首页 The king of fighters 97 Athena experience(拳皇97雅典娜心得)

The king of fighters 97 Athena experience(拳皇97雅典娜心得)

举报
开通vip

The king of fighters 97 Athena experience(拳皇97雅典娜心得)The king of fighters 97 Athena experience(拳皇97雅典娜心得) The king of fighters 97 Athena experience(拳皇97雅典娜心 得) Although even the pseudo Athena master's stuff, but it is impossible to guard against. Athena, I use a lot more. Let's just talk about it: After 426C...

The king of fighters 97 Athena experience(拳皇97雅典娜心得)
The king of fighters 97 Athena experience(拳皇97雅典娜心得) The king of fighters 97 Athena experience(拳皇97雅典娜心 得) Although even the pseudo Athena master's stuff, but it is impossible to guard against. Athena, I use a lot more. Let's just talk about it: After 426C How many kinds of jumps are there?: 1: small jump C, fall in front of each other, half body around; 2: jump C, fall in front of each other, a body around; 3: small jump C, the original placement in each other in front of him but not close (if using C, 426BC, 426BC will become 26B, teleport to the other side of the body before the close); 4: small jump C, if a 6 placement on the other person and personal; (if using C, 426BC, 426BC will become 426C) 5: small jump C, if by 6, will fall on the other side and close behind; 6: big shadow jump C, fall in front of the other body, and close fitting; 7: big shadow jump C, if long press 6, will fall behind each other, and close fitting. Note that even if the same jump method, take-off time is not the same, there is no point in the gap. (displayed in pseudo link RC) There are several options after landing: 1:5C/D - 426BC 2:2B - 426BC 3: small jump 2B (at this time behind each other or the other side in the edge of the plate) 4: jump 24A, hit reverse - 426C - continue to choose (at this time behind each other) 5: wait a moment, direct 426C/ in situ, small jump, the air does not move, the air by 1 landing 6C (dangerous factor is big, but difficult to expect) 6:2D - 26B, then select the N option after landing. 7:6, this is generally used for non shadow jumps. In order to continue the pseudo link, and forward some distance. (pseudo link RC will show.) 8: small jump D - 2B - 426BC (which is optional for non shadow jump C) 9: direct 26B (shadow jump, small jump, C, direct 26B to the other side behind) But to be honest when master Athena, there are few opportunities, especially the crazy offensive man, in the case of a ban on naked kill Athena, the air defense capability is not a general difference. Somebody say airdrop? As long as eight when approaching C late to jump, the time distance jump D early fight empty. Absolutely avoid being dropped by Athena or 2B. But relative to the man, Athena is most afraid of order two, the other not, 2B/5B/JB three sealed. Super unexpectedly will be the two order 26A and 2D air break, Cannian o....... My Athena is generally as far as possible and opponents open three body more than the distance, wait for others close to attack, looking for flaws, playing counter attack. But don't be entangled with each other. Because when the other side through 6, jump, AB in three ways near Athena, is the easiest to find flaws. However, once the first wave of the attack force against each other, Athena is hard to expand the hands and feet, for example when the two order (I hate the reverse order two, and his BBB), eight (be entangled not that terrible man, I hate N optional...) Haunt. In particular, in the case of a ban on naked kill Athena, defensive ability is not strong, air defense ability is very poor (not to mention the 2B broken Iori jumped D, only rookie will Yagami make such mistakes), so don't try to use 626C to empty. When you are entangled with each other, try to use a star AB out (with caution CD, now many people are very resistant to counterattack). So Athena, as far as possible to use less killing, leaving a star, the key moment is to help. I usually only use the version of the super kill: 426C - 624B - 4624C. 624D less blood and 4624C is not too much, don't have so many fancy moves, or even with 624D. Athena also has the initiative to approach others, only when a series of N pseudo techniques are launched. Other times, don't shake around the other side. Athena's 426BC is very Yin, the former move out of the 426C, not out of 26B. Someone asked me why Athena always 5C, and then there is time to 426C or 26B according to the situation, that's the reason. But don't 426BC each time, either, Occasionally, in the absence of 5C, a 426C (at this time 426C becomes 5C), and then further 5C, overcast. In addition, the other side of the plate can only use 426C, bogey 426BC. Jumping 2B is Athena's empty and empty soul skill Let's forget it Don't believe the Athena airdrop, because the other side if the air before C/D, airdrop is hopeless. I think the takeoff speed of Athena fast enough, but with a little lower eight and energy-saving, really feel so slow ah... Moreover, Athena's jump is more "gone with the wind" and feels slower landing. But jump 2B air-to-air, should pay attention to in dealing with some of the above figures (especially when * * * jump D God with shadow), jump, read each other and you fight empty words to jump. If you get up early than eight D or jump, don't jump, will be shot down. About Athena airdrop, if any expert would like to add, welcome to advise. Jump 2B ground is also very strong, with more young grass athena will know. 2B, if it is used for air, high jump (2 by 9); if it is used for small, jump (2 a 9). When the other side has a star, be careful to use jump 2B, if the test, the other side never violent gas AB chase, you can rest assured that the use of. When you compare from the version side near, caution jump 2B, because of the special technology will be some moves faster (such as 24A, eight) some of the super sprint type (such as Mary 2624C etc.) chase. If the other party has dropped faster and jump characters (such as Athena, Leona, Mai, Yuri etc.), Jiyong jump 2B. 5B/2B containment and 5C containment and use, and other cautious use, flaws larger. I'm usually 2B2B, 5C, or 2B5B5B. Note that if you can not help naked kill, now far 5C should be careful with. Reverse? Skip B, I don't like it. I haven't made it a few times. With this effort, I might as well use a puppet. I am more optimistic about the reverse air 24A/24C reverse, especially after the version triangle jump 24A/24C hit reverse (a lot of time after the jump river people are gone, people don't know what you do on the screen feel very interesting, ha ha). After 24A reverse, you can accept pseudo link 5C - 426BC, but the success rate is not high. (and at the moment the other side is rushing for the ball. He must have voted for you. That's a big loss.). So it is recommended to use multi hop 24C reverse. Jump C - (the other side defend oneself, still didn't fall to the ground) 24A after the floor instruction throw, this move can also occasionally overcast each other. Athena: for the anti energy counter to counter the slow opponents, such as Ralph, Dong Zhang, can use 2B - 426C or C - 4624C jump landing. 2B can break the eight jump to D, I believe that we all know. But this can be broken eight are rare, just a set of pseudo Athena can even send him. Athena has another trick: a triangle jump. At the edge of version 79 (shadow triangle jump is 279). Can be flexible enough to prevent being forced into the corner. In the RC, bug, there is a shameless way to make use of triangle jumping time. Finally, the nature of Athena's overkill 4624C is briefly stated: With C hair, there are invincible time, but invincible range is only Athena's outline of the body. Beginners are good for air defense. But can not prevent the reverse, so in the face of the master, two order, etc. even when Iori Kyo allowed naked kill and don't be too dependent on it. Immediately after the issue of ABCD at the same time to cancel, it is best not to 24A/C, otherwise the flaw is great. Will be two orders of 26A and 2626A, some fountain shaped super broken (such as juvenile grass free, eight glasses, eight Dong Zhang 2626A and so on), but the old man is unable to fire broken super kill athena. (think of the situation of Hong Kong man Athena freak, cold....) The gate of 263A, 2624C, Kagura Kyo 26C will break the ground over kill athena. In addition, the 623A may be jump two, 2D, King, Mary's 26A is broken. But Mary's 26A also meets Athena's 4624C, the scarlet letter, and a lot of blood..... Is likely to be C Thang Long broken, possibility of air 4624C been broken more. For example, Robert Kyo, eight 623C, Terry 623C. Terry's 623C will also have a certain drift, and when you break, please pay attention to the initial position of the move, not the scarlet letter. Parry class may have some broken air or 4624C, but may also be a scarlet letter (2hits, backstabbed). Such as the town of Yuan Zhai 626A, cone boxing Chong 426C. Robert's group of 6426C super kill is very special, they did not burst before the gas, 6426C absolutely can not break Athena's 4624C, but the sudden gas, regardless of whether Athena burst gas, it will destroy Athena over kill. In some cases, Athena's killing time can be very good, and in addition to the two characters may be broken, any other methods are invalid. If you sell a child, see RC. Common mistakes in athena: 1: C 426C - dash nine out of ten will become up long, the time of landing just waiting to cry... 2: in the case of no reverse, crazy use aerial 24C: The 24A should be used with caution and do not say, air 24C super stiff enough time to let others fight back (remember the beginning with Athena when they love it, then you stop a running me...) However, the air 24C is also useful in non reverse times. For example, sometimes I like to jump back to the air, 24C, break the gate, 5D air defense. A small backward jump 24C occasionally allows the player to be lured down, but be careful. 3: crazy wave: Athena, 97, is not 98 of Athena, or the rigidity of the waves.... It's hopeless. The big jump / eight / 66 of the young female Leona can be broken. Occasionally only in both sides of the screen when you can use, against the relatively turtle players can also appropriate to use, such as playing some waiting for you to jump up or rushed past monkeys. 4: the mindset is serious Athena is a lot of pseudo, but if formed a fixed pattern is not saved, after all, Athena is relying on psychological warfare, not judgment. 24A, for example, always answers 26D, so Athena escapes and is thrown away. (Athena's puppet company is seen by the master, and the end is often cast... -_-) 26B/D is often used to break the deadlock and grasp the opponent's stiff time. It is also one of Athena's soul skills, so make good use of it. For example, cheat each other, two steps naked put the super kill 2626A, because Athena did not shock technique, but also afraid to grasp the bad opportunity to jump, D was 2626A hit. When using 26D Shunyi past catch stiff time is a good choice. 5: too much pursuit of fancy moves, the foundation is not solid Technology is more important is some very basic things. Such as jumping mastery. (to be familiar with continuous small jumps, as well as shadow jumps), the chance of an aerial drop increases greatly due to rapid takeoff when jumping occurs. A sense of direction must be in place. After AB and 26B/D, the relative position of you and your opponent, and how far apart you are, must be in front of your mind. Running 4266C should be skilled and can be used to hold each other's stiff time, preferably between 1.5 and two positions. Try a lot of 664, 2B5B5C and other small temptation, so that when running and throwing, it is not easy to arouse the other party's vigilance. Of course, it is better to run in the opposite direction, such as defending each other's Athena 24C and then running it in the grip of the rally. The harvest is greater than the 5C.. Athena RC description: Basic combat skills RC2: the last version of the edge of the 2B - 426C - 624B - 4624C, does not necessarily have enough HP to connect to, more playback, several times to see. RC5:426C - 26269C, I can get up to 3HIT at most. After the storm, the air 2626C is 97, after each other's defense, the most blood consumed super kill, But when you have stars, be careful with them. Non full role Universal Technology & Bug RC0: 426C - 624D - 4624C version and 426C - 624B - 623A does not work for everyone, at least not for eight. In addition, both are violent after the gas is untenable. RC2:426C 66 - 247B 426C float, received 66 faster. Flying my success rate is not high, to accurately capture the rapid landing after 4AB that moment, 2B is difficult. My approach is: after 4AB hold down 2 do not put, a little later (a lot of people flying failure is out early), quick batter two, B. The success rate is about 40%. 66 - 247B is the most easy to float in the way of Athena, more than 90% success rate. RC3:426C 66 - 247A float, in the attempt to try out the infinite Phoenix sword.... -_- RC4: even after the float of the infinite. Even a little deep breath before, so please wait a moment. 2A2B2A start, where 2B is no defense, but if directly from the 2B will start to become J2B. The infinite Phoenix sword, the keyboard is too difficult, and really enough to abuse fingers...... RC5, RC6, RC7: active version edge triangle jump (79 or 97) in the last 5 seconds to delay the practice, in addition to fat people do not suddenly gas 2626C, and violent gas 2626A/C, Billy 623B/D outside, can not hit. Isn't that shameless? In addition, it is not absolutely possible to be broken. The 2HITS of the scarlet letter is still painful... (see RC7) Triangle jump as far as possible with big shadow jump (279 or 297), take off point can be appropriate from the version of the remote point, 7 after speed by 9, so that you can let Athena whole body, even toes are outside the screen. Among them, RC5 has the reverse after the triangle jump, feels more interesting, occasionally may play. Puppet company: RC2:426C - 44 - 24A - 26D - 426C is actually a pseudo link, and if you own this trick you can jump in the middle of the shock wave, the second 426C can not even go up. But it does not rule out Athena's further pursuit. RC3:426C - 6 - 5C - 26B, is a set of 6, due to the different walking distance, the impact is not the same as the Teleport RC4:426C - 9 (non shadow jump) C - 6 - 426BC, due to the different time after take-off, teleport placement of different. Skip up late, jump higher, after the teleport is in the other behind the more likely. (of course, the premise is to hit each other in the air.)
本文档为【The king of fighters 97 Athena experience(拳皇97雅典娜心得)】,请使用软件OFFICE或WPS软件打开。作品中的文字与图均可以修改和编辑, 图片更改请在作品中右键图片并更换,文字修改请直接点击文字进行修改,也可以新增和删除文档中的内容。
该文档来自用户分享,如有侵权行为请发邮件ishare@vip.sina.com联系网站客服,我们会及时删除。
[版权声明] 本站所有资料为用户分享产生,若发现您的权利被侵害,请联系客服邮件isharekefu@iask.cn,我们尽快处理。
本作品所展示的图片、画像、字体、音乐的版权可能需版权方额外授权,请谨慎使用。
网站提供的党政主题相关内容(国旗、国徽、党徽..)目的在于配合国家政策宣传,仅限个人学习分享使用,禁止用于任何广告和商用目的。
下载需要: 免费 已有0 人下载
最新资料
资料动态
专题动态
is_005190
暂无简介~
格式:doc
大小:40KB
软件:Word
页数:11
分类:理学
上传时间:2018-04-05
浏览量:41