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Runaway) of the seventh.
1.Station C> front A B> lower back front A C or lower back back A C
2.Stand D> front A B> lower back front A C or lower back back A C
These two are basically the same.
3.Get off A> station D> before A B> down and back and front A C or down and after A C
This is a bit difficult, and you need to master the rhythm of the eye, especially when you get off A and pick up D
4.Inferior B> Inferior A> Inferior Posterior Anterior A C or Inferior Posterior Inferior A C
This requires speed.
5.Lower D> lower rear front A C (looks cool).
6."Before and after" under the back front A C or down back down after a c (that is, to run over, you need to play psychological warfare and master the distance).
Rampage) Kerry Jr.
1.Stand C> before A> under the front A (this trick is best to use less or not at all, the next front A can't pick up, it's useless, if you hit the next front A, you can pick up the kill before and after the front A C or jump over the CD).
2.Station C> front A> lower back A
3.Station C> front A> front down front A C
These three are simple, of course, you can jump up a b c d and then pick up these.
4.Stand C> front A> back down front B D> front down front A (a rhythm in advance when taking the front and down front A).
5.Under B> under A> before A> after B D> before and before A (when taking the front and A, it should be a rhythm in advance).
6.Under B> under A> before A> under A, under A, before and after A, under C (a practical move).
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Digging graves...
After A--- take a small step towards the enemy---C (this C must ensure that the enemy hits with his back to you, otherwise there will be a flaw) - the first A--- throws (can be overkill).
You can also go down to the back A--- take a step towards the enemy (the distance from the enemy should be closer than the previous set) --A (also with your back to hit) -- back down front A--- before the enemy lands and jump forward D---C (with your back to hit) -- front A --- throw (can be overkill).
It feels more practical to grab a set of a set of direct back and front a.。。。 If they all end up with super killing, the two sets are taken away directly.。。。 If the enemy is messing around, you can try to play after a...
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There aren't many real flail club combos... Close to the heavy punch + front light punch + throwing skills, the trick can also be. If you get close enough, you can also punch hard + front light leg + throw skills.
What else do you want to do - jump up and punch or kick hard before the combo at most. You can try Yagami!
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Hello landlord.
Glad to see your question.
1 If you have any questions in the game, you can go to the game help first.
2. When you really can't solve it yourself, you can turn to a veteran player.
In fact, many problems can be solved by yourself.
Isn't it very rewarding when you solve problems on your own?
At the same time, I also believe in the wisdom of the landlord!
Good luck finding the answers to your questions soon!
Break a leg. Thank you for adopting!
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Combos. Heavy punch after light punch, and then press the light leg in a half circle.
Connecting skills and making great moves. Heavy punches followed by light punches, and then 2 rounds of punches.
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It's very simple...It should be that you are not fast enough, and you start to take the ultimate move as soon as you press the light punch instead of waiting for the light punch to finish before taking it....All combos are pre-emptive, or the Penitents tease you with heavy feet and light punches to see if you're corrected.
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The killings of the Seven Gases Society are all close-quartered,
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There are no tricks. It's you're slow.
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The dry earth "Seven Flails Society."
Throwing: (close-quarters) front + heavy punch (close-quarters) front + heavy foot special skill: front + light fist There are also versions that translate as front + light foot also translated as special move: down back + punch.
Back down front + foot.
close) back down front + fist also translates as:
Close to the body) forward down front back front + punch.
Super Special Move: (Melee) Forward Down and Back x 2+ Punches.
Lower front x 2+ feet.
Down front x 2 + fist Hold down the "fist" and do not loosen it to charge up to 3 stages, and the defense cannot be when it is full.
Hope that helps
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Upstairs is the most basic combo bar ......
98's Chris is better to play reverse, and it is generally connected to the air reverse d, 2b3a6a and then shaved with the ghost and the snake. The visual effect is a reverse heavy leg in the air, squatting light leg, squatting light fist, front small punch, and then ghost burning or big snake shaving.
If you are in the Seven Flail Society, you can jump d, 6d6b + night wind or 426d (I forgot if it was d or b) or nirvana.
Jump C, 6C6A + Yoikaze or 426d or nirvana.
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Unfortunately not. I teach you.
Chris: Heavy punch + light punch + forward down front + punch (or front down and back down front trick) Seven sets: heavy punch + light punch + front down and back down (or front down front and back and back trick).
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I've got a big move here.
Seven Plus Society: Two positive semicircular hands (long-range air cannons).
Two anti-semicircle hands (close to hell throws).
Two positive semi-circular feet (throw and grab when the distance is right, similar to the close two positive semi-circular hands of 97) Charmilles: Two positive semi-circular hands (thunder fists).
Two regular semi-circular feet (thunder kicks).
Chris: Two positive semicircular hands (shockwaves).
Anyway hand (similar to the big snake child).
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Acupuncture: +a
Flame of the Sun: A or C
Flame of the Moon: A or C
Flame of the Mirror: A or C
Inflammation of the biting limbs: (close-up) A or C
Dark Snake Pheasant: A or C
Forbidden Fruit of the Earth: A or C
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98 also has a rampage Chris? It seems that I am lonely.
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Let's put it this way, you have to throw a heavy punch or a heavy kick before you punch lightly, or you won't knock the enemy down. After the whole move, you can add special kills or other moves.
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Close C or D " 6A or B " 6321456 + A or C (or take the ultimate).
The numbers indicate the order of the keypad. Anyone who knows the King of Fighters knows.