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ABCD can be shorted in any way, as long as the time is in place.
Most of the reasons why it can't be connected is because the connection between the swing and the lower front B is not compact enough. In fact, there are a few frames of error allowed between the collision and the swing, but the gap between the swing and the front B must be done in one go. As for which ABCD you use to swing short, it depends on personal habits, but because the follow-up is the need to go down to the front B, it is not recommended to use B to swing short, it is not easy to connect.
It is also important to note that A and B swings can be in a standing position, but C and D must be in a squatting position. Personally, I think that choosing to squat C to swing in the air is more helpful to connect, because C has a large range of movements, takes a long time to move, and is easier to grasp, and the squat posture is also helpful for the subsequent forward B collision.
Judging from your screenshot, it is undoubtedly a move that was not made when B hit the front and b. Because if you don't even know how to make a move, it's not a combo at all, not to mention that this combo doesn't have blood and is not practical.
Finally, playing 97 on the keyboard on the computer requires more accurate moves, because there are only four arrow keys, and no matter how fast the key speed is, it is impossible to achieve the switching effect of the joystick, and the fuzzy judgment is relatively less.
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Anything goes, the simplest is a light fist. I guess it's because your light punch came out too early, you think you swung it empty, but in fact, the light punch didn't come out.
This trick is energy dunk, foot.
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kof97's Terry infinite collision is best to use light punches is relatively simple, followed by heavy punches, but not as smooth as light punches, with light feet can never be connected, because Terry's light feet want to combo can only be connected with light punches, unless you squat down and press 3 light feet, standing and pressing light feet can be 4 consecutive hits, ** in that trick is called slam dunk (foot), but it is not practical, and there will be great flaws in being blocked by opponents, so few people will use it in actual combat.
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Infinite collision with any air swing can be...
The picture above you said looks like a gravel kick: B or D
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The road to success for 97 masters - continuous collision.
Terry's Forward Swing B can form an infinite connection by canceling punches and kicks, which is known to many people and is forbidden to use in formal settings, but it is still important as a basic skill training for combos.
How to use: Immediately after the forward swing B hits the opponent, go down to the next C station A close station A or B or C or D, and immediately cancel the forward swing B, and so on.
Practice points: 1. You must master the recruitment time of Zhengyan B, and be able to press your fists and feet in time.
2. If you have SS or PS conditions, it is recommended to use "one point at a time" to find a feeling, and then practice by yourself.
3, forward swing B can be simplified to "oblique back down front b", this move becomes: after hitting the air pull the oblique back down to find the first move time press a and wait for a just come out to knock forward, while pressing b, and so on.
4. You can also use another way to break down the move: pull the diagonal back down after hitting it When the time for the first move is about to come, release the lever and then press the standing fist and kick and then immediately knock forward, and press b at the same time, and so on.
This simple set of infinite combos helps to practice the timing of the various tricks and reinforces the familiarity with the breakdown of the moves in point 4.
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His"Back down front light legs"It is what we often call a collision, and then a collision is not connected, but after the collision is completed, hit a heavy punch or light punch, and then hit it can be hit, and the heavy punch in the middle cannot be hit, but it must be sent, we call it to wave the air to call the Hu move, or cancel the move.
Let's talk about the practical operation and exercises:
On the keyboard, we can use the simplified hairstyle of the following moves, which is that"Back down front light legs", let's simplify it into"Diagonal down + front + light legs".
I might as well go into more detail, you set the W, S, A, D on the keyboard to up, down, left, right, and then set the i to light legs, and set the J to a heavy fist, the left hand needless to say press the arrow keys, the right hand on the middle finger of the i, the index finger on the J, (this setting is for hand comfort, you can also use the setting you are most used to).
When you practice, you pick people first, enter the battle, use Terry to push the enemy to the edge of the board, then save it, and then start practicing like crazy.
Press and hold down the backward diagonal down, at this time Terry is in a squatting state, and then press the front light leg (knocked out), the left hand immediately returns to the oblique position and holds it, pay attention to Terry, the first time he hits, out of the heavy punch (swing in the air), followed by the front light leg (hit out again), this time if you hit, the future thing is a matter of time and proficiency, bump, heavy punch, heavy punch.
Find a time when you are in a good mood, sit down and read the file and practice it well, and then practice the file.
From the beginning of the Yu chain, you can be covered a few times, and then you can connect most of the later ones, just take your time. Once you've mastered the rhythm, you'll have your own set of exercises.
Someone practiced it with a light fist, and the truth was rolled.
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Keep pressing your feet all the way down. Swing in the air.
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There are many possibilities for Terry's corner combos.
In normal state:
In general, the character can hit B (legs), B (gravel feet), and then B, which requires a high degree of mastery, not too low, but too high absolutely not. If you take it twice, then the third one.
That is, if you want to connect it diagonally, you need a certain height.
and then in the max state.
Any character can hit B (legs), B (gravel feet), and then keep doing this, as long as it's not too high, in any situation, usually until it's dizzy. If you have a high level of mastery, you can also pick up the Bisan Cong Kill (the one that was excavated by Bang Xiang), so that you can master the blood bar, and you can connect one blood at a time.
Then there's a special case here, and that's Billy.
If in the case of Bililian, max is not needed, and you can also take three gravel feet, and then take the nirvana.
Or a matter of height, no other conditions are needed. Terry Combo is the best to use Billy to be the target!
Levels 1-15: Foundation Stage.
Levels 1-15 are the basic stages of The King of Fighters 97ol, which are mainly based on familiarizing themselves with the operation and understanding the gameplay. Just follow the system guide to complete the task step by step, and strive for as many three-star reviews as possible. Once you've completed the mission, don't forget to claim your rewards. >>>More
You're not doing it the right way.
The specific jump method is down + gently diagonally up, and then out of the foot, which is actually the method of shadow jumping. >>>More
How do you use mame in your emulator?,After that is opened,To double-click the name of the game on the right.,It's troublesome if it's in English.,I've used it.,It's not convenient.。 >>>More
Forehead... The first floor is quite right, but it's wrong at all, Yagami's infinite connection is not carried out with cancellation. It is a ghost step to use. >>>More
This question is very simple, it is difficult to change habits, but you can't even move, so it's not difficult to learn again, just step by step. The first is the sunflower three style (after a or cx3), you have to practice to be accurate, that is, press a or c after a continuous rhythmic turn, and after practice, try to pick up the sunflower three styles with c (heavy punch), and stand far away in front of the practice, because the two people will change when they press c (heavy punch) when they are close, and the speed of receiving needs to be much faster. Hope it helps.