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Refers to locations that are not in the same line but can connect to you
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The simplest way to put it is to use a dazzling attack to combo...Specifically, there are many more time skills...Because there is no attack between other professional attacks or skills, the exception of the tactics, he can throw the ball, this attack is also good, and the output is not low. Of course, now there are almost not many people who know how to pseudo-company.,It's been harmonized.,The feeling of dying in the first few chapters has disappeared.。
It's old.
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The meaning of the pseudo-combo is roughly to use the ball + skill chain + sky strike after hitting the opponent with the heavenly strike, and in order to strive for the CD recovery of the heavenly strike, and constantly use the ball + other skills to form a combo.
Pseudo-Lianliu is actually very simple, but it is really possible for Pseudo-Lian to kill opponents or sweep out a dozen and a half blood all the time!
The level must be 50J or more (only when you play more than 50J can you slightly understand the time to play the ball, and the number must be practiced by yourself!) But it is not denied that there is no such consciousness at the bottom level).
Choose the right ball.
Light (Generally speaking, the light ball is a combo that is easy for novices to master, and floating can extend the CD recovery during combos, which is convenient for combos).
Fire None (these three types of balls also have a small amount of levitation after hitting the enemy, and you can grasp the time if you have more).
Ice dark (these two kinds of balls are generally the most difficult to sweep the ground, the ice does not have the ability to float but has stiffness after hitting, it can also be used, but the service time is difficult to master, so it is not chosen.) Needless to say, the dark balls).
Combo mentality.
When the opponent is underground or in the air, keep a calm mind, attack the opponent with the appropriate skills, wait for the CD of the Heavenly Strike, and also observe the cooldown of other skills, and finally the opponent's landing point.
Skill 1 with x*3 sweeping method, when hitting x*2 to release the ball, hit x*3 when you add a day strike to continue x*3 has been repeated (but you need a certain attack speed 2 to put the ball away, as far as possible, but not too far, to ensure that the ball can hit the opponent 3 before the opponent does not stand up to treat special situations, that is, when you sweep out the protection, the opponent will speed up to stand up, or use squatting, try to use x*3 method to break, if not, add a mandatory skill, when you encounter a close profession, If you don't have the confidence to be sure, run away and catch someone again.
The 4-move combo method is dead, people are alive, and flexible use is the king.
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First of all, ACT5 canceled the pseudo-combo because it increased the time to get up and the first hegemon, what kind of stream are you? If you are pure light, it is best to control the speed of the ball, it is best to be slow, not too fast, or you will be too difficult to put the ball behind the CD, and the sky hit plus the drop flower and the round dance on the ground, and you can also put the time after the flash on the ground, the most important thing! After watching more ACT5, the force method pk** learn more routines, because I didn't play messy balls (the operation requirements are too high), so I won't explain it here.
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