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In fact, this trick is not difficult! The principle is to use the wave to cancel - that is, the light return to the collision + the air + the light collision + the air ......A light bump is a light foot hit! The so-called swing is to press any button when the opponent is knocked into the air.
It's usually punching, but the top masters are on heavy feet! Since you are just learning, I suggest you press the light punch, which is a little less difficult! That is to say, bump + light punch + bump + light fist ......There are two key points:
1. Simplify the move. I think you should know the collision of the hungry wolf, and the standard move of the leaky front is as follows: back down front + foot (b)!
But when infinitely collided, it will be simplified and become b, (of course, you can also not simplify, directly b) 2, rhythm problem. To succeed infinitely, you must pay attention to the rhythm. It's not that if it's so fast, it's so fast, it's definitely not going to be able to get out of the base move, and if it's slow, you can't connect!
Here's how: press and hold (if you don't simplify) immediately after the collision, and when you see the opponent being knocked down to the highest point, immediately swing the air + hit, and then press and hold (or)....And so on ......The key point is that after the collision, do not immediately swing the air + hit, after the collision, you should hold down (or) pause for about half a second before hitting again! As long as you grasp the rhythm, you can practice!
In addition, if the hungry wolf hits the opponent 5 times, the opponent will be dizzy, the opponent will be dizzy, and the past set of combos will solve the problem! Also, if the opponent is not in the corner, usually the fifth stroke will not hit the opponent, because the distance is too far, and you can send a sprint punch (after the next + light punch) on the fifth stroke, so that the distance will be farther away than the collision, and the opponent will be dizzy ...... the same
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Tyley. 236b 2a36b 2a36b unlimited.
4 left, 2 down, 6 right, 8 up.
A light fist b light foot.
Just regret that it is to hit it, and then hit it with a light fist (offset technique), and the heavy hall god is ruined and redressed.
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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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Match? It won't be Kusa Qin Tak Nagi Kyo. Both Jing and Terry's Infinity can only be achieved by using the Void Wave to eliminate the Absolute Clan.
After Kusanagi Kyo floats in the air at 236D D, A or B or C or D, instantly cancels and then releases 236D D, achieving infinite disadvantages. The same goes for hungry wolves, after 236b or d floats in the air, a or b or c or d, instantly cancels out 236b or.
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Match is the light punch or heavy punch of the hungry wolf than Terry in the positive semicircle of feet and light feet.
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After 236b or d floats in the air, a or b or c or d, and 236b or d is canceled instantly.
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Match? Bad Wolf: Hit the light hand and click the light hand and repeat it, but the keyboard is hard to press out.
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Squat to prevent heavy punches when you hit the air, then immediately catch the collision, and then crouch to prevent heavy punches ......Use your key to explain: the parentheses are pressed at the same time, bumped into the fly....(as)+k……d+j……(as)+k……
Instructions with arrow keys: +Punch ......Light-legged ......Heavy punch ......Light legs are actually a simple way to make a move, and the normal hit should be ASD+J, that is, light legs.
But when squatting and defending the heavy punch, the first half of the collision has actually been entered as, at this time, after the heavy punch is issued, then the D is followed, and the system will determine that you are entering the collision, not the heavy punch, so that the heavy punch is forcibly canceled and the collision skill is issued.
If you want to be coherent, you can't make it out if you don't pay attention.
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After the collision, crouch down and punch again, squat and punch again, hit and hit....
One is to be fast, that is, to swing short.
The second is that this trick can only be played on the computer and played between friends, and it is not brought during the battle, and the game is even more impossible....
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Oh, my success rate is 90%, oblique down (of course, oblique back down) + heavy punch (the first oblique back down and heavy punch at the same time), and then circle + light foot (must be light foot, out when the circle is finished), and then at this time you should hit the other party up, of course, as soon as you hit it, your direction should consciously immediately return to the back of the oblique back (every time it is so conscious), and then the other party is at a high point (by feeling, practice more to judge the timing), out of the heavy punch, and then immediately after the circle is completed out of the light foot, The direction immediately returned to the back of the diagonal down... Loops It is worth noting that the tempo level of the whole process is relatively fast (not very fast, certainly not slow).
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To use the air to offset I don't know if the landlord knows that the air offset is a technique that makes the combo from impossible to possible I don't know too much about others Terry's I do know that you have to quickly release the empty move after the first knock the opponent into the air is to hit the air with a fist or foot before the enemy hits the ground But you can't knock down people And then quickly connect the move to cancel it is generally canceled with the next c After the cancellation, you can connect the second time in the connection So repeated practice can be practiced into the landlord said that the collision I wish the landlord a speedy practice.
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Collision is infinitely connected, first hit up and weigh the whole down, and then hit it, the operation speed in the middle must be fast, and it can be connected soon!
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The principle looks at the 4th floor, so I'll talk about the method.
Usually my habits are:
Accumulation) + heavy punch (light fist) + light foot).
After knocking the opponent up, immediately pull the joystick down the slope, and when the highest point falls a little, it immediately hits with a heavy punch, and the rhythm is the same as a normal combo technique. Be careful not to be too early, otherwise the higher you hit, the more you hit it, and basically 3 or 4 strokes will be over.
I remember if I jumped and hit with a heavy leg and a heavy punch, I would be stunned in a maximum of 5 hits, and in the 4th punch, well, basically the victory was decided. In addition, don't be too greedy after the explosion, you can release the energy fountain in 2 clicks.
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Bump and then pick up A or hit A again.
That's how I connected.
This wireless connection mainly depends on proficiency.
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1.Back down front light foot, bumped up.
2.Down with a light punch.
3.Back down front light foot, then bump up.
To facilitate the making of moves and early input, connect the second and third steps. It can be reduced to bumping up, (diagonally down) with a light fist, and a light foot in front.
It's easier to practice after aeration, so practice a lot because it requires speed and accurate keystrokes.
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Nothing tricky.
Just practice more.
I think it took me a long time to use it on the arcade stick, and now the keyboard works.
The specific operation is: bump up 1a+26b+1a+26b, and there is no 1a+26b is a cycle.
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7 8 9
4 5 6 abcd
If you can understand the above.
You are in 1p, that is after the first collision, 1a c6b, 1a c6b*n, even good, hit the dizzy. We're forbidden here.,PK doesn't use it.,It's almost the same to play computer AI.。
Also, it doesn't have to be a player, computer AI can do the same.
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It has to be a player playing a player, I've tried, a player hitting the computer can't connect, and heavily.
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Forward + Light Foot) to fly and then press (Down + Light Hand) and then (Forward + Light Foot) to knock out.
At first, you may not be able to connect due to the speed of your hand, so it is recommended that you blow up the gas connection first, which is relatively easy.
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.
Personally, I think 2C is a little better than 2A.
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If it's a keyboard, after the collision, 1a6b should be pressed when the opponent is at the highest point, don't press early, don't press late, this is a matter of rhythm, the rhythm comes out, can always be connected, pay attention to use b
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Don't rush to bump . First hit the back down and forward , then hold down the speed and then hit the heavy punch, and then immediately move forward + punch. It's simple.
The first time you can. The second time is a slow bump. Hurry up the third time, see for yourself, the height of the collision is not the same Adjust it yourself.
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I'd like to explain to you the trick of Terry's Infinity Link - Swing the Sky.
Immediately after you send out the energy replenishment, enter the next + light punch (miss, that is, an empty punch), and when the light punch is about to be issued, enter the energy replenishment, and then the energy replenishment can be hit. The above-mentioned "Down + Light Punch" is the so-called empty swing (in fact, the lower + heavy punch or heavy kick can be, but the light punch action is small, the move is fast, and it is simpler).
Swinging is very important in many infinite connections, the hand must be fast, and the movement must be continuous, if you don't know q 1115940186 yet
Mary can be connected infinitely?? I don't think so.
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