The King of Fighters 2005 10th Anniversary Enhanced Edition Game Operation Instructions

Updated on Game 2024-05-08
4 answers
  1. Anonymous users2024-02-09

    Basic operations.

    a Light punch. b Light legs.

    c Heavy punch. d Heavy legs.

    start to provoke, randomly select the character (the position in the Orochi team will not be random).

    Special operations. Forward Rush Quickly forward and hold forward.

    Rapid retreat After fast, note that it is not defensible in rapid retreat.

    Emergency Dodge Press + ab at the same time (you can also use it in defense or normal attack, and it will cost one energy bead to use it in defense or normal attack).

    Knockdown Attack C and D are pressed at the same time (it is also possible to defend it, and it will cost one energy bead to use it in defense), and it has attack power.

    Dismantling the Throwing Technique The opponent's normal throwing time before or after + the same button used by the opponent.

    Before falling to the ground, A and B are pressed at the same time.

    Break Defense Attack continuously for a certain period of time, and before being broken, the edge of the blood gauge will flash red.

    Big Jump: Tap a downward direction before using the normal jump.

    Small Jump: When you jump out of a normal jump, the joystick is tapped and quickly returned to the center.

    Medium Jump: Tap a downward direction first, then use a small jump.

    Powermax starts B and C at the same time, and the time gauge will appear after starting, and it will continue to decrease. It is allowed to use one more point.

    max super kill. )。With a super kill will the remaining time of the powermax disappear.

    In addition, all the special skills that can be used in the campaign are:

    Defend against emergency evasion (consumes part of the time).

    Defend against knockdown attacks (consumes part of the time).

    Super special move (exhausts all remaining time).

    SC Super Kill (consumes one more Energy Orb).

    max Super Special Move (consumes one more Energy Orb).

    SC Max Super Special Move (Consumes Two More Energy Beads).

    Hidden Super Kill (consumes one more energy orb, and your own physical strength is 1 3 or less).

    Super cancellation (the remaining time of powermax disappears after each cancellation, which is about 1 4 of the full slot).

    Appearances 3 vs 3, no reinforcements. In PvP mode, players can choose their opponent between 2 teams before starting.

    Appearance Order: The order of appearance is determined by pressing the button.

    Energy Orbs and Slots 3 in the first character and 5 in the last character.

    Hide Super Kill Your own physical strength is 1 4 or less, and it costs another energy bead after Powermax is activated.

    Max Super Special Move: Powermax consumes one more Energy Orb after activation.

    Super Special Move: Costs one energy orb.

    Powermax is launched.

    Powermax supercancel, super cancel, super special move.

    Emergency avoidance. Urgently dodge or knock down attacks in defense.

    Emergency dodge during normal attacks.

    SuperCancel costs two energy beads.

    Activate PowerMax in Normal and Special Skills

    Powermax SuperCancel, Super Cancel, Max Super Nirvana.

    SuperCancel Max Costs Three Energy Beads.

    Some of the wire attack characters have special moves that have a wire attack effect, which means that the opponent will be knocked down after hitting.

    Bounce back again, and at this point you can chase down to form a powerful combo.

  2. Anonymous users2024-02-08

    Up and down, left and right, ABCD, AB avoidance, BC burst, CD counterattack.

  3. Anonymous users2024-02-07

    The King of Fighters 2005 is one of the battle fighting game series released on SNK, and the game is also an FTG Japanese game that runs on PC. 1 "The King of Fighters" 2005 continues the consistent fighting style of "The King of Fighters", and the mysterious martial arts master launches a challenge, vowing to compete with Yagami-an, Kusaka Pheasant Kyo, etc.

  4. Anonymous users2024-02-06

    Front: Forward. Back: Backward (standing defense).

    Diagonal backward down: Squat for defense.

    Diagonally forward down, down: squat.

    Diagonally backward up, up, diagonally forward: jump backwards, up, and forwards respectively A: Light punches.

    b Light legs. c Heavy punch.

    D: Heavy leg forward rush: fast forward.

    Sharp back: Quickly after the rear.

    Emergency evasion: front or back + AB press at the same time (can also be in defense, consume an energy bead) to knock down the attack: c, d press at the same time (can also be in defense, consume an energy bead) to help call:

    The first one: B and C are pressed at the same time; second: front + b + c; The third:

    posterior + b + c; (Each consumes one energy bead).

    Dismantling the Throwing Technique The opponent's normal throwing time before or after + the same button used by the opponent.

    Before falling to the ground, A and B are pressed at the same time.

    Break Defense: Attack continuously for a certain period of time.

    Big Jump: Tap a downward direction before using the normal jump.

    Small Jump: When you jump out of a normal jump, the joystick is tapped and quickly returned to the center.

    Medium Jump: Tap a downward direction first, then use a small jump.

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