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Let's start by explaining this diagram.
7 8 9 4 5 Immobile 6 1 2 3 If it is w on the keyboard
A s d is up and down, left and right, 9 is wd, press together, 7 is wa, press together.
97 jumps are generally as follows.
Small jump: directly enter any of 789, but do not press the key, just press it lightly, the speed is fast, but the distance is relatively short, and it is low.
Jump in 789 any one Jump up and hold the key (to be precise, just press for about 1 second) Slow speed Distance is average Height varies according to different characters (generally used to jump in place to defend ) But the time taken is relatively long If the opponent is not too far away from you, it is basically looking for a draw =. =#
Big jump before running 9 press button for about 1 second is the so-called jump high look at the distance and height are good just hope not to be beaten down.
After pressing any one of the keys in the small shadow jump 123, any one of the 789 does not press the key, the speed is faster, and the distance is longer than the small jump.
After pressing any one of the keys in the big shadow jump 123, press any one of the 789 keys for about 1 second, the speed is fast and the distance is long.
Jumping backwards (novices are not easy to accept) Jump forward to the back of the opponent Immediately squat down This action is carried out when the second or so jumps can jump any jump (all of the above jumps) You can use the move of jumping backwards to attack the opponent ( Jump with your back to the opponent and hit the opponent with a move But this move needs to be able to hit the person behind you For example, Yagami's lily fold 6 b after jumping forward is the front light foot) For this time, I am not too accurate Personal feeling and rhythm are just recommended that the landlord has at least half a year or 1 year of skills and then practice This practical value is not too high.
It's so tiring to type by yourself... =。=#
Also add the charge mode, which only has a big shadow jump and a medium jump.
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It's not very easy to understand that, let me tell you that squatting down first and jumping is jumping with a shadow. The shorter the compression time, the smaller the jump.
The other way around, the bigger it is. That's it, but the smallest small jump is . Tap directly diagonally.
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It's simple. You are not used.
If the kawaks play, click on the file to load the game first.
Double-click on the game screen for King of Fighters (97) and click the game button on the right side of the file.
Find it in the options box.
Redefine the keying settings.
Then the dots appear.
Redefine. If you want to change whichever you want, you can choose, but if you play with two people, you should pay attention to the fact that the keys cannot be repeated, and you need to reset the player's key position.
Have a nice game I hope mine is useful to you Bye
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<> small jump, press the diagonal up button and release it immediately; Shadow jumps, squat first, and then release immediately after pressing the diagonal top button, or release it immediately after pressing the diagonal pin button during running; For a big jump, press and hold the diagonal up button; Shadow Jump: Rock Dust crouches first, then holds down the diagonal up button, or holds down the diagonal up button while running. "The King of Fighters 98" is a side-scrolling fighting game published by SNK, released on July 23, 1998, as a sequel to "The King of Fighters 97", and has a derivative of the work "The King of Fighters 98 Ultimate Battle".
As a non-plot summary work, in addition to the team characters in the previous game, new characters have been added to the battle, bringing the number of playable characters to 38. On the basis of retaining the characteristics of the system, the battle system has been further optimized, so that the balance of the game has been significantly improved.
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Jumping plays a big role in fighting games, and whoever has air supremacy is equivalent to controlling half of the sky in battle, so you can imagine the importance of air supremacy. Based on my personal experience, I think that the person who has air supremacy must have a very high level, and he must also be very strong in terms of ground, so that he can be regarded as a real master. I say how much, I mean that air supremacy is too important!
In the past two years, the fighting game market in mainland China has basically been monopolized by the KOF series, and the variability of jumping can only be reflected in KOF 96 to 99, and the system of other games is rare. Therefore, if you want to play the KOF series well, it is particularly important to dominate the air! In KOF96 to 99, most players only know the 8 basic jumps: small jumps, small jumps, small jumps, small jumps, middle jumps, middle jumps, and big jumps.
In fact, there are 6 special jumps that many people don't know, these jumps are anti-small jumps, anti-front small jumps, anti-back small jumps and anti-middle jumps, anti-front middle jumps, and anti-back middle jumps! As far as I know, there are very few places where you can master these jumping methods, only players in Hong Kong and Beijing in China, and players in other places may also know about it, but I don't know very well. Okay, so I'll tell you how to use these 6 special jumps and some tactical evolutions and combos for specific characters to use special jumps in actual combat.
1) is to use +ab to roll behind your opponent with your back to him;
2) is to jump behind the opponent with his back to him. There are some other methods that can't cause great damage to the enemy, so I won't mention it, please understand!
How to use: Reverse small jumps: Pull lightly when facing away from the enemy
How to reverse the small jump: Pull lightly while facing away from the enemy
How to reverse a small jump: Pull lightly when facing away from the enemy
How to counter the middle jump: Pull when your back is facing away from the enemy
How to reverse the middle jump: Pull when facing away from the enemy
How to reverse the middle jump: Pull when facing away from the enemy
The above is how to use special jumps, and the following is the tactical evolution of some specific characters using special jumps in actual combat!
Kyo Kusanagi: The anti-back small jump heavy punch.
Benimaru Nikaido Red Pill: The reverse back small jump heavy foot and light punch.
Daimon Daimon Goro: The reverse back small jump heavy punch and light foot.
Yuri Sakazaki Yuri: The anti-back small jump is heavyfooted.
Athema Athena: The anti-back small jump light feet.
Kensou Shibiquan Chong: The anti-back small jump heavy punch, the reverse back small jump light foot and the reverse back small jump heavy foot.
Chin Zhen Yuan Zhai: The reverse back small jump super heavy hit.
Mai Shiranui Mai: The anti-back small jump light feet and light punches.
Kim Kim Ka Fan: The anti-back small jump light punch.
Choi Cai Baojian: The anti-back small jump heavy punch.
Yashiro Ryyuji Yamazaki: The anti-back small jump backfoot.
Shermie Shermie's back-back jump-heavy and back-back small-jump heavy punch.
Chirs Chris's anti-back small jump light foot.
Mary's anti-back small jump heavy foot and reverse back small jump super heavy hit.
Billy Billy's back-to-back jump.
The front of Iori Yagami hermitage is a small jump lily fold.
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Jumping safely means that when the opponent falls to the ground and gets up, you can grasp the timing of the jump attack, so that you can not be afraid of the dragon ascending, and you are not afraid of the opponent's killing.
The principle of safe jumping: All tricks have a time to move, the King of Fighters is a 60 frames (fps) game, 1 second = 60f, for example, the 8 gods' must-kill eight childish girls have a move time of 4f, and the heavy punch of the rising dragon is 5f or 6f, all the moves also have a time to collect, but the jump attack can be completed as soon as it lands.
If you jump to attack at the right time, then you can land and defend before the opponent's exit is effective, so the opponent's Ascending Dragon must kill at this time is completely looking for a fight, so he can only defend first, so that we can continue to suppress the opponent.
In short, the key to safe jumping is to master the timing of your various jumps and the time of the opponent to get up, because the time of each character is different, and this time difference can only be mastered through long practice.
Of course, some people will use various tricks to find this time difference.
For example, The King of Fighters 98 Kusanagi vs Kagura.
1. After strong attack + weak solo slaughter, small shadow jump + big shadow jump.
After d, not being able to do so, AB + small shadow jump, receiving body, big shadow jump move (-2).
After d236b, the big shadow jumps, after 2d236b, the body, the forward dash (19).
4. After the CD low point, accept the body, ABC+ small jump moves.
5. After the defense blows away, the body, the big shadow jumps (3).
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Jumping CD is UI two buttons pressed together.
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The main thing is distance control.
Each character is different in height, fat, and thin, so the reverse distance required is also different. Relatively speaking, tall, fatter characters are easier to play in reverse, like Chen Kehan (pig), Daimin, and Yamazaki Ryuji (snake). On the contrary, it is more difficult to fight, like Cai Jianxing (monkey), Chris, Zhen Yuanzhai (old man).
When practicing, you can use the character that is easier to play reverse as the opponent first, and then try other characters when you are proficient. Of course, these are only when the opponent is stationary, if you are playing against someone, others will not stand there and let you fight the opposite.
Playing against people, most of the reversals are after the opponent falls to the ground (relatively static), and then the reversal, of course, the master in the opponent does not fall to the ground, pre-reading the opponent's action trajectory, can also play the reversal.
Finally, add a special situation of reversal, forcing the opponent to a place half a position away from the edge of the board, and skipping the top of the opponent's head to the edge of the board, which is almost always reversed, and is also more commonly used in battles.
Pure hand-to-hand, I hope to help the landlord.
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Not all jump attacks can be reversed, the opponent stands to defend the red pill, the monkey can be reversed with a small jump, and others must use a big jump.
If the opponent plays the defense, he can play the reverse with a small jump.
The monkey's reverse is the easiest, followed by Red Pill, Mary Heavy Foot, Kusanagi Heavy Punch, etc. (about two positions away from the opponent).
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Hello, are you playing with a keyboard? If you want to use the keyboard, you need to practice small jumps first to find the feeling, and retrograde jumps need to be carried out on this basis. More actual combat, play more with others and the natural feel will come, and the easiest time to send out the reverse jump is to stick to the opponent's body and jump over.
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I used to play 97 a lot, but now I usually play 98. The reversal of the two should be about the same, in fact, at the beginning I also thought that the reverse was difficult, and I gave up after trying many times, but once I inadvertently played the reverse direction, I felt very surprised, so I used the practice mode to practice by myself, and the success rate was still relatively high when the opponent did not move. If you want to ask what the trick is, it's still the truth that seems nonsense:
Practice a lot. As long as you play a reversal, you remember that feeling and try to get it back next time. If you have to say an operation, I personally think that when you first start practicing, you are half a body away from the opponent, and when you jump to the top of the opponent's head (probably here, maybe a little more, this is really only your own feeling), kick, and then combo.
That's probably it, and when you get acquainted with it, you'll be free to operate, and I wish you early success!
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Grass Pheasant Jing (actually "pheasant" should be "shaved", pronounced "ti", not "zhi") Exostyle Boom Axe Yang: +b
Outside: Naroku: (Jumping) +c
Eighty-Eight: +d
Hyakshi: Ghost Burning: A or C
Seven Hundred and Seven: B or D
212 Style: B or D
Seventy-five modifiers: b+b or d+d
One Hundred and Fourteen Style: A
One Hundred and Twenty-Eight Style, Nine Wounds: A or C One Hundred and Twenty-Seven Style, Eight Wounds: A or C Wild Bite A or C Nine Injuries A or C Twenty-Five Styles: Seven Sets: Wild Bite B or D in Nine Injuries Action
Exterior style masonry wearing: Wild bite A or C in the Eight Gong action
One Hundred and Fifteen Formulas: C
401 Symn: A or C in the Poisonous Bites Action402 Punishment Chant: A or C in the Sinful Chant Action
Nine Hundred and Ten Style: Crane Picking (Outer Style + Tiger Fu Dragon Shot): A or C * Libaiba Style - Big Snake Pheasant: A or C * Final Battle Mystery - No Style: A or C like this on W
Under S left A right DA, B, C, D are light punches, light feet, heavy punches, and heavy feet respectively. When I hit the diagonal arrow, I just skip it. The rumor is to press at the same time, and so on, find out the trick.
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Forward jump: Take the enemy as the center point, like the enemy jumping, take the keyboard as an example w( )d( )s( )a( ) hold down the wd key at the same time, it is a forward jump, if you use the remote stick to swing directly ( ) direction.
The forward jump is generally an offense, mastering air supremacy in the air, and jumping with various key combinations to suppress or continuously start the move;
Backward Jump: Press and hold the WA key at the same time, which is a backward jump, if you use the remote stick to swing directly ( ) in the direction.
For example, the gate can not catch the enemy in the opponent's air suppression, you can use the back jump to prevent the opponent's attack, and then use the throwing technique on the ground, because you prevent the opponent's jump attack, the opponent has a short attack after landing, and when you are 1 body, you can speculate and turn into an attack, which is mostly used for offensive and defensive conversion;
Straight jump: for vertical jump, hold down the W key for straight jump, if you use the remote stick to swing directly ( ) direction.
Straight jumps are generally used in containment, where the opponent often dominates the air, or falls on the edge of the board, and uses the straight jump with the key to contain the opponent, or uses the key seal on the edge of the board.
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