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- -I'm not a master, but I can tell you about it.
The bun is not a combo, it's just a containment type, and to put it bluntly, it's a scoundrel.
The bun in 97 is nothing more than 24a c fluctuation to contain others, and if you jump, you can get out of 26c or 626b d
If the opponent rolls, after getting up from 2d to the ground, you can get out of 2d or 6a, 6a is a mid-range technique, if you are afraid of the defense, you can't go down the defense with 6a.
2b or station b at close range. It's not as good as Terry's station B, but it works well.
It is normal for styles after 97 to vary greatly.
To say something unpleasant, Chinese are too obsessed with 97, because 97 is easy to faint, infinitely even more, and it is refreshing to fight, so there are many people who play 97. Even after 10 years, it's still the same, and I use a bad word for not wanting to make progress.
But for fighting games, it's easy to get faint, infinitely connected, and this is the Achilles' heel, so 98 modified the balance.
It is the most balanced 1 KOF so there are many people who fight 98.
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It depends on what you use to play about the battle Youju these platforms are very good wsad up and down, left and right abcd, I use 4512 keyboard conflicts, set up a one-click explosion, you can use uijk in the early stage to prevent cd blocking.
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The King of Fighters 97 Moves Sheet - Fighting Game Moves Sheet.
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Isn't that something that can be found with a single lookup? Maybe you don't know the difference between a move on the computer and a joystick.
Generally, the Internet talks about the method of moving the joystick, but in fact, it is the same.
If it's on the keyboard,"→↘↓"It's the front and the back. "↓↘→"It's the front step, but some moves need to be used back and down. Another example is Jing's Baishi: Ghost Burning is A or C, and on the keyboard, it is Forward Down Front + A or C
Another example is Beijing's Libaibashi Snake Pheasant is A or C, and the keyboard is down and down + A or CUnderstood
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The Emperor 97 computer trick table is as follows:
1. Dragon Flame Dance: light hand) or (heavy hand);
2. Flower butterfly fan: light hand) or (heavy hand);
3. Flamingo Dance: + Light Feet);
4. Dream Sakura: (Airdrop) Outside + (Heavy Hands) or (Heavy Feet);
5. Nirvana Bee: Light Foot) or (Heavy Foot);
6. Xianglong Yan Dance: Light Foot) or (Heavy Foot);
7. Dance of the Flying Squirrel: (Accumulation) + Light Hand) or (Heavy Hand); (in the middle of the jump) or (heavy hand);
8. Egret Dance: light hand) or (heavy hand);
19. Super nirvana ninja bee: light foot) or (heavy foot);
10. Dance of the Phoenix: light hand) or (heavy hand);
11. Dance of the Waterfowl: Light Hand) or (Heavy Hand).
a s d j (light punch) k (light leg) l (heavy punch) (heavy kick);
or U (light fist) I (light leg) J (heavy punch) K (heavy kick).
97 is a game that has been out for so many years. Basically, several commonly used character tactics have been formed. So everyone basically understands the 97 system. Moves, speed. and so on all aspects have a certain understanding.
The definition of the strong should start from these aspects:
1.Movement speed 2Move, speed of recruitment 3
Break value 4Trick Judgment 5Practicality 6
Change 7Containment force 8Suppressive force 9
Charge Energy 10 Air Defense Judgment 11Defensive ability 12Attack.
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The KOF97 is the most simplified of all KOF series. So of course there's a trick.
Let's start with an example to make it easier for you to understand.
4268 represents the back down and forward up 5 represents the standing in the 1P position, refer to your keypad to understand, ABCD stands for Love Fist Light Fist Heavy Fist).
For example, Mary's run-kill is a wild rose on the run. 624
b Mary's run-kill run-and-run wild rose is a simplification, and the normal should be 66
624624b
But if you run in front of the opponent and shake 624624b, it will consume a lot of time, and it is easy to give the opponent a chance to reflect, so this throwing skill is very dangerous. So shake 624 first, save the command, and then 66 rush forward, and when you get to the opponent to see the opponent's reaction, you can choose to shake 624b and launch a kill immediately, or put other moves.
In e.g. Mary's Jump a b c d catch wild roses. Mary can shake 624a b c d after jumping up, because Mary does not have a special move in the air, so shaking 624a b c d in the air can only make corresponding punches and kicks. If Mary's air a b c d attack is defended or misses the opponent, then what do you do when you land, if it hits, then shake a 624b, and Mary Wild Rose will flash.
So Mary's punch.
6a wild rose.
You can output it like this: cc6a
24624b
CC out two times is to find the rhythm, because Mary's heavy punch and heavy foot are the same, it is a second stage, so one more hit is a little, 6 and A are pressed together, and then the fingers do not stop, press to 24. In this way, the 624 instruction is saved, and it is OK to shake a 624b quickly.
26b626b626b, which is the back front foot.
Clip it and clip it again. This clip seems to be difficult, but it's not, as long as it's in 46b
After 26b, Mary just got up at 626b626b, and if you want to practice, you can first find the fat man of the gate dragon to practice. So either shake it quickly or find the trick.
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Jump over with a heavy kick + landing punch + forward light punch + special kill (the one that rushes over) If you are in the corner, you can also add an upward kick to the air.
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