In The King of Fighters 98, many people use Sharma Spiral close quarters Why don t they pick up B

Updated on Game 2024-02-09
18 answers
  1. Anonymous users2024-02-05

    The core content of KOF's actual combat has long been not a simple one-time deduction, and a large amount of HP deduction is the most important.

    In this era, there is an emphasis on offense, suppression, and the best defense is offense, and suppression is the tone of offense.

    Causing the opponent's defense to collapse in the suppression is the ultimate goal (and basically it is less achieved), and in the process of achieving this goal, the opponent will make a mistake and make a mistake, and then use this mistake to inflict more or less HP loss on the opponent, which is the royal content of fighting now.

    Among the suppressed content, the most popular content right now is - choose what is the choice, if you are interested, you can search Here is a simple example: Facing KLS on the ground at a medium distance, you will face at least 3 non-getting options at any time - front B forward down b forward jump CD You have to choose whether to squat or stand within a certain reaction time or something else.

    The choice faced by the chosen party when getting up is relatively grim For the role of Shermie It is also a pitching skill system Relative to the gate Clark Seven Plus Society, etc. Containment skills and defensive skills are relatively much weaker How to lead and win in actual combat can only create more suppression opportunities So after the spiral fight, you can consider sacrificing a small part of the pursuit But get a greater chance of suppressing and choosing.

    The addition after the spiral is unstable, and the second is that it will not be much ahead of the opponent, so there is almost no chance to suppress the opponent when he gets up, so that the opponent faces the choice (compare 97's Yagami Sansunhua, the opponent falls far away, and 98 is closer, then 98's Yagami has a lot of options, such as sunflowers, dodging in front makes it difficult for the opponent to judge whether you are in front of you or behind, resulting in confusion in the direction of defense, and 97 almost does not have this option).

    If you don't add it, Shermie has enough time before the opponent gets up Close to the opponent and use the means In 98, Shermie has a special point that is that the small jump can go over the top And the jump C is very good It is a professional reverse skill The hit point is also very low, so you can use this to adjust the distance of the starting jump after the spiral play Exerts psychological pressure on the opponent to guess whether your small jump is over the top This is one of the options I won't talk about it In short, don't make full use of Shermie's professional counter skills to continue to suppress the opponent Coveting only one unstable small amount of health is just a way to play.

    Of course, if the opponent only has a trace of blood left, additional is naturally the first choice, and there is no need to continue to suppress.

    Not only is Clark's addition stable, but there's plenty of time to continue suppressing it, and the addition itself may have other peculiar effects, so I won't talk much about that, so that's all.

  2. Anonymous users2024-02-04

    B or D is very slow, and there are bugs on the side, sometimes you can't hit people, and the most important thing is to automatically distance yourself from your opponent after the end, losing the advantage of continuing to suppress your opponent, which is very fatal for a pitcher. Clark's add-on can also close the distance while applying damage to maintain an advantage.

  3. Anonymous users2024-02-03

    Because Shermei's downward pressure doesn't hurt, and he gets up slowly after pressing, he wastes the preparation time (opportunity) for the next attack, and the time of a few tenths of a second in actual combat is especially important, sometimes he can't press it at all in the corner, but he is passively beaten, on the contrary, Clarke's has no problems at all, and he will understand it when he tries this role.

  4. Anonymous users2024-02-02

    The friend on the third floor is very detailed, and I don't have much to say, Hehe.

  5. Anonymous users2024-02-01

    Is Sharmi easy to use, why don't I think it works?

  6. Anonymous users2024-01-31

    Spin and drop b d, without any attack decision but invincible with a move (can ignore flying items, but the extreme side will be thrown).

    To be honest, although this move is generally not flawed, it was originally designed to dodge opponents, but because of AB dodge and Mary's own presence, it has become extremely weak. In addition to controlling the distance, this move can also cancel normal and special skills because it is a special move.

  7. Anonymous users2024-01-30

    98 Sharmi's superkill must be able to break free, and if he can't break free, won't he die directly? Even if the other party doesn't press anything, they will break free, just like an eight-wine glass.

    However, if you press wildly on the Salmi side, the amount of damage will increase, and you will know if you try it in the practice mode, and there is a big difference between the amount of blood and the amount of blood if you press it or not.

    02's max is the other party can only break free by pressing, otherwise it will really die directly, but the other party can break free by pressing a few times, the practicality is far less than that of 98, and it is okay to deceive people who don't know.

  8. Anonymous users2024-01-29

    Hehe, there's no way around this, otherwise it's ridiculously powerful......

  9. Anonymous users2024-01-28

    Add me. I'll give you a trick sheet.

    Sharmi Standing: +b

    Cloudless thunder and lightning A or C or B or D

    Thor's Whip A or C

    Thor's Staff (Jumping) b or d

    Unknown) b or d

    Dark Thunder Punch A or C

    Unknown) b or d

    See if this is.

  10. Anonymous users2024-01-27

    Sharmy. Shermie Stand +b

    Shermie Spiral (Close Quarters) A or C (Must Throw), Shermie Whip A or C (Must Throw), Shermie Heavy Gun B or D (Must Throw), Shermie Spin Kick B or D

    Shermie stacks B or D (nirvana) Shermie's naïve Pawn B or Dshermie big shine (close-quarters) A or C

    Shermie (close-quarters) A or C

  11. Anonymous users2024-01-26

    Mine, I have the King of Fighters' past moves. And I'm also a King of Fighters enthusiast, and there is a King of Fighters senior group!

  12. Anonymous users2024-01-25

    Nirvana. Shaking is shaking fists.

    Reverse shake and reverse shake fist (all big shakes, that is, full circles).

    Combos. Heavy punches in the air, heavy punches on the ground, and kills.

    The simplest, most straightforward and effective.

  13. Anonymous users2024-01-24

    Shermie Stand +b

    Shermie Spiral (Close Quarters) A or C (Must Throw), Shermie Whip A or C (Must Throw), Shermie Heavy Gun B or D (Must Throw), Shermie Spin Kick B or D

    Shermie stacks B or D (nirvana) Shermie's naïve Pawn B or Dshermie big shine (close-quarters) A or C

    Shermie (close-quarters) A or C

    Awakened form: Snake Sharmi.

    Sharmi Standing: +b

    Cloudless thunder and lightning A or C or B or D

    Thor's Whip A or C

    Thor's Staff (Jumping) b or d

    Chrysalis of the oblique moon b or d

    Dark Thunder Punch A or C

    Fatalistic phantom oscillator b or d

  14. Anonymous users2024-01-23

    Which are you talking about? Rampage or non-rampage?

    Rampage and non-rampage use the next forward and lower front + punch.

    The other one that didn't go berserk was the next back down + punch.

    The other one is to go down and go down + feet.

    In fact, even moves are all figured out by people, you can connect as you want, as long as theory + practice can work.

    If you can make other people's moves, then you are not yourself.

  15. Anonymous users2024-01-22

    Ordinary? The ultimate has two positive semi-circle punches and two anti-semi-circular punches

    The general combo is to relapse and connect the semi-circle fist and then the semi-circular leg.

  16. Anonymous users2024-01-21

    Close-quarters are swinging fists and swinging fists.

  17. Anonymous users2024-01-20

    Although the King of Fighters is outdated, this sofa is for me to sit on, so let me tell you.

    Sharmy. Shermie Stand +b

    Shermie Spiral (Close Quarters) A or C (Must Kill) Shermie Whip A or C (Companion Tong Must Throw) Shermie Heavy Gun B or D (Must Kill).

    Shermie Spin Kick B or D

    Shermie stacks B or D (Must Shot).

    Shermie's naïve nirvana in B or Dshermie Big Shine (close-quarters) Potato Beam A or Cshrmie (close-quarters) A or C

    Some skills can only be released when you are close.

    I hope that the number of messes will help you.

  18. Anonymous users2024-01-19

    Sharmi Standing: +b

    Sharma spiral: (close-quarters) A or C

    Sharmi Heavy Artillery: B or D

    Sharma Spin Kick: B or D

    Shalmi Stack: B or D

    Sharma Shine: (close-quarters) A or C* Sharma: (close-quarters) A or C

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