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拳皇97克里斯心得(The boxer 97 Chris heart)

2017-12-21 11页 doc 40KB 25阅读

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拳皇97克里斯心得(The boxer 97 Chris heart)拳皇97克里斯心得(The boxer 97 Chris heart) 拳皇97克里斯心得(The boxer 97 Chris heart) Chris Is the soul of the 97 new faces, but there are a lot of people don't catch the key to Chris, until after the 98, Chris had 3 b and 626 a and 426 b, C or D, and improved the slay and sup...
拳皇97克里斯心得(The boxer 97 Chris heart)
拳皇97克里斯心得(The boxer 97 Chris heart) 拳皇97克里斯心得(The boxer 97 Chris heart) Chris Is the soul of the 97 new faces, but there are a lot of people don't catch the key to Chris, until after the 98, Chris had 3 b and 626 a and 426 b, C or D, and improved the slay and super judgement, have many people begin to like him... At 97 rick rhys is already very strong, and when you use Chris, you won't be able to use it at all. The ultimate Chris play is never to pull back. If you use Chris skillfully, you'll feel the absolute speed and sense of speed. Chris should be second only to the unknown speed, which also includes the fastest jump in all 97. The old style still says light boxing first: Chris's 2A5A can be continuous 6A although the distance is relatively short, and the intensity is not very enough, but is the essential link of the continuous technique that Chris is indispensable. Chris jump A makes A comparison. Just judge A bit strong, but the range and azimuth are not very satisfactory, so A basic function are used in the continuous skill, or occasionally A 2 A to contain the enemy, A small jump backward the proper distance. 6 a relatively rigid, the use of the basic work on combos, and no subsequent technical flaw is large, generally used depends on the distance, but also occasionally used to beat the enemy far middle forced the enemy guard. Below is Chris's legs: in contrast light leg is greater than the significance of light blow a lot of, the first is 2 b long range, strong determination, but also is the beginning of combos, in the sense in contain the enemy on the surface or land grab placement (jump 47 attack enemy) feeling is very nice. The effective length of 5B is long and relatively fast, and the position can be sealed and small jump. The time spent in the sealing corner can reduce the enemy's resistance rate several times. Jumping B effective distance is still a word: long, and the location is good, only pay attention to is not too high, easy to bitter flesh, when melee glutinous small jump leg is also very useful, used properly is Chris reverse offensive weapon. One of the most powerful ways to do this: why Chris' heavy boxing is the most important thing, this one is for good reason, the heavy blow is Chris' soul. As long as the said Chris punch everyone should think about 2 C, very directly, and regulations time very fast, can continuous 426 a or C, 8963 position powerful blow, can't jump to another the enemy attack, and determine the harm is big, can be comparable with gate station D after critical bean, and is the effective distance is too long, stretching to all appearance, be hit several times will be felt, but one thing to be careful, is high jump to send late, jumped up as long as the enemy to attack directly to Chris, 2 C is sure to beat the enemy back, but if the enemy directly from you jump over the past, that is about to have the patience to wait for more, right, turn, and then 2 C, still so, Chris the defects of height also contributed to his advantage, 2 C from began to stretch was judged to be effective against, the feeling is really great. But 2C has a very big drawback, which is the way to do it, which I'm assuming is the number one in 97, So the enemy to do the air sure to give him back, the enemy ground to continuous 426 a or C, hit the enemy then for 426 C no hit or * too close for 426 a, but because there is no melee display technology so easy to grasp by the enemy of quick run, so it is better to close to the enemy with 2 opens at b5b and then to a suitable distance with 2 C brake enemy. And 2C can be completed continuously at the back of 2A: 2A2C6A426C a complete set of MY continuous techniques. Now I have to say is Chris strong not only strong power on the 2 c, 5 c melee 5 c has the effect of the air, and to send and receive a squeaky, can continuous 6 a and then connect \ effective attack. The decision is similar to that of a grass shavings, which is only slightly less than the height of the 5C, which is a little bit worse than the short one, which is better for air or 2C. The long - body 5C is two consecutive effective attack techniques, which are used to keep enemies at long distances effective. In addition, it is Chris's jumping C, especially the super small jump C, which is strong, low in the punch, and quick to send and receive, which is another tool to block the enemy's corner. Often the enemy who is on the other side of the line will not be able to respond quickly and will be hit by a series of high-kill continuous skills that start with the super small jump C. Talk about Chris' heavy leg: the 5D is better suited to the air than the 5C, and the two attacks, like the 5C, are used to contain the enemy, which is less efficient. 2D hair is slow, but the decision is strong and fast, because the latter can not be continuous other skills, so the application is less. And jump D, is to cooperate with after the super small jump C, it is the best way to cause the enemy to reverse the attack, in the judgment, the low point, in the field of non-border area near the use of good effect. Last but not least: Chris' second soul attack, jumping CD, long straight, effective strike decision, and no flaw, belongs to the strongest air CD. It is often possible to attack the enemy directly over the middle of the enemy, and with Chris' jumping ability, he has a very strong ability to suppress. CD and summer beauty are similar, can hide up and down attack, but send and receive slow, so generally not very commonly used. Here also tell me the 66 (running), Chris and liana are very close to the body of a very low can do run through all upper middle section, and speed, for melee battle, with 2 c2b on normal attack kill enemy in tangible ^ ^. Here's Chris's killer: xP 426A or C: it is often used to kill off enemy 426A with fast speed, and the hard direct attack time is relatively long, generally used for the last part of continuous technique. P7 624A or C: 624A is the next attack trick, but it can't be stopped, but the flaw is bigger and the 624C attack is strong but slow, so it is not ideal for killing. J! 626B or D: the attack determines that the part of the air is strong, but the attack judgement is weak and the flaw is large and generally not good. ) 624B or D: this is not commonly used, but only 624D can be used to use 26B or D in the air after the attack, causing no flaw, or attacking the enemy. Zmqu Air 26 b or D: as long as to attack the enemy charge or more quickly, and blow down fast, but the downside is 26 b is not easy to cause the enemy to the ground and effective distance closer, summon after cutting is compared on attack. : 236236A or C: this must be killed with the super version of the soya bean, with 5C6A, which is high in attack, and also good for air. If it's just plain super bing that's attacking the air enemy and at the corner, the penultimate hit the enemy, and you can connect to the super kill of 214214B or D. ; P 214214B or D: this is a more commonly used version of the super kill. The super version of the beandou needs to be connected at the corners or at specific characters. It is commonly used after 2B2A6A, with a squatting start of the high kill. But in this case, it's best to use 214214D, because if you don't come out, you'll get 624D, even if the enemy can use 26B in the air to reduce the flaw. Chris is a good man to fight with: the grass shaves, Chen khan, the gate five lang, etc Chris is a little bit more of a player: terry, golden family, Billy Bw. Experience two: I play KOF has 78 Technology is absolutely solid On the Internet also wandered for years Have been silently diving Saw many masters of the experience of 97 all kinds of characters in the post good absorb bad doesn't blow It's just diving Today I dared to take lessons on published about Chris Because of I said just now online wrote a lot of experience Especially in iori roles such as red pill happy monkey god give priority to Result all over the sky fly Only write Chris basically not only in KOFUNION I seen a piece of writing his notes But the length is not long What can be drawn lessons from few and far between Chris really doesn't understand the secret Only through talking about Chris station C cattle B and did not speak about his lessons And because there are few people now playing arcade hall 97 with Chris iori red pill god monkey Chen Guohan etc. Almost everyone with don't really have their own characteristics In fact, Chris is a strong especially when you use the art Wrote about his experience here Hope to have more and more people like him know him Three is because Chris relative to iori red pill god monkey those leading role does have some gap But his speed and his air CD and squat C air defense is his terrible place With good will these leading role he was afraid of his another three points At the beginning it is for this reason I started his practice First is that this article is not crazy Chris, then I want to say is Chris, I think it's a man, a lot of people think he is a woman do not know what is the argument But he is a man may, in accordance with the serpent is become known by him Cut the crap and start with the text Station A is not practical A good diversion for a distant opponent is not a good way to beat a person who is often able to break a command Squatting A is only used after the combination of the squatting B Squat down B the most practical level of initial attack continuous best melee units to recruit After by squatting before A pick up A 426 c (no gas) or 624624 b (angry) before the break rival high air Such as iori jump khan jumped C + D D countries commonly used under Chris leaps are scrambling to be born combo in the period from the beginning Because Chris jump very fast So the opponent slower reaction will inform is very practical The former A is A good check for the enemy when he is unable to reach the target Jump B is highly recommended A call back for good small-scale operations Commonly used when the opponent down just got up and a big jump in the past or rival the corner when used on khan door countries such as large volume of people is very nice Standing C is not commonly used and it is better to use A B than C, although it can be connected with 426C (gas) or 624624B (air). Far body station D is not practical basic not use The near - body station C is often used for the initial continuous lifting of the opponent when the opponent rises to the landing The near-body station D is more than the near-body station C, and an air defense function is also used for the initial continuous technique after the opponent shows the flaw It's much more damaging than C and it's faster than C, so it's only used when you're using the d-tag and you're going to use it when you're going to use it or jump just before you get to the ground Squat down the most practical air defense C The technology for the attack is inclined forward The attack to further distance Also may be used to as opponents came running to instruction The squat meet before 426 A or A + C 426 C by 426 A small flaw in general Squatting D is not practical and you don't need to use B Jump C don't have to jump D. What do you do with him Jumping D is A good way to do this after A continuous jump plus the following attack. The opponent is sometimes in squatting and then in this case, you can catch the squat B + squat A + 426C (no gas) or 624624B (air). CD souls leap technology What's in this action can break 97 Even iori big dragon Eight young women as Mastering the process is the key to your companionship, Chris Whether autochthonous jump, small or large jump jump To play in their own want to play to the location His jump CD with a delay That is just according to the CD when he has no offensive But the foot after delay for a while A further advantage of this way is, when the big jump after taking off from a CD not afraid of the opponent's air defense long his CD aloft Bulky people especially And the gate 2 c and 3 c grass many liters slay the dragon Jumping 426D is not usually used in a way that is used for occasionally Yin a person like the other side and a little bit of blood to jump 426D to kill the surprise Common use: station C or D + front A + 426C (gas free) or 624624B (air) Jump B (back) + squat B + squat A + 426C (no gas) or 624624B (air) Classic combo: squat B + squat A + 426C (gas free) or 624624B (air) Do you think that he is a classic because you think that you have a higher probability of getting C or B? Here not introduce one he VS everyone's thoughts and style After all, everyone has each person's way His style is suitable for a lot of character Only explain him against some people pay attention to the problem The iori Attention should be paid to the other side of the jump D to read first At this time Chris small jump CD will be kicked off To deal with this kind of iori big jump CD or squat air defense C version (recommended) some superior iori like in edge defend Chris accidentally jump CD used to be on guard and then cut the wind At this time we will stay away from him and simplify the cutting wind against his can't put more jump CD is not afraid of he long and slay get the chance to start a forward squat B combo The red pill The red pill station B very shameless But Chris has a good jump CD before aborted And also because red pill will kill Chris jumps fast easy emptying But some masters like squat down when you jump CD over a drop is a headache To deal with this kind of person is air CD or suddenly leaped ahead of cheating on his jump or rising dragon And then to hit For the gate Chris' CD can kick off the door air defense most of the time, but the gate's station C is very strong so it's going to be A bit of A hit with A before A It is very practical to use the jump B after the opponent falls to the ground On the grass It's hard for me to beat Chris. I think it's hard for me to get the basic idea. It's not the only thing that I can do to get you to the point where you can get the jump For the sweat Big jump CD as long as the opponent is not hind jump CD, not be afraid to deal with the old jump to squat C or squat B to start to hit the opponent to jump back to use the jump B to back his bulk is very practical Another: Chris will kill 624624 b blood loss is more often the above an ordinary combo can make half blood there is no opponent Down the psychological And iori have spirit can be passed on to his usually placed behind the iori 7 + 4 other recruit Chris here is not introduced the introduction is not commonly used is not practical or flaw Above action is very much With a good Christian is the key to a strong attack to take advantage of his quick jump Along with the backpack throws the D against not win opponent said a little bit more simple is: random attack with certain period to use up and down the counter
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