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The strength of the command throw is reflected in three aspects, the first is the distance, with the rocker of the big pig, the back fall of Mary, and the Horia of Clark, these three are the representatives of distance. Then there is the speed, represented by the crumbs of Yagami, the rocker of the Seven Flails Society, and the catchers of Sharmi. Finally, there is the decision, the command throw in 97, the highest judgment is the big pig shaker, followed by Clark's Horia, and then Mary's back fall.
Combined to say that the command is cast at the same time, only the big pig's shaker is invincible, the two frames before and after are the big pig catches, and then Mary, and the back catch a frame is also Mary catches, and the others are not much different, and they are caught at the same time, most of them are reversed. Among them, Mary catches the big pig, there is a special situation, that is, the frame is stuck at the same time, and then the big pig wins, but the special card is thrown around, the speed thief is slow, and Mary can ab dodge and run away when the shaker is thrown around, this bug is often seen in the game room in the early days, and now ** can rarely be encountered, I don't know why.
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The ones who command to vote strongly are still those in the top ten. Yagami is strong in 16c without disdain wind to dig out the crotch hand to the air, and there are also command throws with stun value and high damage. The real seven lies in the fact that A is absolutely irresponsible, and there is no command to vote to change station A, and far A to the air and close to A to the ground, and there are 24A scratch head judgments that are strong and fast.
The gate is a variety of compounds that allow you to jump or stand or stand. Mary version of the side point station b scrambled with bug clip damage **, and the farthest command to throw safe up. The big pig is just one word, far, AC caught the shaker to change the station A, and the big jump can also connect the dots to change the ball.
Outside the top ten, such as Clark (jumping D and catching the void), Athena (left and right) are also good, but they are not as strong as the top ten characters.
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Small Pitch S-level: Big Pig Shake, Seven Flails Knee Collision Grabbing, Sharmy's Clamping. Class A:
The gate of heaven and earth returned, the blue hat of Julia, and Mary's hugging. Class B: Yagami Xiaofeng, Smecta with Belt Hands, Electricity King's Shampoo Class C:
Ralph's Julia Little Strawberry's Throw.
As for the ultimate command throw, the strongest Arashinoyama and Rose.
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Of course, it's the god of fire and the god of light.,A big move is basically the same as the other party.,You say it's not powerful.,It's simply invincible to play.。
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The eight gods run and catch, the real seven choose to catch, the gate runs Laneige Mountain, Mary Rose, and the big pig shakes, these are all very strong.
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Daimon Goro is the most powerful, but his operation is very difficult, and it is difficult to master it, and it takes a long time to practice to play him well.
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The one who voted the most was the Seven Flails of the Earth, the one that hurt the most was the Heaven and Earth Return of the Gate, and the farthest was Chen Guohan's Shake Music. It's not a big move.
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The top five characters in the King of Fighters 97 are Yagami, Kagura Chizuru, Chen Guohan, Yamazaki Ryuji and Little Monkey, the five players, in fact, there are not many players used by Yamazaki Ryuji and Little Monkey now, and the first three Eight Pig Cranes are the hottest at the beginning.
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Kusanagi Kyo, almost every skill of Kusanagi Kyo is very practical, and his combos are also very gorgeous, making players very easy to play.
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The most powerful is the gate's, the best operation is the real seven, and Clark's is also awesome.
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The farthest command should be the rocker of the big pig.,The highest lethality should be the mountain of the gate and the crumb phoenix of the eight gods (follow-up can be a succession),The command of the real 7 should be the most.。。。
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Clark, the strongest of the command throws, although he can't do anything but command throws.
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The big fat man with the hammer is a person I think is very strong, and I especially liked to use this character when I played The King of Fighters as a child, because I thought he was especially suitable for fighting.
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Kyung's Naraku doesn't know if it counts. And then Yagami's crumbs. Then the gate fell. Silumi's throwing skills. The over-the-shoulder fall of the Seven Flail Society.
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The pig's shaking distance is far away, the mountain of the gate orchid is judged to be high, the command head of the true 7 is not responsible for the technique, the Mary Rose is far away and the judgment is also high, and the gate is up and there is no responsibility for hell.
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I haven't played The King of Fighters Ninety-Seven, but my personal thoughts are different, some people think she's strong, and some people think he's not strong, so there's no way to make a good judgment, it's just a game, and it's not so necessary to care.
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Sharmy's smell is also quite strong, and it smoked me to death from beginning to end.
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strong, the first thing that comes to mind is Chen Guohan's rocking music, as well as the smell of Xia Ermei.
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The big pig Yagami Seven Flails Society ordered to vote for his life.
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For example, there are some very classic characters in it, and the protagonist is very strong in this regard, and then he is also very powerful, and everyone likes it.
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The true seven is the fastest, and the big pig is the farthest away.
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said that Chen Guohan's rocker is quite strong.
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I think the gate instruction is the most unsolvable, although I know it's a bug
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This version of our average technical players is still the top seven.
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Actually, Shermi's is also very strong.
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None of the above group of people know what is called command casting?
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The character's fingerprint is very strong, and I don't know much about it yet, because I don't know how to define it. I don't yet know what it feels like to be strong.
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Pitching is a skill that can be used in close quarters, such as Charbi's melee 426a, Daimon Goro 246a, Mary 426a, Clark 426a, and so on.
These are skill casts, and command casts, which are 6c or 6d that everybody has.
Fat man routine. The fat man is divided into two parts, one is the spinning ball stream and the other is the pitching skill stream.
As the name suggests, one is used to attack, the other is used to eliminate moves, but it is not recommended to use the ball flow, the first rhythm is difficult to grasp, and if the second move is not smooth, it will suffer.
Pitching skills flow This is not bad because the fat man's pitching skills are relatively far away (that is, 246c) and the running pitch is very fast, so it is more recommended.
The fat man basically doesn't have any combos because his DPS is relatively high.
Mary's words are not difficult to say and easy to say.
Basic combo: JD+C+6A+426A (626b or special kill).
There are also many kinds of Mary's routines, including those who are eyeballed and those who steal planes.
The gaze is also to be rhythmic, and the rhythm should not be unexpected.
The stealer is generally a run, shoot, run, kill, and 46b (this trick is very practical, the speed is fast, the consciousness is relatively slow, there is no time to dodge, and the air defense).
In short, it is necessary to practice the foundation well.
Finally, there is the problem of reverse, and the simplest is Yagami, J4B, and the Lily Fold is a typical inverse.
The so-called reverse is the technique of hitting the opponent in the back, and it is generally used when the opponent gets up, jumping behind the opponent and hitting the opponent in the back.
Hope it helps.
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Each figure holds the punch before the pull.
It's called pitching. Doors or Clark or other attacks that can hold or grab people without outside interference and cannot be interrupted.
It's called pitching 2. The fat man has no compromises.
The main thing is to rely on fists and feet.
Pin down your opponents.
Although the big pig lacks skills.
However, its attack power is indeed the highest in all characters.
When using large pigs.
Hop C and jump D after multiply
Carry out containment and suppression of opponents.
Most of the characters have a certain amount of pressure when facing the big pig.
The reason for this is its terrifying attack power.
We also need to take advantage of this when we fight.
Be sure to play steady.
If the big pig is contained, it is basically equivalent to betraying the death penalty, and it is more necessary to jump d
to lay down the person with a low point B.
Control the distance (the farthest distance that the opponent can hit when you jump CD) and suppress the opponent with jump attacks.
Standing A and straight jump D contain the opponent's jump.
Break the opponent's defense with a forward and backward C (This is a throwing technique.)
Defense can't) Mary bursts.
Jump heavy punch (2hit).
Front light punch down front down back punch.
Forward down front foot foot.
This is the most traditional and orthodox one-hit killer version of 97.
After the back down front A punch can be picked up.
Forward down front foot foot.
The speed must be fast, and Mary's main attack method is to jump heavy punches, control the air, jump lightly, stand lightly footed, contain and cooperate with the back and forward punches to break the defense.
Mary is a character with a lot of sluggishness, but if we can avoid it as much as possible, it's hard to get bigger.
Make use of its main skills.
Mary is also a very powerful figure.
If you're an attacker.
Controlling the air is the prerequisite for your victory.
Punch hard at the air.
Jump lightly on the ground.
Seize the opportunity to come to one.
Heavy punch before light punch forward and down punch or kill.
It was a very painful meal.
It's not easy to turn the tables after you suffer it.
If you're a conservative.
Punch straight punches into the air.
Back jump punch. Before small jump heavy punch.
It's light feet on the ground.
Stand and squat with light feet.
When the opponent frequently attacks, it is not possible.
Frequent suppression was unsuccessful.
When the opponent is upset when he hits.
You're just one step away from victory 3. Inverse Inverse: Reverse: Direction.
Hence the name. Reverse is the opposite.
Hitting an opponent with a certain attack is called.
Reverse attack.
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There are three kinds of throwing techniques in 97 The King of Fighters: "C D Throw, Strike Throw, and Command Throw", the difference is that the latter two cannot be cracked after hitting, and the first one is easy to crack. Regarding the game 97 The King of Fighters, many players have perfected the skills of each character over the years. However, there are also some players who focus only on skill and don't know one type of player – the decision player.
Before that, some friends asked a question, what is "order casting"? To put it bluntly, this is a "throwing technique". In fact, this "throwing skill" is not the only one in the game.
We'll talk about that next.
First of all, one of the most common throws is the "CD throw", which is to use the forward and backward arrow keys plus punches or kicks at close range. This throw is the easiest way to get the 97 King of Fighters. The judgment is relatively high, ignoring the other party's protective posture, the only drawback is that it needs to look for opportunities, just to be "dismantled" by the other party.
Refers to the moment when the opponent is caught by a general throw, and quickly pressing the fist and fist button can cancel the judgment of being thrown). It's scrapped, and it's easy to crack.
Next, let's talk about "blow throwing", which is more advanced than normal throwing. Robert's forward kick, for example, is the most classic punch throw. Although it is also undefensible, unlike normal throws, this attack cannot be cracked after hitting, and its damage level is higher than the former.
Here, I want to make it clear that this technique is not perfect at times. If the opponent dodges while we are moving, this skill will continue to be unleashed, leaving the opponent with a good chance to attack.
Finally, there is the "instruction throw", which is the strongest throw in "97 The King of Fighters" and the entire series. The popular character of Goro Daimon's "Heaven and Earth Return and Arashi no Mountain" and Mary's "Rose Nirvana" are all one of the commands. This throwing technique is strong and cannot be cracked.
Whether a character has the command to throw this attack method has become one of the criteria for judging the strength of the character in 97 The King of Fighters.
First, it can be seen that this skill is really strong.
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There is not a big difference in throwing skills, but some characters don't have throwing skills, and throwing skills can also be used as a way to combo.
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The most common throwing technique - "CD throw", when you are close, use the front and rear arrow keys plus punches or kicks, and then the more advanced "strike throw", or the stronger "command throw".
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The different throwing skills in the King of Fighters 97 game look like the game is still quite dazzling, which is a little different from previous games, and it will be stronger in actual combat.
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Sometimes the opponent makes a move, pressing a light hand or a light foot, and will hit the opponent and untie it, but it will not hurt the blood. Everyone's movements are different.
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Everyone is generally known as CD, you can see if it is in line with your personal habits Maybe there will be a different experience.
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You can try both C and D, and it may give you a different experience.
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It's been so long that I've forgotten what it is, but I just remember that everyone's movements are different.
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I haven't really played this game before, sorry, you can ask someone.
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