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How to play the king of fighters 98 Chizuru Kagura well?

Let me talk about the experience of online players.

1, compared with 97,624AA, is the soul skill of Shenle, but more importantly, the control of 624aa is more important.

Because this move is not as strong as the judgment at 97, the control requirements for network management are stricter. The purpose is mainly to supplement

Angry and cheating the opponent's moves, blocking the jump (hitting the opponent's take-off), and hitting the opponent's common skills, such as

5D stands for IORI, 5C/5D stands for the gate, and so on.

2. The restraining effect of various actions:

62426A (zero skill start) is a rigid time to play ordinary skills and also a time to recruit killer skills. For example, playing KYO's 426C, defects left by common skills, such as door 5C/5D. Chris 3b, etc.

5C's judgment is super strong, which can be used to seal the position and seal the next shot. To deal with the next skill, in actual combat, such as Chris's 3B, you can shoot it down with 5C or 624AA. The judgment of 5C is the upper, middle and lower segments. Once 5C is contained in that position, the opponent will feel oppressive. Ba Shen, in particular, played a little further, used 5C letters, played or let him guard. Basically, anyone who uses Ba Shen will send a wave, so he can jump over and fight at this time. As for the common roles of VS, I will introduce them later.

3B' s ordinary skills are used to wear flying props or take off. For example, Ba Shen JD, when he jumped up, 3B, you hit him as soon as he landed. 3B was out early, but his opponent just landed. When you hit him with your toes, you can take 2C to form a goal. 3B+2C+6A+62426A. This bid is difficult to get through.

2B, out of 2B, the status of God Music is very low. The most obvious example is that you can call JD, 2B+2A+62426A/623A, 2B+2A+623A*2 in Ba Shen, and you will faint. This is God's fastest vertigo. When you hit Chris, he jumped on the CD. If you don't play 2B, you will defend yourself. If you play 2B, you can hit him. Therefore, we should use 2B more accurately, especially Ba Shen's JC+ Little Lily Fold, 2B+2A+62426A, which will cost him the most.

6B, many people say it's useless, but it's not. This move belongs to intermediate skills, but it can actually break low-level skills. I usually use it for skilled people, such as JC knocking him down and rushing forward. If you can't rush behind him, use 6 b+426426 d. A skilled person is likely to throw it with instructions after landing (the most obvious is the gate). Even if he doesn't throw it without instructions, there is no flaw in 6B+ super kill. If he strikes back, he will make a profit. If he has no energy, let him guess.

JC, JC jump buttons together, and their judgment is also very strong. If the opponent jumps higher, after the small jump JC is shot down, he can rush to the back for 5D+6A+ super kill, which is very difficult to prevent.

JD, JD is counterproductive, especially when the opponent falls to the ground in the opposite direction at the edge of the plate. It is easy to hit JD in the opposite direction, and after hitting it, you will be killed with one blow: 5D+6A+426426D+66C*2+JD (in the opposite direction) +662b+2a+62426a.

3 Various tricks and tricks in actual combat

Distance control of 624AA/CC. Generally, the master of divine music is constantly restrained by shadows, and then suddenly a real body comes behind you, using downward strokes, 2B+2A+623A/62426A or 5D+6A+236236D. Especially when you fall to the ground. Sometimes when I use my real body behind you, I can trick you into making moves, CD counterattacks and counter-attacks.

Another trick, super kill 426426D, is generally used for continuous strokes. After skilled use, you can use 2C to contain your opponent. After the opponent takes a CD counterattack, you can use 426426D to break the opponent's counterattack. Some people don't like the first counterattack, so I sometimes like to hit my opponent's second counterattack with 2C+6A+236236D. Of course, breaking the opponent's counterattack in this way is only an upper-middle level application. The real trick is to hit him with 624AA. He took a deep breath, but the CD couldn't hit you, making it hard and straight. The way is that you can beat your opponent's back a little with 624AA to trick him into fighting back. If the distance is well controlled, otherwise his counterattack will leave a CD, or his counterattack will not hit you, and then you can solve the battle 2C+6A+62426A with continuous segments.

Although the Chizuru Kagura of 1998 is much weaker than that of 1997, it still belongs to one of the super roles. Its weakness mainly lies in the footwall, so opponents should be careful when using 2D. (popularly called leg sweeping) Countermeasures: With small jumps, JA's judgment is much stronger than JB. The most obvious example is that JA can easily kill eight girls in Ba Shen, so you can use it with confidence. The most obvious practical use is: after KYO is blocked by a super killer, then a JCD+2C+624AA, that distance, he can only hit you if it is out of 2D. Because at this distance, if you exceed 2 degrees Celsius, KYO's 2D will hit you. At this time, you will use JA (prevent it 2C as soon as possible). If he gives 2D, you are welcome.