snake Fist will work well. Standing b shall crouch harm, after hitting the opponent can be used to kick the sand combo to one shot to reverse the form, so the continuous technique must be skillful.

Marie

Jump d - Stand c - Front a - Wild Rose - Marie Loot

Jump d (start of aerial buildup) - Stand c - Fingered Roundhouse Kick - Club Flying Marker - Marie Loot (be fast, and the opponent is on the edge of the board)

Jump d - Stand c - Front a - Back to True Fall - Marie Loot

Jump d - Stand c - Front a - Vertical Arrow - Marie Loot

Jump d - Stand c - Front a - Marie Loot

Jump d - Stand c - Stand c - Front a - Vertical Arrow - Marie Loot

Jump super hit - Mary Loot

Kinetic flash hits opponent once - forward Mary Typhoon or back to true fall or Mary Spider

Crouch b - crouch a - kinetic flash

Jump d - Mary Typhoon or back to true fall (applies when hit point is too high)

Head missile when opponent is caught - Wild Rose - Vertical Arrow - Mary Loot

Marie Face Flip is good against air but can't be used often, it's better to use air-to-air techniques. Never use standing c against Nishido when he has an overkill and is on defense or he'll get hit with Raikouken.

Billy

Jumping c - Standing c - Sanshoujo mid hit - Flaming Sanshoujo mid hit (best not to use this against Yagami with super kills or you'll be hit by Hachikoma. Changing the move after standing c to front a is preferable.)

This person's moves are not many but practical, crouching c move fast judgment strong, both to the air and to the ground, the upper and lower section of the body is very good, and after falling into the air after the collection of moves very fast. The crouching a long can be used to hold the opponent.

Hachigami (storm eight can also)

jump d - standing c - any must kill

jump d or lily folding - standing c - front a - sunflower

jump c - standing c or b - front a - Hachigami (but even on the opponents, whether hp, or mental, psychological, physiological, with a huge blow.)

Yuri fold - standing b - front a ~ a - Hachibana

Yuri fold - crouching b - standing b - front a - aoi hana three paragraphs

has been on the side of the plate lily fold - crouching b - standing b - front a - weak aoi hana two paragraphs (the second paragraph should be as late as possible) - Hachibana. In fact, each has its own purpose and can be minimized. The first can be used in the air, the second can run over to sneak attack the opponent's lower section, the third can hold the opponent and give a strong counterattack, and these moves have even the reaction time of the Hachibana, will not be hit by a missed counterattack, more practice, used to break the stalemate, the reversal of the form of great benefits.

Crumbing wind - in the crumbing over the opponent's moment to use eight wine glass or reverse around the push forward a (premise: no super kill), Yagami both forward floating a distance (ghost step). If it's a storm hachi, it's even farther. Tachiki-Crumb Wind-Ghost Steps - Tachiki-Crumb Wind-Ghost Steps 。。。。。 (Extremely difficult to practice, beginners do not practice first, otherwise the desire for speed is not enough, such as going into the devil, the consequences. When practicing ghost steps, it is recommended to practice with Kusakari, Asamiya, Kris, and Orochi, who are very close to Yagami after being hit by the crumbs wind.) This move is also known as Sunflower Ghost Kill, cool enough name.

Jumping d to the air, jumping c to the ground, standing d to hold the opponent, heavy ghost burning out of the move the whole body invincible. Small jump d - standing c - dark hook hand for the most commonly used techniques, but to prevent the opponent in the standing c after the use of the front avoidance (consume a super kill). Finally, two one-hit to stun combos. Normal Yagami: Yurikage - Riki-C - Chip Wind - Riki-C - Chip Wind - Ghost Step - Riki-C - Front A - Sunflower. Tyrannical Yagami: Light and Dark Hook Hands - Forward Dash Jump D - Tachi C - Front A - Sunflower.

Yabuki Shingo

Jump D-Crouch C-Burning Shingo

Jump C-Standing C-Poison Bite incomplete (if opponent defends the third hit of Standing C, then it will be changed to Arable Bite incomplete)

Crouch B`B`A-Poison Bite incomplete

Opponent on defense-Jump D-Standing C-Max Driving Fenglin (breaks defense)-Max Driving Fenglin-Ancestral Bite incomplete

Crouching c against air, but it doesn't feel as good as its master (kyo).

Dry Earth Shrine

Jump d - Standing d - Any command throw or overkill throw

Using him is a surefire way to kill your opponent if you can make it guess what they're thinking. Why? Standing d crouch defense can't, crouch d standing defense can't, close defense can't, and the counter swing half circle A move can't be done (dodged) unless you jump up. These four can not make any masters are confused, especially when the ground to get up simply do not know how to defense is good. After that last move, there are three ways to do it: no overkill, standing d-positive swing half circle a; overkill, a-positive swing close-up overkill; overkill and has been located on the edge of the plate, heavy foot even anti-shake overkill (note: there is a way to minimize it).

Draconian Electric Light Charme

Reverse jump c - standing c - front b - Raikouken

Opponent on the edge of the board without Moon's Thundercloud - crouching c - max Dark Raikouken (one-hit ko!)

Take hold of the opponent as the main method of combat, be careful with Yagami and Leona.

Control Fire Kris

Jump d - stand c - front a - front a or close command throw - Dark Ouroboros Pheasant (light punch)

Non-throwing techniques positive half circle a hit - front dash - front a - Dark Ouroboros Pheasant

Reverse jump b - crouch b `a - front a - Dark Ouroboros Pheasant

Basic battle method is similar to the normal Kris, please take time to experience it by yourself.

Storming Leona

Jump d - crouch c - Mighty Saber times 2 - Spinning Spark.

Other combos are the same as normal Leona.

Fast and works any way you want.

There are some moves above that can not be practiced in a day or two, the most difficult to be regarded as the ghost of the eight God's footsteps, I practiced for a full two months to have a small success, during which there have been a number of times I wanted to give up,hollister france, everyone, ate the bitter side of the bitter side of the people ah! To get ahead in the game hall, become a real master, practice, friends. The above mentioned style can definitely be sent out of the author has been practiced.

The (3) Ghosts of the Forest

Simplified commands make continuous techniques less difficult. Let's go to the game halls and fight!

Command Simplification

There are basically four types of overkill in 97: Forward Wrap and Reverse Wrap (which can be reduced to Reverse Wrap and Reverse Wrap); Forward Wrap and Positive Wrap; Reverse Wrap and Positive Wrap; and Reverse Wrap and Reverse Wrap and the reduction of the commands revolves around them as well.

[1]Squatting b`a connects the reduction of positive and positive winding instructions.

Pulling the joystick down while crouching b, rocking it to diagonal while pressing a, and inputting the second half of the overkill's command can be achieved. Examples include Yagami, Nishikido, Mari, Toho, Kusakage Kyo, Choi Bokken, and Kagura Chizuru.

[2] Crouching b`a-before-a reduces a positive half circle, and then uses the second half of the super to do so. Such as Yagami, Kris, etc.

[3]Light Punch `Light Kick `Heavy Punch `Heavy Kick directly connects with a superkill.

Press a or b or c or d after the first half of the super, then input the second half of the super, provided that the first half of the super does not result in an obligatory hit (and Makoto Shichigakusha is a special case when hitting the opponent with the reverse a). For example, Clark's heavy punch can be performed by reversing the heavy punch and then reversing the heavy punch, and Tsai Baojian's Riku A followed by Phoenix Kick can be performed by reversing the a and then reversing the b. There are a lot of people who have this kind of reduction method, and this kind of method, if the opponent uses anti-reverse or strong judgment of the must kill body most likely will suffer a big loss, refer to the continuous technique of the previous article will be able to benefit a lot.

[4] Directly after a jump attack, you can do a command throw or a super kill throw.

Sometimes the hit point of a jump attack is not high or low, and if the opponent defends against a standing punch or kick, or if the opponent counters with a direct command throw, then you can connect with a command throw or a superkill cancel (of course, a low hit point can also be connected). The most typical is the door of the jumping d even arashiyama, only to input the positive around d, when landing again with the positive around d can be achieved, like this method of continuous skills as long as there is a command throw or super kill throw or super kill out of the fastest people (such as Yagami) can be used.

[5] Aerial command advance input method.

This method is very familiar to us all, the big jump over the use of nine out of ten missed and will be counterattacked, it is recommended to use a small jump, the opponent just got up to use, because this time the other side do not know whether you are out of the move; the other side such as the use of air skills eighty percent of the defense (unless the opponent guessed that you want to jump at the outset, or simply can not react so quickly). When you use a close-quarters super killers, in the super kill, small jump over, the opponent is a master, most will jump up, then it depends on your mind can not think in front of him, if you can, as long as a small jump to the beginning of the basic skills to prevent the opponent to jump up can be to give the opponent to the heavy damage. When using this method, you can also use a few consecutive small jumps in the air to attack the opponent, and then suddenly do not use the super kill is simply undefendable. (Small jump attack low hit point, the opponent and to prevent the jump attack and to prevent the opponent to use the throwing technique, a heart can not be used twice, the defense is bound to be confused, with your hard work of continuous skills to the pain of the Ou! The key is to pressurize your opponent to make mistakes.)

[6] Running close-in super kill.

First you run around the first half of a close-range super (about two or three body lengths away from your opponent), then you dash forward and input the second half of the super. When the opponent jumps up to attack us, and the distance can not make our defense (the opponent landed when the distance between us is about two to three steps), at this time, such as the opponent appears to be mentally relaxed or not want to jump continuously, this is the best time to run super kill.

[7]Holding down the key to minimize the method

When you hold down the key, you will not be able to send out the necessary skills, such as the Yagami's Rikka - front a - Hachikoma, after hitting the opponent with a heavy punch and holding down the c, input the positive winding a, then it will not send out the dark hook hand but only a special skill, then as long as you then reverse the winding and press the fist can be.

[8]Running Command Reduction

When using the gate, first pull the joystick to the state of crouching defense and then press b, no matter whether the opponent is defending or not, directly forward, only one and a half circles can be used to make the Arashiyama (from crouching b to the front of the charge has been reduced by one and a half circles), so that the opponent can not be prevented; in the past to use the heaven and earth return, it is best to use a light fist sent, but when the other side of the jump, the heaven and earth return immediately changed into a cloud throw (the opponent jumps), and the opponent will be able to use a cloud throw (the opponent will not be able to use a cloud throw). Once the opponent jumps up, the Heaven and Earth Return becomes Izumo Throw (determined by the computer), knocking the opponent down.

[9]Command Reduction in Jumping Up

Leona's vertical jumping heavy foot crouch defense can't be and can be connected to the v-word gold saw, but in the input technique is a little more difficult, and the key is to go around a half-circle before jumping upward by pressing d, and then back around the c can be connected to it.

The fourth full of Sichuan wind and rain alone by Lan

If you have been the first three have been mastered, can already be called a not too small masters, but if you say that the domination of the party is still a little early, the following is the most critical practical explanation.

Playing a fighting game, the basic skills of boxing and kicking are the most important, and more difficult to practice than continuous skills. When you fight against two people, you will find that some people do not need to use a series of moves as well as victory; you have practiced hard to use a series of moves all can not use, this is the boxing and kicking of the basic skills have not yet reached a certain level. The following are some simple techniques for actual combat.

The opponent jumps up, in the air, {1} directly to the jumping attack will be knocked down, especially jumping d or super-heavy hit forward and upward moves, such as Clark, Shichigakusha and so on. Of course, if you can guess that your opponent is going to jump up, it's better to go airborne with a first out. {2}Use a crouch-heavy knockdown with strong crouch judgment, such as Clarice, Charmy, etc. {3}Use airborne techniques, but it is best not to use them right after you get up, the best way is to push the joystick forward first, and when the opponent jumps up, then go around in a positive half circle to use airborne techniques. {In the case of Yagami vs Yagami, some people like to use crouching a with a crumbs wind to the air and hit the opponent hard, but the opponent only needs to change the jumping d to a jumping c, and the following set of combos will make him remember this. A combo will make them remember this lesson. The key to this method is the mastery of distance. {5}The best way to take down an opponent with an overkill that has long invincibility or is strong in the air is to go around the first half of the overkill, and then use the other half when the opponent jumps, so that the must-have move has some reaction time, and it works well on enemies with small jumps, but the joystick movement should be as small as possible, or else even a fool won't be able to hit it.

Don't think it's safe to attack with small jumps against the true masters, they'll always knock you down with strong-to-air moves. What I mean is that the proper use of the forward dash can disrupt the opponent's thoughts, and if you get it, you can hit the opponent hard, and even if the opponent is defended against it, it is not an opening, and you will not get counterattacked. As you may notice, when you use forward dash, the joystick is pulled to the downward slanting position, the forward dash will not stop, and it is difficult for the opponent to react to the continuous skill that starts with crouching b. Terry has a crouching b`a - downward slanting c continuous skill that is followed by energy replenishment, and some people think that crouching b`a is difficult to be connected to the downward slanting c and it will send out an energy wave if you are not careful, but in fact, the use of this continuous skill together with the forward dash, you only need to point to the downward slanting position and pull the joystick downward. You just need to keep pointing and pulling the joystick down, and then press the buttons in the order of b`a`c.

The use of "Yin" in the battle: for those who are "allergic" to the reaction of the master, in the running super kill time is very rare, then only need to run the running of the close-quarters super kill to run the non-close-quarters super kill, can make jumping opponents opponents cry, the most typical of Mary. The most typical one is Mary. However, this move is ineffective against rookies with slow reflexes.

There are some people whose kills come in threes, such as Kusakari's Arakabe - Nine Wounds - Eight Jing, and Yagami's Sunflower. These moves can pause for a moment while the opponent defends against the first hit, and then use the second hit afterward, so if the opponent rushes to counterattack he will be hit by the later moves.

Since Hachigami has the highest pickup rate in the matchup, and Hachibana's air-to-air nature is very good, here are some moves (in the air) that can be broken (dodged) by Hachibana, provided they are not done too early.

Kusanagi Kyou's jump b; Nishido's aerial down d and jump b; Daimon's jump d; Leona's jump c; Ralph's rush down explosive bomb; Jin Jiafan's flying foot and phoenix sky dance foot; Cai Baojian's flying foot and jump c; Shiqian Chong's dragon claw attack; Asamiya's aerial light saber, aerial flash crystal wave; (real) Shichigakusha and (real) Charming's jump c; Robert's Feiyan Longshin's foot (can be avoided); Kyo's jump c; (real) Sharp's jump c; (real) Sharp's jump c.

The following is about the broken move continuous skill, when the broken move will appear on the screen a line of red characters cunter hit is your party to defeat the opponent's special skills, must kill skills and max state of the usual skills and 96 mode in the sprint, this time your party's attack power will be enhanced, the opponent will appear in the ground before the attack judgment. This will increase the power of your attacks, and before your opponent falls to the ground, he will be attacked again, so you can use this to create an aerial pursuit technique. This kind of moves a lot of players can study on their own, throw a brick to attract jade, the following introduction of a few common broken move continuous technique for your reference.

Ni Shidou: gc blow fly - Thunder Fist; Yagami: gc blow fly or super heavy hit - Hachibana; Robert: super heavy hit - Flying Swallow Whirlwind Kick 。。。。。。

To put it this way, after breaking the move, as long as you can `reach the opponent's punch, kick, must-hit, super must-hit can be connected, you take your time to discover it.

Lastly, let's talk about levitation. The first thing you need to know is to be able to triangulate. First, make sure your character is on the edge of the board, then let your character jump out in front of you, you will find that the character has a very short bounce before jumping out, in the moment of JUE color bounce input any ground moves or special techniques, if successful, the character will be in the air to make the ground moves or special techniques. Once you have your opponent in a corner, you can use light punches or kicks to form an infinite combo.

If you practice according to the method of the above four articles, two or three months after the level of both can reach the intermediate level, meet the master, do not want to think that I can not beat him, as long as the conviction of a: who is more than who is stupid how much wow! Playing fighting and chess is almost the same, with the stink of the more under the more stink, only constantly and masters against the progress will be faster, of course, always lose will lose confidence in themselves, find a few Yang Bailao (level limited and love to play the kind of people, but always know what is called to know what is difficult to back off) to restore their own confidence, the feeling is called a pain! If you meet the pure * YangBaiLao (is the kind of hand holding joystick, four keys shoot, repeatedly defeated, repeatedly defeated people), Namo Amitabha Buddha, the poor monk to open the killing ring ......

The title of the above four is from the game guide on the feel used to do the beginning of the title is very suitable, so on the use of, some of them are laughable. See laugh, see laugh. Fighting games are small, but with a person's personality, reaction speed, personal culture have a lot to do. If you are in the spirit of win solid pleased, defeat can also be pleased with the idea to play it, I do not want to say anything more, but I think that if you follow the author's method to practice a little, I think the "can be pleased" will be less, but more "pleased" and what's wrong with it?

The sea is full of rivers, there is tolerance for the big, the wall is a thousand feet, no desire is just. Play fighting although victory is very important, but if you are a master should give each other room for manoeuvre, especially if you know people, as the saying goes: there is a clay man, the other side of the earth nature it, the other side of the war repeatedly negative, who also do not play with you, the ancients said: undefeated eight God really lonely (which is what the ancients said to?), Dokurokushin, although he can laugh at the old man, he is a good man, but he is not a good man. Although Dokurokusho can be proud of the world, but for the opponent can not be found and agonized for half a lifetime, so what fun it? The game must compete is a game, not to play a happy? Although the author sometimes also "can not gather fire", under the banner of the people to eliminate harm (and with the negative put the people decided), will be its pain Europe ...... alas! How to say, with an overwhelming victory, let him know difficult to retreat!