Joke Collection Website - Public benefit messages - What do the numbers in 98 king of fighters's moves mean? How to reverse the moves when playing combo?
What do the numbers in 98 king of fighters's moves mean? How to reverse the moves when playing combo?
In the network era, in order to facilitate communication and input, the unified standard numbers 1 to 9 respectively correspond to eight directions on the numeric keypad (where 5 means back to the center), such as back down, front down and so on.
Postscript (same as postscript); Police sergeant
Using these numbers to indicate movement does not mean using the keyboard to input the direction during friction movement.
two
A very important basic mechanism of combo is cancellation, followed by a simple example, such as KYO's nearly C+ arbitrary strokes. The principle is that the input of "arbitrary" strokes cancels the nearly C strokes until the opponent is still in a difficult position to complete the subsequent strokes. If the near-C stroke is completely closed, it is almost impossible to form a series of strokes if any strokes are made. You can draw inferences from others.
Again, your question is not very clear. I hope you can add what you really want to ask.
three
The conditions for realizing the reverse attack basically need to jump the attacker's air tricks first, and have certain reverse performance. Without reverse performance, it is basically impossible to have a reverse effect, such as jumping D at the gate.
Secondly, for the attraction with reversal performance, in addition to its own performance, it depends on the jumping trajectory. Generally speaking, the steeper the trajectory, the easier it is to achieve inversion.
Third, generally speaking, you have to jump high enough in the opposite direction, so the height of each character's small jump is different (of course, the trajectory is different). Some characters can't jump over the top unless they jump (this overhead usually refers to the situation where the opponent is standing). Some characters can jump over the top with the excellent performance of Qi Quan. It's easy to reverse, like Xia Ermi.
There are two situations when the fourth opponent falls to the ground: one is standing and the other is squatting. There is a big difference between standing and falling on the ground. For jumping, it can be thought that the opponent has been standing there, squatting and falling to the ground. It can be considered that the opponent will become shorter after falling to the ground, and the role that can't jump at ordinary times can be easily skipped. For example, Ba Shen's small jump lily fold can easily jump over and hit the reverse after the opponent falls to the ground, so it depends on the situation to achieve the goal of not going over the top.
There are many things that can be said, but I don't think it can be digested at once. Let's stop here, because I think you are also a fairly new novice and dare not say too much.
If you have any questions, you can add them yourself or text me.
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