Traditional Culture Encyclopedia - Traditional customs - The King of Fighters 14 "VICE" use of experience and moves to fight skills guide

The King of Fighters 14 "VICE" use of experience and moves to fight skills guide

So far VICE with the most smooth, and there is a little easy tips, but there are some and the game is related to the game but also outside the game, welcome to discuss the exchange of views.

The usual techniques

2B is low, but not cancelable, and must be followed up with 2A. If you have gas, you can usually start with 2B,2B,2B,2B,2B,2B,2B,2B,2B,2B.

Far C, the speed of the move in most of the long-distance attack is still in the upper class, the closing speed is not slow, but in fact, the attack distance is not far.

2C out of the general speed, but the initial hit on the ground farther away, at the same time there is a certain air performance, usually in the light attack by the opponent's defense, can be seen farther away from 2C to play chaotic cancel 426B, even if it did not hit the farther away from 426B is not intended to be trapped in a disadvantageous situation.

Jump CD, and before the traditional performance is very consistent with several works, the ability to cut off the air is excellent, it is worth noting that the jump track must be well controlled.

Jump C, basically, is one of the main ways to suppress the startup, you can get out early to facilitate continuous suppression after landing.

Jump D, there is a certain amount of timely air-to-air ability, high point judgment.

Special Techniques

6A, the speed of the middle technique is acceptable, the essential start-up, compared to the traditional old continuous in the heavy attack after a lot of stability. You can directly cancel a negative super attack or an overhead super.

No unnecessary must kill techniques

1 chaos (24P) weak hair is the main light attack after a series of follow-up; strong version of the occurrence of slow attack distance, heavy attack to cancel the follow-up of the special skills to stabilize. EX version can be used to light attack articulation, after hitting the opponent, so that the opponent to drain the air to become longer, the follow-up can be multiple chase, remember that all versions of the straight time are very long.

A Derivative Splash (26P after 1) All versions of Chaos can be followed up with a Derivative Splash.

2 Choice Expenditure (426K) Usually the weak version can be canceled after a heavy attack, and can be followed up with a 3 or an Overkill Throw after pulling in close, the EX version has had its performance changed, being slower, and can't be continuous after a standing heavy attack, but can be done as an at-will follow up.

3 Goa'uld Fist (6246P) Instantaneous Command Throw, effective range is average, but can't be subjected to the body after hitting, making it easy to follow up with an organized attack. the EX version has increased attack power, and the range of the throw has increased.

4 Splash (623P) defense can not be thrown, landing hard time is large, usually used to knock down the opponent after the break defense options, EX version of the speed, excellent track, increased attack power.

Super Splash

Negative Attack (624624P) Instantaneous command throw with a larger effective range than 3, EX version has the same range and increased attack power.

Overhead Massacre (126982P) air cast, the main cancel in the A judgment occurs a moment, can also be canceled after the A or 4, necessary to say there is a high degree of difficulty to lure the choice to jump, in the opponent's wake up under the strong version of the splash and then cancel the overkill to catch the opponent to jump to avoid. Special mention of this command can actually be input in sections, on the ground can be input 1269, 82 plus P in the process of rising Input 9 strength determines the height.

Vertex Overkill

There is invincibility time, used as a link to cancel the negative attack in the overkill before the last hit, the attack power relative to other characters vertex less.

Note: The instructions omit all unwanted diagonal directions

During the battle, far C, far B can be used as the main holding technique to pull a good distance, usually the next section of the 2B,2A or instruction to throw into the cut, once thrown in the follow-up to the multi-option is quite rich, such as the 6A or the next section of the 2B or the double throw depending on the distance to the change in the defense, the middle and lower section hit as long as the gas can be followed up. The first is to add a few more.

In the face of continuous suppression, it is necessary to master the 2C and the weak confusion to confirm the counter. The former can be fixed to cancel the weak choice of expenditure, even if the risk of failure is small, the latter complement the former can not hit the distance and there is a clear break before using.

Attachment: Vanguard Ichiban (i.e., gas tank 1000 status)

2B,2B,2B,2B,2C,6A,2C,6A to start the BC,2D,6A,6A,EX Chaos,2D,2D,EX Choice Support,2D,6A,6A,Strong Chaos,Derivative Splash. Halo points are sizable~ It's not really that useful, since Weisses that don't start with a combo almost always struggle to inflict too much Halo value.

I would have liked to write more about the actual battle, but at this stage the network will be less affected by the battle against the machine, and the details of the game with the various roles to be studied by the actual battle.

These are the words of the heart, the voice of the lungs.

Summary

The game was released a week ago, and individual players played on it 2 weeks in advance, and there are many enthusiastic bar friends who have released the video of foreign players in action, and reference to the role of the strong and weak layout As a beneficiary, I would like to thank you here. However, the way some of the bar friends talk about the game is really not agreeable, or even disgusting, some people do not have a detailed experience and like to use one-way and fixed thinking to understand, and then move to express some strong dissatisfaction with the balance of the opinion, this is to appear to understand the game more thoroughly than the crowd, or to show that the game is not suitable for you, or even not suitable for all of us to play it? It's an invisible stranglehold on new blood who want to get involved and play. Indeed, the game's balance control is very important, but for all players and the balance of the same important and fun, which contains the difficulty of getting started and hidden elements of the discovery of various factors, of course, the game does not have the public's expectations of the same outstanding, but the resurrection of the end is a good thing, this is not to be 14 qualitative comments, the good and bad aspects of the need for time to interpret! As far as the early stage of the game is concerned, my suggestion is that players who are in a position to do so should actively participate in the game, driving the atmosphere, in order to help the game environment to the good side of the development. This time, I will write to this!