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If it's not a problem of attack speed, it should be a problem of your skills, and when you hit someone, the enemy should fly over your head and have a head's distance to hit him, and yes, if you want to play a collision with someone, don't use the skill of wind chasing, and lock it if you click. Because it's just a hit to hit someone, you don't need to chase, destroy the combo!
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How can you stick so much nonsense ......
With the addition of a wind pursuit, the combo moves to be changed rely on the wind to create a levitation. And then the second hit, there was no such stiffness problem, because the CD of the blast was not good. Or, if you feel awkward, lock it up, but I don't remember if it worked.
Hehe, the judo number hasn't been on for a long time, I'll come back and show you.
In addition, I won't talk about other factors, they are all basic knowledge for novices, and you should understand them all.
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In fact, it's okay not to have fashion, and Sanda can easily connect it with boxing gloves.
1. It may be a network speed problem, the test method, the practice mode in the gladiatorial arena, if you can connect it, it means that it is your network speed problem.
2. Hand speed problem, this may only be practiced more, or replaced with pressing 2 x+z at the first time to avoid the embarrassment of not being able to hit the second time.
3. This trick for the uncle depends on the height of his first float, which is high enough, but it is generally not connected.
4. Hit with throwing.
5. Simply hit it directly, and continue to connect until the third and next forced throw.
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I think you have a problem with the timing of the front x front x.
You know that there is a certain amount of continuity in the attack after the front charge, and you can't even estimate that you didn't press the front x immediately after the hook play, but waited for the opponent to fall parallel to you before the front x. This leads to the situation that you said that the floating force is not enough to connect after the collision.
When you connect again, after you finish hooking, immediately press the front x, and use the delay of the shoulder collision to make the opponent fall on your shoulder and float up, instead of him falling down and you hit again, you will understand according to my practice. Absolutely, I was in the same situation with you when I practiced judo.
To add up, familiarize yourself with the shoulder strike delay and try to let your opponent fall behind your shoulder time at the back of the shoulder strike delay. This will give you plenty of time for the next 1 shoulder bump.
Go for it. Learn not to forget to add points.
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The back shoulder of the hook must be hit quickly, otherwise the enemy will not be able to hit below a certain height.
And in the driving range, the P of the practice APC is very thin, and it is easy to get out of protection, and it is taken off during practice.
When hitting someone, if you equip the purple ** of the same level, you can also hit a hook in a row, and then it's time to protect.
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Try it this way. First of all, it is fast to wear cloth armor.
Normal Attack + Forced Uppercut.
There is also an uppercut that is added to level 15 or more.
You try again.
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It seems that you didn't grasp the timing right!
Pay attention to when you fall, hit it in advance, otherwise it will be easy to fall!
It's not floating when it hits, only the uppercut is floating!
When it hits, it's actually the effect of fixing the air, and after two hits, the uppercut CD is good and then connected!
Unless it's protected, it should be able to connect!
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You're right, it's just that there's a problem with attack speed.
It's also a little bit of a personal influence.
Pick me.
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You're not a problem with attack speed, 4, your G punch is too high, it's enough to learn level 5.
Wind Chase also needs to be level 5 to be able to do it.
Actually, attack speed and movement speed are not an issue.
I also have a judo, and that's how I connected it, but I don't feel that you can do it.
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It's a lot, but there's no one. I've played 51 judo, and it's strange for you, unless it's out of protection, but it shouldn't be possible, I can only say that it's a matter of speed, and there's also the control of distance. If you are too far away from the enemy when you rush forward, that will happen, that is, don't press x immediately after you finish fighting, and press again after running a little distance, you would rather run over your head, and at most you will rush forward and crash the opponent in the opposite direction, but you can turn back and continue with a slightly better control (this is not difficult) If you can't do it, the sky will ......,Exclusive to the rich.,Also,The equipment seems to be a little less.,If the Mani Divine Beast can't afford it.,The sage is 8%.,It doesn't seem to be enough.,If there's anything else, you can ask again.。
By the way, after saying some nonsense without doing anything, agree with the point of view, just say "choose me" and I'll bs, I don't want to score, after all, 200 points should be more comprehensive, but I still can't see it.
There is also your question method, you can use 50 first, add 50 each time, which can not only extend the time, but also make the question up-to-date, I don't know if you are very scored, but don't waste it so much. It's not a good idea to go all at once......
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Hahahaha, I know, it's out of protection, you take off the stick and take a look, use a stick that you don't add, or a 40 and 40 and the ghost death stick, you're looking at me, I'm taught by a master of the same Internet café, it's better if you have fashion and attack speed. You go and try it, and remember to give it to me.
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The question is that of the Winds ... After rushing forward x, press x and then have a follow-up move. Try to lock the wind chase and try again. Forward punch *2 + hook.
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I won't talk about the skill problem.,I think it could also be a ** problem.,I've tried.,50 powder plus 10,Even to 4000 damage it's not good to connect.,As a result, I changed a 50 blue and didn't add it directly to 1w+ without protection.,Protection is related to the proportion of injury and blood.,And it's related to the level of a single attack.,Everyone else has said it.。
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Floating power is greatly affected by skills and your own physical attacks, you look at your skills and attacks, and this also has a lot to do with your opponent's attributes, generally the higher the level, or if the level difference between you is large, it will not be connected.
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The benefactor on the 9th floor, it's amazing, o( o thank you.
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If you talk about the waiter's map, you can smash the back, throw, savagery, comet, hell, sledgehammer, awakening full, elbow hit 1, passive full, ex active: ex sledgehammer and ex cradle full.
EX Passive: EX Back Fall, EX Savage, EX Comet Full.
Other front-loading is fine.
The back fall is full because of the EX skill.,If it's full, it's nearly %1000 physical attack + more than 8000 attack.。 It's basically not much worse than a throw.
Toss full, you can look at the attack with full toss. Definitely won't regret filling it up.
Savage is definitely the magic skill of judo after the 70 revision.,The damage is extremely high.,And after the monster flies, it hits the monster and there are 2 damage.。
Elbow damage is good, but the lack of grappling cannon results in no damage to some monsters that can't be grabbed.
Passive awakening and EX hit the absolute point.,Now the king map and the hero map don't hit, you will find that although you catch the monster, there is no damage after falling.。
Comet, Hell, and Sledgehammer are basically the same as 60, and they are all dusty skills.
Cracked stone plus one is a combo.,Of course, if you want to do it, you can do it.,The damage is good.。
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1. Spiral comet falls.
Grab the enemy and jump into the air and smash the enemy to the ground, you can use the arrow keys to change the direction of the smash while jumping, and deal damage to nearby enemies when hitting the ground.
2. Neck-folding. Can force enemies hit by self to turn around, causing them to freeze for a short period of time.
3. Thunderbolt elbow strike.
Grabs a fallen enemy and attacks them with a powerful elbow strike, causing them massive damage, as well as creating a shockwave that deals damage to nearby enemies.
4. Savage collision.
Gliding forward while slamming your shoulders into an enemy, knocking them flying and dealing damage to other enemies you collide with. After hitting an enemy, you can immediately cast the Back Throw, Throw, and Spiral Comet Fall skills to form a combo.
5. Throwing. Grabbing enemies and throwing them forward, it can deal damage to enemies it hits, but thrown enemies will only take damage if they hit a wall or ground.
6. Cracking the sky.
Falling from the air and grabbing an enemy causes that enemy and nearby enemies to drag forward with you for a distance and inflicts multiple attacks on the enemy.
7. Cradle of Hell.
After grabbing an enemy, spin and perform a series of back throws at the enemy, then throw a powerful kick at the enemy and make you jump upwards.
8. Empty wringing hammer.
Hold the enemy in the air with your legs and spin in place, causing the captured enemy and nearby enemies to take spinning physical damage.
9. Doomsday Storm.
Grabs an enemy and starts spinning to form a tornado, and nearby enemies will be rolled up to deal damage, and the skill can be moved during release.
10. Cradle of death.
After grabbing an enemy, jump into the air and smash them to the ground, then roll forward while pulling them together, and finally kick them with a powerful kick.
11. Storm Dance.
Spin around the enemy at high speed and attack their joints, then give multiple hits** to severely damage the target.
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