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The action you think is made in one go, and it's not as complicated as you think.
This one is called a crumb look
1 lz asked this thing in the rivers and lakes called ghost crumbs.
2 Ghost crumbs cannot be established as infinite because they can be cracked.
3 One of the keys to the establishment of ghost crumbs is that the ghost step command after the crumb wind must include a c (hold and hold).
4 The second key is that a c should come out as late as possible, and it should be done in one go.
5 How Ghost Scraps Stand - Let the system know that you are ghost walking and at the same time in the Ghost Walk.
The system's recognition of ghost steps is to enter instructions containing at least four elements of a c within a certain period of time before the 'crumb wind stun' is released in the crumb wind.
The system's recognition of crumbs is that the opponent must enter an instruction containing at least a c3 elements within a certain period of time before the surrender.
Because the system's early input of the crumbs is more stringent than the ghost step, so try to come out late to produce the ghost debris otherwise only respond to the ghost step, not the crumbs, because the response time of the early input of the command is exceeded.
6 Ghost crumbs don't have to be after the crumbs to be true, it can be said that any innocuous stun can be followed or even punched forward.
7 Similar to ghost crumbs Almost all people with throwing skills have ghost throwing The principle is similar to that of pressing not a table.
In a nutshell. 2p is 2b directly after (2) 16c hold down (1c6 can also be the latest out) according to your representation.
234c Note that 2146 is not okay 6246 is not okay either.
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Hold down the front light fist after shaving the wind (press and hold the front and light fists together) Essentials: The time when the wind shaving pulls people over and the hand is the perfect time, as soon as you see the Yagami hand facing the sky, use the fastest speed to get down the front light fist, if you are a novice, then you look at the hand of the eight gods and prepare to go down to the sky at the right time. If it's too early, you can't get out, and even if you slip away, it's very close.
Got it. You should be able to practice for about twenty minutes according to my method, and you should be able to watch the time be the key to skating far and near.
Youku: Don't copy my article.
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To grasp the timing, Yagami should put a ghost step towards the end of the second 2b action, so that there will be no backward movements.
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Will it be strong, so that the problem will be solved.
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This question is unanswerable!! It should be a ghost-like path that makes people unguardable.
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Take Yagami Station on the left and facing right as an example.
Punches can be light or heavy.
Based on my personal experience, the entry conditions for the rules are as follows.
1.Command input conditions.
The character is unable to move freely and is in a state of rigidity when entering commands, such as when the night breeze catches someone.
By extension, even if you press the heavy foot, it's considered stiff. It's okay to be beaten.
(e.g. crouch with a light foot or a light fist, then ghostwalk over and continue to press or sneep.)
This is a move used by a master to bully an opponent who has no experience in this area.
Of course, this in itself is a flaw. Since the ghost step can be terminated abruptly, this action can also trick the opponent into giving up the defense, revealing an empty door. ))
2.Timing of command input.
For the instruction described at the beginning, the input should not be too fast or too slow.
My personal experience is that when the stiffness is about to end, the command is just finished.
Since I didn't use a stopwatch to calculate the exact time, it took a lot of practice to understand this.
PS: My personal experience is that many characters can use ghost steps, including grass chicken essence. Dafan has.
Or punches and kicks, such as commanding superkill characters, have ghost steps.
The former's ghost step command is the same as Yagami's, and it can move forward.
The latter enters the counter-command when the ghost step (the last punch or kick is entered according to the character's overkill), and the ghost step is backwards.
It is said that there is something that can move forward, but I didn't try it.
Yagami's Eight x Girl and Eight Wine Cups, just two super kills, both positive and negative, so Yagami can use two ghost steps.
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First of all, you have to enter any move when there is no energy point, and then enter any move, and when the move is closed, enter the Eight Wine Glass Command or the Eight Childish Girl Command to make a ghost move.
The Eight Wine Glass command is the front ghost step, and the Eight Childish Girl command is the back ghost step. After entering the command, if you press and hold a c, you can make the ghost step move longer distance.
Commonly used with crumbs after the wind ghost step unlimited.
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I think it's a close press of punches and kicks, and that's it.
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It's all hand-beaten, so at least you have to give some points, right?
I'll teach you the simplest Yagami ghost steps, did Xiao Feng raise his hand when he was about to finish?
When you lift it up, it's the best time to enter the ghost step, the keyboard enters the bridge into 246A 6 and A holds down and presses about the second to press C, if C is pressed, immediately pick up 24C, so it's a ghost step to walk over C Sunflower. , but you ghostwalk over and hold down C 26a.
Send away c)24a So it's an eight childish girl, or find something to find a sense of disadvantage.
Step 1 Ghost Step 246a
Step 2: Press and hold C
Step 3 26a
Step 4 Release.
If you don't understand, you can ask me.
It's already detailed. The most important thing about this set of combos is to see if your ghost steps are the best and farthest, if not, then it is very likely that 6a will not be caught!
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You're so funny.
Most people learn ghost steps + heavy punches before they begin to dream of direct ghost crumbs, how can you know this trick first.
1 ghost step in 97 is in addition to the gate.
The 'footwork' that all of Sharmmi's characters have
It's not just Yagami.
2 ghost steps are before any hitstun is lifted.
within a certain period of time.
On the premise that there are no energy beads, enter the non-command cast overkill command and press and hold the last direction and key.
The phenomenon formed.
This last direction determines the direction in which the ghost step moves.
3. After the ghost step, the crumb wind is also known as the ghost crumbs.
It is a compound skill achieved by Ghost Step and Chipping Wind after meeting certain conditions, which is an advanced skill.
Generally speaking. The reason for the command compound is that the input time of the last two critical directions is too close to the upper limit of the time that the system can respond to the ghost step.
4 In a nutshell.
Yagami's standard ghost step instruction is a c
The last two directions if they are too compact.
There will be ghost crumbs.
You can use a c
Direct crumbs can be almost avoided.
5. I don't need to tell you when to enter the command, right?
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--You ask me for help... Oh my God, you're looking for the wrong person... I'm just going to say that success is just once. Sorry to disappoint you.
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