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街霸四讨论帖|更新连技模式全攻略|大量官方攻略资料扫描版下载

引用:
原帖由 隐的游戏 于 2009-2-14 21:43 发表



这个节奏是自己试出来的?

那又怎么算得上目押?

还是我太菜了。。。完全不懂。。。。我觉得是我太菜了 完全不懂  哈哈哈哈

具体该怎么弄啊 求教
目押连技的意思就是前一招没办法取消后接下一招,例如最简单的RYU的2MK接波动拳,2MK是可以取消的。这算是取消型连技。但目押连技只有在前一招完全收招后再输入下一个招的指令才有效,而且有效时间极短,通常只有几帧的时间。例如RYU的2MP接2MK。当然这个算简单的,有兴趣的人可以试试guile的2LP*2接脚刀。 练到我手抽筋成功率都不到50%。练目押连技有的可以依靠节奏,只要节奏对了就能连上,但有些必须用眼睛看,因为有效输入帧数太小了,光凭节奏根本来不及的,就只能用眼睛看,看准前一招完全收回后再瞬发,顾名思义“目押”。


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引用:
原帖由 GUGU 于 2009-2-15 11:45 发表


有兴趣的人可以试试guile的2LP*2接脚刀。  练到我手抽筋成功率都不到50%。
我在练46P>2LP>2MP>28K>1319K>1319K*3
很爽:D :D

[ 本帖最后由 LILIT 于 2009-2-15 14:31 编辑 ]



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引用:
原帖由 west2046 于 2009-2-15 11:44 发表
我很LU不敢上网对战!
乱入太赞了。。。被虐的我已然把网线拔了,哇哈哈哈

[ 本帖最后由 苍龙 于 2009-2-16 10:08 编辑 ]


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请问怎样具体操作,才成实现Guile的28K接1319K~?

其余人的46接4646还好理解,古烈这28一出,不是破坏了后一招1319的所需输入……?

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引用:
原帖由 Guycc 于 2009-2-16 10:13 发表
请问怎样具体操作,才成实现Guile的28K接1319K~?

其余人的46接4646还好理解,古烈这28一出,不是破坏了后一招1319的所需输入……?
1蓄9K>19K就行了

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139K19K吧,139包含28了

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简单的说就是发的时候向前绕2圈…按2次K就可以了……

[ 本帖最后由 ALEXZHAN 于 2009-2-16 11:56 编辑 ]

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Ryu/隆 入门技巧总结
http://mycheats.1up.com/view/sec ... _fighter_4/xbox_360


蓝色小星星代表该技有EX版本
红星代表该技可破防

优势
1. 含超必杀和超超必杀的combo变化多样
2. 普通技和特殊技威力强劲
3. 破坏对手连招很牛逼

劣势
操作简单,套路清楚,所以行动易于被对手预测

值得一提的普通技
蹲下的中手/轻手/中脚;前+中手

防空技
升龙拳
重脚
蹲下重手

Crossup Move
空中中脚

Block Strings
Crouching LP, Crouching LP, Crouching LP, Crouching MK cancel into Fireball
Crouching LP, Crouching MP, Crouching MK
Crouching LP, Crouching LP, Crouching LP, Crouching HK

Focus Attack
Ryu's Focus Attack is one of the better ones in the game in that it has decent range and comes out at a good speed. Use this within your block strings to continue applying pressure and possibly gain a crumple if the attack manages to hit one of your opponent's moves.

Armor Breaking Move
Hurricane Kick. Use this to punish opponents who fake Focus Attacks all too often and to crush EX moves with Armor such as Balrogs EX Dash Straight.

Best Special Move
EX Fireball: Knocks down on hit, then you can follow this up with an Ultra in the corner making it very useful within combos to control the momentum of the match.


Landing the Ultra
After you Focus Attack Dash Cancel a Dragon Punch
EX Fireball or EX Hurricane Kick in the corner
After a Focus Attack that leads to a crumple
After a connected air-to-air jumping medium punch


推荐连续技

Crouching LP, Crouching LP, Crouching LP, Crouching MK cancel into Fireball
Easily his most basic combo to pressure with. If you have ex meter, you can use an EX fireball to score a knock down. If the EX fireball hits in the corner you can follow up quickly with his Ultra.

Crouching LP, Crouching LK cancel into Dragon Punch
One of the easier ways to combo into his Dragon Punch. If you have two stocks of EX meter you can Focus Attack Dash Cancel his Dragon Punch and follow up with an Ultra.

Crouching LP, Crouching FP cancel into EX Fireball or EX Hurricane Kick
Although somewhat difficult to time, this is a good combo to use once you get your opponent in the corner and you are able to capitalize on their mistakes. Once the EX Fireball hits in the corner you can follow up with Ultra.

Towards + Fierce Punch, Dragon Punch
If you land a Focus Attack which scores you a crumple, this is a good combo to follow up with for easy damage. Once again, if you have two stocks of EX meter you can Focus Attack Dash Cancel his Dragon Punch and follow up with Ultra.



地面控制

When zoning on the ground with Ryu, you cannot be afraid to throw fireball after fireball to pressure your opponent into jumping into your Dragon Punch or push them into the corner and limit their options. This basic strategy dates back to Street Fighter II and is still quite relevant in Street Fighter 4 due to the fact that he has so many options to dish out damage when the opponent makes a mistake by trying to avoid fireballs. If you can master this and force your opponent to play this game, you will go very far playing Ryu.

Once you push the opponent into the corner, be sure to continue to pressure not only with regular fireballs, but EX Fireballs as well once you get the meter. The EX Fireball comes out extremely fast so it can catch the opponent trying to jump out of the corner or while they try to counter attack. Once the EX Fireball hits in the corner, you can also connect with an Ultra for added damage.
Keep in mind that while zoning with fireballs is one of the main aspects of controlling space with Ryu, be sure to mix in standing Light Punches and other assorted normal moves to bait your opponent. This will allow you to get a reaction out of your opponent without having to commit to a fireball which can open up a lot of opportunities to do damage.

Inevitably the distance between you and your opponent will turn into more close quarters combat, and Ryu has a wide array of normal moves to help push the opponent back out or start some basic but damaging combos when this time comes. Crouching Light Punch and Medium Punch are usually your best bet once you are fighting from this close range in that they combo into a lot of his other moves such as crouching Hard Punch and crouching Medium Kick. If these attacks are blocked be sure to mix in a throw for a knock down and a bit of extra damage.

Crouching Medium Kick on its own is a good mid range normal move in which you can cancel into fireball to push the opponent back.  You can also cancel crouching Medium Kick into EX Fireball or Super to score a knock down and more damage in the process. If the opponent is out of range of your crouching Medium Kick, you can also use his crouching Hard Kick which will sweep them.

So as you can tell, getting a knock down with Ryu is a big part of his game in regards to mounting an offense and he has many moves to get to that point in the match. Once the opponent is knocked down, in most cases it is best to move in and apply pressure (unless you are playing against certain characters such as Zangief who can Spinning Pile Driver you or Rufus who has enough EX meter to perform an EX Messiah Kick). To close the distance once you get a knockdown, you can obviously jump or use his different strength Hurricane Kicks to close in on your opponent quickly.

Once he is near a downed challenger, one of his best options is his jumping Medium Kick because when spaced correctly it can cross up and hit the opponent from either side depending on the angle of your jump. Once you hit with the jumping Medium Kick, he can continue into one of the many of combos that he has at his disposal to once again gain another knock down.

You can also apply pressure with one of his many block string such as multiple crouching Light Punches in that this will allow you to hit confirm and combo if they end up hitting. Be sure to mix in throws and his Focus Attack with these block strings to keep the opponent guessing.

Also, useful on downed opponents is his towards Medium Punch which is an overhead that will hit crouching opponents. Many opponents will wake up and block low so this is a good move to keep them on their toes and tack on a bit more damage in the process.

If you find yourself on the defensive, blocking an attack string from your opponent, be sure to try to Dragon Punch between their attacks. You can score a reversal Dragon Punch when timed correctly, and if you have the meter, Focus Attack Dash Cancel and follow up with EX Fireball or Ultra. As a side note, executing the Focus Attack Dash Cancel after the Dragon Punch in close range situations is usually a safe option because if it hits of course you can follow up with an attack (EX Fireball or Ultra), but even if its blocked you can simply dash in for a throw.

Ryu's Super can also be a great tool to end the match (it's usually better to save the EX meter unless it will take out the other player for sure) and he has a couple ways to connect the Super combo from both his normal and special moves.  From a crouching Medium Kick the Hard Punch Super will combo and you can also cancel the super off of a Fireball that was canceled from the crouching Medium Kick. You can also connect a Hard Punch Super from a Light Kick Hurricane Kick or Light Punch Dragon Punch.


空中控制

Jumping directly at Ryu is really the last thing your opponent should do if they know this match up, but this is your primary goal as you zone them on the ground with fireballs. If they do indeed decide to make a leap of faith and jump directly at you, you have many many options to knock them out of the air and even deal some more damage with either his Ultra or EX Fireball when you have the meter.

First and foremost is his Dragon Punch which in its most basic form will knock them out of the air and score you a knockdown. The thing is, in Street Fighter IV Ryu has a couple ways to connect his Ultra off of a Dragon Punch as well so this should be your first option. If a Light Punch Dragon Punch connects at the apex of their jump, you will land before your opponent and still be able to throw out his Ultra, the Metsu Hadouken. If any strength Dragon Punch hits deep, you can Focus Attack Dash Cancel into his Ultra to also put the hurt on your opponent. Finally, if your Dragon Punch trades, you can do the same set up because he will land before the opponent and have enough time to hit them with his Ultra. Also know that in all of these situations, if you do not have an Ultra but you do have EX meter, go ahead and throw out an EX Fireball to juggle the opponent instead.

As far as normal moves go, his jumping Medium Punch can be a good option becuase when it hits, you can perform an Ultra because you will land before the opponent. Standing Hard Kick and crouching Hard Punch are also a good moves to knock them out of their jump in attempts.


全角色推荐连续技

(J-跳 P-拳 K-腿)



J重K>蹲中K>波动拳 或 EX波动拳

J重K>近立重P>重升龙拳

逆向J中K>蹲轻P>蹲重P>升龙拳

蹲轻K>蹲轻P×1~2>重升龙拳

蹲中P>蹲中P 或 蹲中K>波动拳 或 EX波动拳

鸠尾碎>重升龙拳

鎖骨割>蹲轻P>升龙拳

对空斜J中P×1~2HIT>落地后各种EX技 或 真空波动拳 或 灭·波动拳

SA(LV1 Counter Hit 或 LV2以上)>前DASH>鸠尾碎>重升龙拳

SA(LV1 Counter Hit 或 LV2以上)>前DASH>鸠尾碎>蹲轻P>蹲重P>各种必杀技

升龙拳(EX升龙拳)>EXSA前DASH取消>灭·波动拳 或 各种EX必杀技

(对空)轻升龙拳>EX波动拳 或 真空波动拳 或 灭·波动拳

对手版边(可以密着状态)蹲中K>EX波动拳 或 EX龙卷旋风腿>灭·波动拳

蹲中K>EX波动拳>EXSA前DASH取消>灭·波动拳

各种普通技连段后>轻龙卷旋风腿>对手打到版边>真空波动拳

对手版边各种普通技连段后>EX龙卷旋风腿>EX波动拳>灭·波动拳


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基本连续技:

近立重K>重龙卷旋风腿

蹲中K>EX升龙拳

重升龙拳(2HIT)>EXSA前DASH取消>神龙拳(或中升龙拳×2)

蹲中K>重龙卷旋风腿


普通技带入:

蹲轻K>蹲轻P(×1~2)>重升龙拳

近立重P 或 蹲重P>升龙拳(重升龙拳 或 EX升龙拳)

蹲中K>龙卷旋风腿(重龙卷旋风腿 或 EX龙卷旋风腿)

近立重K>重龙卷旋风腿

蹲轻K>蹲轻P>蹲中K>龙卷旋风腿(重龙卷旋风腿 或 EX龙卷旋风腿)

立轻P>蹲中K 或 蹲重P>龙卷旋风腿(重龙卷旋风腿 或 EX龙卷旋风腿)

蹲轻K>蹲轻P>(确认对手为站立姿态时)远立轻P>蹲中K>龙卷旋风腿(重龙卷旋风腿 或 EX龙卷旋风腿)

蹲轻K×2>升龙裂破

蹲轻K>蹲轻P>重升龙拳 1HIT时EXSA前DASH取消>升龙裂破

蹲中K>波动拳SUPER CANCEL>升龙裂破

TC(近身中P重P)>中升龙拳 1HIT时EXSA前DASH取消>升龙裂破

各种普通技连段后>升龙裂破>神龙拳(对手在版边限定)

J重K>神龙拳

近立中K(Counter Hit状态)>神龍拳

蹲中K>波动拳>EXSA前DASH取消>(蹲重P>)重升龙拳

各种普通技连段后>重升龙拳 2HITS时>EXSA前DASH取消>神龙拳 或 {EX空中龙卷旋风腿>神龙拳} 或 {中升龙拳>神龙拳}


特殊技带入:

踏前足踢(Counter Hit状态)>蹲中K 或 重升龙拳 或 升龙裂破

踏前足踢(Counter Hit状态)>(蹲轻P>蹲中K>EX波动拳) 或 重升龙拳 或 升龙裂破


必杀技带入:

逆向空中EX龙卷旋风腿>蹲中K 或 重升龙拳 或 神龙拳

轻升龙拳 或 中升龙拳(空中击中 或 相杀状态)>各种升龙拳 或 空中EX龙卷旋风腿

(对地)重升龙拳(第一段Counter Hit状态)>第2段时EXSA前DASH取消>神龙拳

(对空)重升龙拳(第一段空中击中)>第2段时EXSA前DASH取消>神龙拳


SA带入:

LV2、3SA 或 LV1SA(Counter Hit)>前DASH>任何地面连续技

LV2、3SA(空中击中)>前DASH>各种升龙拳

LV3SA>前DASH>LV2SA>前DASH>重升龙拳

LV1SA(Counter Hit)>后DASH(确认状态用)>前DASH>重升龙拳EXSA前DASH取消>神龙拳


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春丽

蹲轻K>蹲轻P>蹲中K>气功拳 或 千裂脚

J重K>近立重K>轻百裂脚 或 EX百裂脚

斜J重PTC(空中击中)>EX倒跃旋风踢

(J攻击>)天升脚TC(>鹰爪脚3连击)

(J攻击>)蹲轻P×1~3>远立重P

(J攻击>)蹲中K 或 近重PK>重气功拳

(J攻击>)蹲中K 或 近重K>轻百裂脚>(蹲轻K 或 蹲中K)

(J攻击>)蹲中K 或 蹲重P(第一段)>中倒跃旋风踢

对空J重PTC>鹰爪脚3连击 或 EX倒跃旋风踢

(J攻击>)蹲轻K×1~3>EX百裂脚

(J攻击>)蹲中Kor近重K>轻百裂脚>EX百裂脚(可在画面中央) 或 EX倒跃旋风踢(对手版边限定)

(J攻击>)蹲中Kor近重K>EX百裂脚>EX百裂脚(可在画面中央)

(J攻击>)蹲中Kor近重K>EX百裂脚>EX倒跃旋风踢(对手版边限定)

(J攻击>)蹲中Kor近重K>EX百裂脚>EX百裂脚>EX倒跃旋风踢(对手版边限定)

(J攻击>)蹲中K>EX倒跃旋风踢

(J攻击>)蹲轻K>立轻K>EX百裂脚


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E本田

基本连:

J攻击>蹲中K>重超级头槌

J攻击>蹲重P>鬼无双


对空连:

超级头槌>鬼无双


打击确认连:

蹲轻K×3>重超级头槌

蹲轻K×2>EX超级百贯落


单发确认连:

远中P 或 蹲中P>鬼无双

远重P 或 蹲重P>鬼无双

远中K>鬼无双

近轻P>蹲轻K>蹲轻P>重百裂张手


百烈张手连:

蹲轻P>重百裂张手>重K

蹲中K>重百裂张手>重K

近中P>重百裂张手>重K

蹲轻P>重百裂张手>鬼无双


高难度连:

蹲轻P>EX百裂张手>蹲轻P>重百裂张手>重K 

屈弱P>EX百裂张手>蹲轻P>EX百裂张手>

重百裂张手>远中P>鬼无双

J重P>重百裂张手×3(>SUPER CANCEL鬼无双)

超级百贯落(空中击中状态)>EX超级超级头槌 或 超级鬼无双


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布兰卡

蹲中K>重回旋撞击

逆向J中K>蹲轻K>立轻P>重回旋撞击

逆向J中K>蹲中K>蹲中K>重回旋撞击

逆向J中K>立轻P>电击

J重K>蹲中K>立轻P>重回旋撞击

L2SA>前DASH>蹲中K>立轻P>重回旋撞击

(上面各种重回旋撞击后)>SUPER CANEL乱刀突刺


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桑吉尔夫

蹲轻P×2~3>远立轻K>EX碎金掌

蹲轻K×1~4>EX碎金掌

近立中P>EX碎金掌

J重P>蹲轻K>EX碎金掌

双截旋风掌 相杀状态>EX碎金掌

双截旋风掌>EXSA后DASH取消>>EX碎金掌

蹲轻P×2~3>远立中P

远立中P>远轻K>EX碎金掌

J重P>蹲轻K>快速旋风掌


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古烈

跳攻击带入连:

J重P>蹲中P>斩魂脚刀{>SUPER CANCEL多重脚刀(>最终斩魂脚刀)}

J重K>蹲重K

J重K 或 J中K>横鞭锤


小技带入连:

蹲轻K>蹲轻P>蹲中P>斩魂脚刀 或 音速手刀

蹲轻K>蹲轻P>轻P>远立重P

蹲轻P×1~5>斩魂脚刀

蹲轻K>蹲轻P>蹲轻P>斩魂脚刀


画面中央音速手刀后的追击连:

蹲中P>音速手刀>横鞭锤

蹲中P>音速手刀>蹲重K

蹲轻P>音速手刀>蹲重K


SA LV2以上 或 LV1 Counter Hit状态带入连:

SA>前DASH>最终斩魂脚刀

SA>前DASH>垂直跳空中投(摇杆4方向)

SA>前DASH>倒立踢>蹲轻P>蹲中P>斩魂脚刀 或 音速手刀

SA>前DASH>小技带入连

SA>后DASH>蹲重K


画面版边限定连:

蹲中P>轻音速手刀>蹲轻P>蹲中P>轻音速手刀>蹲重K


状态限定连:

斩魂脚刀(相杀状态)>EX音速手刀

斩魂脚刀(空中击中状态)>最终斩魂脚刀


其他:

倒立踢>蹲轻P>蹲中P>斩魂脚刀 或 音速手刀

铲踢>EX斩魂脚刀


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达尔希姆

4中K>轻瑜加大火>SUPER CANCEL瑜加火山

4重P>中 或 EX瑜加大火>SUPER CANCEL瑜加火山

4中K>瑜加火山

1重P>4重K

1重P>1重P>立轻K

1重P>瑜加大火

1重P>4中K>轻瑜加大火

1重P>轻K>瑜加火山

4轻P>轻K>瑜加火山

钻击头突>EX瑜加大火 或 瑜加火山 或 瑜加灾变

瑜加灾变>瑜加火山

瑜加灾变>钻击头突>瑜加火山

SA>钻击头突>EX瑜加大火 或 瑜加火山

SA>后DASH(确认状态用)>前DASH>瑜加火山

SA>前DASH>重瑜加大火>瑜加火山

SA>前DASH>4重P>中瑜加大火>瑜加火山

SA>前DASH>瑜加灾变>钻击头突>瑜加火山


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M拜森

蹲轻P×1~3>野牛头槌 或 冲击直拳

冲击拳风>蹲轻K>各种必杀技

(EX冲击钩拳>蹲轻P×2)×n>野牛头槌

蹲轻P×3>立轻P 或 蹲轻K>各种必杀技

LV2 SA>前DASH>蹲中K>蹲轻P>各种必杀技

跳攻击>近重K>蹲轻K>EX冲击钩拳>蹲轻P×2>重野牛头槌


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巴洛克

J重P>蹲中K>蹲中P(>EX飞翔巴塞罗那>饭纲落)

J重P 或 SA(LV1 Counter Hit 或 LV2以上)>近立重P(2HITS)>蹲中P(>EX飞翔巴塞罗那>饭纲落)

J重P>蹲中K>(蹲轻K)>EX飞翔巴塞罗那>饭纲落

J重P>近立重P(1HIT)>重滚动水晶刺(>LV1 SA)

J重P>蹲中K>重伤疤之恨(2HIT)

J重P>近立重P(2HITS)>立重K(1~2HITS)

J攻击>蹲轻P>蹲中P>EX飞翔巴塞罗那

精巧宇宙(3重K)>重伤疤之恨 或 EX飞翔巴塞罗那>饭纲落 或 EX伤疤之恨

伤疤之恨(1HIT)>各种伤疤之恨(1HIT)

SA(LV1 Counter Hit 或 LV2以上>后DASH>布拉迪高空杀


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撒加特

蹲轻K1~3>蹲轻P>重猛虎升龙破

蹲轻K>蹲中P>各种必杀技

猛虎升龙破(相杀状态 或 EX SA前DASH取消)>猛虎膝跳踢或猛虎狂死葬

猛虎升龙破(相杀状态 或 EX SA前DASH取消)>6重K>EX下段猛虎波 或 猛虎狂死葬

(J重K>)蹲中K>猛虎升龙破>EX SA前DASH取消>弹跳强踢>猛虎狂死葬

(J重K>)蹲轻K*1~2>蹲中P>下段猛虎波>EX SA前DASH取消>蹲轻K*1~2>蹲中P>重猛虎升龙破

(J重K>)蹲中P>下段猛虎波>EX SA前DASH取消>蹲中P>重猛虎升龙破

EX猛虎升龙破>猛虎狂死葬

蹲轻K×2>蹲中P>下段猛虎波

(J轻K>)蹲轻K×3>猛虎升龙破>EX SA前DASH取消>弹跳强踢>猛虎狂死葬

(J轻K>)蹲轻K×3>EX猛虎升龙破>猛虎狂死葬

(J重K>)蹲轻K×3>中猛虎膝跳踢>猛虎狂死葬

J重K>蹲中K>猛虎膝跳踢2HIT>SUPER CANCEL猛虎光斩刀

蹲重P Counter Hit状态>蹲中K>猛虎膝跳踢

蹲重P>中 或 重猛虎光斩刀

(对手画面版边)EX下段猛虎波 或 EX猛虎膝跳踢>猛虎狂死葬

(J重K>)蹲中P>下段猛虎波>EX SA前DASH取消>蹲中P>下段猛虎波>EX SA LV2前DASH取消>猛虎狂死葬


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维加

蹲轻K×1~3>双踢突击

蹲轻P×1~3>蹲轻K>双踢突击

蹲轻P>近轻P 或 轻K>蹲中K>超能力穿击 或 双踢突击

蹲中P>超能力穿击 或 双踢突击

近重P>超能力穿击 或 双踢突击

蹲中P>蹲中K>超能力穿击 或 双踢突击

近重P>重双踢突击>第一击时EX SA前DASH取消>蹲轻K×3>EX双踢突击

近重P>重双踢突击>第一击时EX SA前DASH取消>蹲轻K>轻K>蹲中K>重双踢突击

蹲中P>远中K 或 重K

斜J中P>地狱攻击>EX双踢突击

斜J中P>地狱攻击>噩梦喷射


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C.Viper

各种普通技连段>中THUNDER KNUCKLE>EMERGENCY COMBO

近中P>蹲中P

蹲中Px2

蹲轻K>近轻K>蹲中P

蹲重P>EX SEISMO HAMMAR>大跳跃取消 重BURNING KICK 或 中THUNDER KNUCKLE>(画面版边)重THUNDER KNUCKLE 或 BURST TIME

EXSEISMO HAMMAR>BURST TIME

SA LV3>蹲重P>重THUNDER KNUCKLE后两P同时按>蹲重P>EX SEISMO HAMMAR>大跳跃取消 中THUNDER KNUCKLE>EXBURNING KICK


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鲁夫斯

蹲轻K>轻银河旋风

蹲轻K>蹲轻P>蹲轻K>EX银河旋风

近立重P>重银河旋风

蹲中K>EX银河旋风

前J重K>EX蛇突Nature

前J重K>SPACE OPEAR SYMPHONY

轻K重K(TC)>SPACE OPEAR SYMPHONY

EX救世主KICK>追加输入轻K>EX SA前DASH取消>SPACE OPEAR SYMPHONY

DAROOLE KICK(Counter Hit状态)>蹲轻K>EX银河旋风

近立轻K>近立中P>重银河旋风

近立轻K>近立中P>蹲轻P>EX银河旋风

救世主KICK>追加输入轻K>EX SA前DASH取消>EX蛇突Nature

远立重K>(远立重K>)EX蛇突

立轻P 或 蹲轻P 或 蹲中P>EX银河旋风

蹲轻K>EX救世主>轻派生EX SA前DASH取消>SPACE OPEAR SYMPHONY

SA LV3>前DASH>法尔科KICK>近立重P>重银河旋风


画面版边限定连:

远立重K>(远立重K>)EX蛇突

J重K>轻银河旋风>SPACE OPEAR SYMPHONY

银河旋风>轻银河旋风 或 SPACE OPEAR SYMPHONY

远立重K>FRGRAN SPERM>轻蛇突Nature>SPARK TAGROL ROMANCE 或 SPACE OPEAR SYMPHONY


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艾尔富尔特

近立轻P×n

近立轻P>蹲轻K

轻K×n>蹲中K

近立重K>WAKAMONNRIG THROHGH

近立重P>APPNER BACK DASH>强行骑压

近立重P>APPNER BACK DASH>黄金圣战士>ELFORTE DYNAMITE

近立重P>闪击跳>ELFORTE DYNAMITE

蹲轻K>蹲轻P>ELFORTE DYNAMITE

浴踢>ELFORTE DYNAMITE

浴踢>蹲轻K>ELFORTE DYNAMITE

浴踢>蹲轻K×2>蹲中K

SA LV2以上>ELFORTE FLYING GIGA BUSTER


重P LOOP:(难度极高)

近立重P>(APPNER BACK DASH>紧急停止>近立重P)×n


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阿贝尔

蹲中P>轻CHANGE of DIRECTION>SECOND MIDDLE>FINISH MIDDLE

蹲轻P>近中P(1HIT)>CHANGE of DIRECTION>SECOND MIDDLE>FINISH MIDDLE

蹲轻K(×1~3)>蹲轻P(可省略)>远立轻K

蹲轻K>近立重P(取消)CHANGE of DIRECTION~各种派生

蹲中P>蹲轻技>远立轻K

蹲重P(2HIT)(第二击取消)>SKYFALL

(对手画面版边限定)蹲重P(2HIT)(第二击取消)>中WHEEL KICK

对空蹲重P(1HIT)>轻CHANGE of DIRECTION>EX SKYFALL

蹲重P(2段目HIT)>无我

蹲中P>轻CHANGE of DIRECTION(EX SA前DASH取消)>蹲重P>无我

蹲中P>轻CHANGE of DIRECTION(EX SA前DASH取消)>蹲重P(第二击取消)>轻MARSEILLE ROLLING>SKYFALL

前蹴(DASH取消)>近立重P(第一击取消)轻CHANGE of DIRECTION(EX SA前DASH取消)>蹲重P(第二击取消)>轻MARSEILLE ROLLING>SKYFALL

J中K>前蹴(DASH取消)>近立重P>中CHANGE of DIRECTION(EX SA前DASH取消)>前蹴(DASH取消)>近立重P>中CHANGE of DIRECTION(EX SA前DASH取消)>前蹴(DASH取消)>近立重P>中CHANGE of DIRECTION~各种派生

前蹴6>近立重P~各种连段

前蹴6>(蹲轻P>近立中P) 或 近立中P 或 蹲中P>CHANGE of DIRECTION~各种派生

前蹴6>蹲重P~各种连段


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豪鬼

J重K>中K>豪波动拳

(逆向J中K>)轻K>轻P>中P>轻龙卷斩空脚>重豪升龙拳

轻K>轻P>中P>EX龙卷斩空脚

中P(Counter Hit状态)>远立重K>轻P>轻龙卷斩空脚>重豪升龙拳

SA>前DASH取消>(中P>)近重P>轻龙卷斩空脚>重豪升龙拳

(轻龙卷斩空脚)>轻豪升龙拳>EX SA前DASH取消>重 或 EX灼热波动拳

(轻P>)近重P>豪波动拳>EX SA前DASH取消>重P>轻龙卷斩空脚>重豪升龙拳


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飞龙

EX烈空脚→近HP(取消)烈火拳
对飞行道具或者远距离奇袭时可以使用的连续技,因为EX烈空脚一定程度上可以滥用,可以说此招命中率很高,只不过EX烈空脚接5HP略有难度,要练习。

近MP→2LP(取消)弱烈火拳
基本COMBO,实战中即使被防也很难被反击,可以积极使用

2MP→2MK(取消)烈火真拳
能够让SUPER COMBO全段命中的连续技,威力不小。可以多加利用。

转身→近距离HP→炽炎脚(EXSA取消)烈火真击
转身命中后开始的COMBO,如果近HP命中时SUPER COMBO是满的话,可以取消烈火拳后再SC烈火真拳。顺便一提,这个COMBO中即使最后的烈火真击没有打满,威力也很大,如果没有足够能量的话,可以改用烈空脚追打。

2LK→5HP(取消)烈火拳
2LK的持续时间很长,可以利用这个来压对手的起身。

2MP(counter)烈火拳
破招时成立的连续技,由于是破招后,所以威力比平时略大一点。

近5LP→近5MP→远5HP
全部需要目押的连续技,没有任何其他的指令,熟练后就能运用自如。


--------------------------------------------------------------------------------





近5HP(取消)弱断空脚
基本中的基本连续技,即使被防御也很难受到反击,可以积极使用。

近5MP→远5MP
近5MP是即使被防也能让弹领先恢复行动的,如果成功目押的话,近5MP→远5MP是成立的连续技,而且对下蹲对手也可以使用。

晃龙拳(EXSA取消)前冲→EX晃龙拳
主要是在断空脚被防后容易命中的连续技,只是,消耗3格能量槽换来的攻击力实在是……低得可怜。

弱断空脚→EX晃龙拳
在版边限定的连续技,需要1格能量槽,不过,还是那句话,攻击力太低了……

2MP(取消)我道拳(SC取消)必胜无赖拳
如果把MP换成HP的话,会因为对方向后退的幅度过大导致必胜无赖拳没法全部命中,留给对方一个反击的大空当。

近5HP(取消)我道拳(SC取消)挑衅传说→疾走无赖拳
可以一直接到UC的连续技,威力非常的高,如果有机会命中的话最好能一直连完,没有位置限定。


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春日野樱

近HP(取消)强开樱拳(SC取消)春一番
基本连续技,近HP到强开樱拳没有任何难度,如果有能量槽的话就在随后接春一番吧。威力不小。

2LK→2LP→2MK(取消)强开樱拳
接近战中主要使用的弱攻击始动连续技,乱战时命中的弱攻击开始,或者压制中对方乱动被命中时开始的连续,如果有能量槽的话可以再SC春一番,实战中若接2MK有困难,用5LP(远)代替也是可以的。

2LP→2HP(取消)弱春风脚→远5LK(取消)EX春风脚→春烂漫
能造成巨大伤害的连续技,实战中即使没有命中,直接出到春风脚再重复攻势也没有问题。
要注意的是春烂漫并不是最速,而是等对方落下来一点再出,如果没有能量的话,就用春樱落来追击。

2HP(取消)波动拳(EXSA取消)前冲→2LPX2→2HP(取消)波动拳(EXSA取消)前冲→2LP→2HP(取消)弱春风脚→远5LK(取消)强开樱拳

使用全部能量槽并且版边限定的连续技,难度/威力/晕值都很高

如果想使用UC的话,在接到弱春风脚的时候切换到第3条连续技就可以了。


--------------------------------------------------------------------------------



Cammy

2LK→2LP→2LK(取消)强螺旋箭
接近战中常用的基本连续技,在弱攻击出招过程中可以轻易确认是否命中,再决定要不要出必杀技,还是使用投技攻击。如果能量槽满的话,在螺旋箭第1段时还可以SC。

近距离MP→2MK(取消)强螺旋钉(SC)SUPER COMBO
以近战中使用频率最高的5MP为启动的连续技。

2HP→SUPER COMBO
不取消也成立的连续技,在使出2HP的时候输入好指令,确认命中再按键也完全来得及,主要优点是不取消不会受到combo修正的影响,威力略大一些。

2LP→近5HP(取消)加农钉(EXSA取消)前冲→加农钉
如果把最后的加农钉换成UC的话,就不能前冲而是必须后退。虽然UC不能全段命中,但威力还是十分理想的,因此还是推荐使用。

螺旋箭→SUPER COMBO
当且仅当螺旋箭脚尖部分命中对手时才成立的不取消连续技。当然如果超级取消来出的话就非常容易,如果想用UC代替SC也可以,但比SC要稍微难一些。

快速旋击肘→SUPER COMBO
同样是不取消的连续技。可以用UC来代替SC。版边的话追打加农钉也是可能的。另外,如果利用超级取消的话,可以在旋击肘第1段SC。这个连续技最大的作用是针对对方的飞行道具反击。

近5HP(取消)强螺旋箭(EXSA取消)前冲→近5LP→近5HP(取消)加农钉(EXSA取消)后退→UC。
使用4个能量槽和1个UC槽的连续技。要注意最后的UC必须后退而非前冲,而且必须最速出才行。

[ 本帖最后由 Jonsoncao 于 2009-2-20 09:58 编辑 ]
附件: 您所在的用户组无法下载或查看附件

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这个所谓SUPER GUIDE还很不完整啊,官方功略AMAZON在ON SALE,操版去买本放上来吧

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新近热门游戏的PRIMA网上肯定会有BT的,等吧,等我下了顺便传到本地……

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PRIMA不是也要花钱么

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本田的单发确认连看起来好难,难道又要跟苦练VF一样去下工夫了么

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其实日版wiki很嗲的

http://www5.atwiki.jp/koko100/

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太泥马长了,收藏慢慢看

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引用:
原帖由 盐水棒冰的替身 于 2009-2-17 10:18 发表
其实日版wiki很嗲的

http://www5.atwiki.jp/koko100/
有英文版的么,日文看不懂

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