-
If you want to have fun, I recommend you to play Sanda, which is cool to operate, highly skilled, and handsome;
If you want to be simple, the machine recommends that you fight, that one that almost doesn't need to be operated, and the summoned Dongdong will help you abuse the monster.
-
The machine is good, although there is a lot of blood when you are beaten, but if you keep pressing the robot, you will kill the other party. Machinery is good!!
-
The machinery is not good. I used to be.
Late cheating
-
Sanda is better·· After the machine reaches the 40th pole, the PK will be powerful
-
You explain the problem in detail!! Otherwise, what would I do?
-
Sanda! Mechanics are particularly difficult to practice! It's fun after 30!
-
Cabbage in the early stage of machinery, and fear in the later stage, especially the god of war. If you want to play machinery, you have to have capital, and if you don't have money, you have to play machinery with a cabbage.
Sanda to it doesn't matter (personal opinion), as long as you can play, it's OK if you have skills, and the equipment is not very important It feels good to fight.
-
Mechanical.,It's a little shrunk a little bit.,But it's very simple.,Just add MP and put a robot.。
-
The mechanical one is obscene, and no one wants PK. It's still sandal.,Skill stick.,Handsome action.,Brush pk is OK.。 But mechanical brushing is not good for single brushing, you must group people, but also consume blue, and you have to have money to play machinery. It doesn't matter if you play Sanda.
-
Sanda, the physical output is super high, and the output of 10W in the later stage is not blue!
-
Sanda is relatively simple. The machine is cloth armor and is more fragile. . . However, PK is good for both professions.
-
Sanda and mechanical PK? It is estimated that the machinery will suffer a little.
1 Let's talk about Sanda first There are too many advantages I'll talk about the combat method directly She's a semi-buff class Weakness perception ah Overlord == Strong instantaneous output Running speed is also very fast First of all, if you don't get on the overlord body, his skills will slow you down to the point where you want to die Once you get close to you, you are basically caught and beaten Skills like Crash Fist are fast and cause hard stun Hit and then a connection After 40s, the tragedy is tragic Chunli's legs Lightning Dance is here It's hard to dodge It's even harder to imagine how long a cloth armor profession like a machine can last It's even more terrifying when the overlord opens Basically, except for Judo Street Fighter Devil May Cry, most of the other professions only have to hide No reason to talk about weaknesses Russia This profession has a very high average ability But there are basically no shortcomings in the profession Anyone who has played Sanda knows that if a Sanda and a Street Fighter team up to brush the picture Street Fighter only uses to pull the net Sanda only uses to kick the monster that pulls over Okay It's that fast So you should look for the opponent's shortcomings from the opponent's habits For example, my big gun will take two steps back slightly after the anti-tank is released and then release the laser This is my weakness My friends often throw thunder at this time to up So I fell for it, so I started with my opponents to find shortcomings, not professional shortcomings.
2 The mechanical strong is still the buff But the mechanical PK lies in the chaos 3 small robots exist on the field at the same time Detonating with manual positioning Colro's hateful interruption CD is even more terrifying Dazzling Gundam Turret Airdrop Interception Factory Everything is coming Basically fall in the chaos Is it weak Because of the focus on release Lack of defense and attack speed I can only say that biting him can basically be suppressed and just fight.
Specific strategy For mechanical vs. sanda Don't put the machine first at the beginning of the game Suspend her hegemonic buff with a floating bomb or grenade first Otherwise, the beginning is very tolerant of being suppressed Secondly, the small machine is vulnerable in front of Sanda Don't be delusional to use the small machine to output She has nothing with a whirlwind leg Try to drag it out The best time to add a detonation second to the late stage Gundam is good to put it Hold the opponent Colrow suggested that if the opponent has a hegemonic body, use g3 and use g1 for the reason to take care of it yourself When pk, bring a hand cannon and then fly the cannon to run the position When you don't push into the corner, don't think about putting a turret, people won't come in, that's a novice, she just opens a hegemonic body or directly collapses her fist to come in, and then she is basically dead in it, because of the small machine, fly away and go to an open place.
For Sanda against the machine, pay attention to the frequency of the attack, don't be in a hurry, go straight up, or follow very tightly, you can't hit the face of small machinery, you can clean it with two feet at will, Gundam hit with Eagle Stomp Don't pay attention to the turret, pay attention to the jump back or run away quickly when he detonates, find his running mistakes, and output once on the top It is estimated that the output machinery will die at most twice.
The overlord can start the game, or you can keep it until he releases the airdrop Note that the more small machines you have, the better you will be at the lightning dance You can deliberately leave a few closer to him not to fight Let the small mechanical lightning pass over The rest is nothing to pay attention to.
-
It must be topped up.,The speed effect of adding one level of subtraction is the same as that of a full-fledged one.。。 Sanda's skills are all related to the attack of **, strong punch + full + a lot of strength, and the basic damage of the skill is increased by a level. Sanda late stage.
-
Mechanical Weakness Physical defense is very low It is basically bloodless if it is Sanda even a set If Sanda is high, it is normal to kill in seconds.
Sanda Weakness PK The disadvantages are not very obvious, such as not much group attack MP consumption is too fast, but this is not a problem in the PK field, if you open a strong punch, the attack movement speed will be reduced.
If these 2 professions PK are good, it depends on whether the mechanical positioning is good or not, because Sanda can completely open the hegemonic body armor and force close combos Of course, if the mechanical awareness is good, you can use the running hole of Sanda to fight back After all, the double explosion damage of the machine is still very strong.
-
I have a full-level machine and sanda, basically the most afraid of the machine is blue boxing, as well as the fighting department of sanda and street fighter! Afraid of their violent pursuit, mechanical skin, afraid of being caught, you have to win Sanda, you have to be able to run and throw mines, it is very important, and you can fly cannons, although you don't hold cannons! You fly the gun with the technique of a flying cannon!
G1 is going to drive a handful of his wingmen down, don't go over, just throw the two robots over, the most important thing is Sanda's movement speed, and then cast! The 35-level Gundam should be called often! The Viper Cannon often runs next to it in the middle of the road to find an opportunity to airdrop again!
The robot on the ground didn't hit him, detonated it, and threw him the machine** to be ruthless, it's best to strengthen it!
-
Kick +5 Thunder Light Dance Pre-system,Thunder Light Dance is a must-have.,Brush the picture and PK like to put the gunner of the robot.,Cancel it.,SP is not enough Back Fall +1 Combo and is very useful in some specific environments of PK (for example, when you fall to the ground,The gunner stands next to you and throws a grenade.,Get up and grab it directly) Clone +5 PK Magic Weapon to Restrict the Opponent's Movement King Kong +4 I admit that this is a very good skill, but in front of the extremely nervous SP of Sanda, I can only give up Sand Throwing +1 Long-range only**, The most important thing is to prevent those who use the restraint revolver to roam, generally if you are restrained, they will jump back and shoot you again, when they jump backwards, you can be beaten a lot less, and you can air defense, in short, plus level 1 can be a lot more flexible in PK crouching +1 must learn, a necessary skill for judo, you can dodge a lot of skills uppercut +10 out of force to make the enemy float, the attack is instantaneously determined to be hegemonic kick +10 level 10 is enough, some people think that level 20 moves are fast, yes, it's fast, but a is too fast, When your fashion and equipment keep up, it is easy to cause the 3rd foot to lack cooldown and not be able to make a move Dragon Claw +5 Whirlwind pre-system, this is undisputed Iron Mountain relies on +1 leveling can be used for output, PK is good after the enemy floats in the dead corner Broken bones + full Main output skills Overlord armor + full If you want pk, you must be full, otherwise you will scatter and practice in vain Strong fist + full It is very clear that what you want is the power of 250, 50 sets plus 1 level is 275, only this degree of strong punch with hegemony can give the opponent a sense of oppression Weakness Perception +3 The more this skill comes to the end, the more valuable it will become: Whirlwind Legs +1 Lightning Dance +6 Moves between multiple enemies within a certain radius and deals damage The following are the awakening skills: Valkyrie Strong Kick + Full The strongest kick in history.
-
Kick +5 Thunder Light Dance Pre-system,Thunder Light Dance is a must-have.,Brush the picture and PK are necessary when you like to put the gunner of the robot.,Don't cancel it.,SP is insufficient.。
Backfall +1 combos and can be useful in certain situations in PK (e.g. when you fall to the ground, the Gunner stands next to you and throws a grenade, gets up and grabs it).
Clone +5 PK is a magic weapon to restrict the opponent's movements.
King Kong +4 I admit it's a very good skill, but in front of Sanda's extremely nervous SP, I can only give up.
Throwing sand +1 long-range only**,The most important thing is to prevent those who roam with a restrained revolver,Generally if you are restrained, they will jump back and shoot you again,When they jump backwards, you can be beaten a lot less.,And you can air defense.,In short, plus level 1 can be a lot more flexible in PK.。
Squatting +1 must be learned, a necessary skill for judo, and there are many skills that can be dodged.
Uppercut +10 Force Floats the enemy in the air, and the attack is instantly overpowered.
Lower Kick +10 Level 10 is enough, some people think that level 20 is very fast, yes, it's fast, but A is too fast, and when you keep up with your fashion and equipment, it's easy to cause the 3rd kick to lack cooldown and not be able to move.
Dragon's Claw +5 Cyclone Pre-Hood Ruler Hall, this one is undisputed.
Iron Mountain can be used as an output by leveling up +1, and PK is good for enemies floating in a dead end.
Bone Crusher + Full Main Output Skill.
Overlord armor + full If you want pk, you must be full, otherwise you will be practicing in vain.
Strong punches. Full It is very clear that what you want is the strength of 250, 50 sets plus 1 level is 275, and only this level of strong punching with hegemony can give the opponent a sense of oppression.
Weakness Perception +3 This skill becomes more valuable later on.
Whirlwind Legs +1
Lightning Dance +6 Moves and deals damage to multiple enemies within a certain radius.
The following are the Awakening skills.
Valkyrie Strong Kick + Full Strongest Kick in History.
-
What do you say?
The growth process of a Sanda is a history of blood and tears.
Sanda can be said to be relatively weak in terms of brushing.
When someone else uses a group attack to kill monsters in pieces, or uses a remote kite to fly a kite.
You can only hold down a handful of monster point attacks and skills on the side.
Only when you fight the boss can you have room to play.
Speaking of PK, in terms of PK, Sanda's attacks are also based on straight lines, in order to expand the range.
The operation of the cyclone leg is a must.
Then there is the hegemonic body and the strong fist, these two cannot be separated.
Without a hegemonic body, a strong fist is useless at all, and without a strong fist, the hegemonic body is just a waste.
The only way to win in the current version of Sanda on PK is to respect the draft, close to the body, and then under the effect of hegemony and strong punches, a set of even to death.
But this tactic encountered Mu Zhi Judo, that is, to send food to others.
Therefore, the specific fight can only be felt in the non-stop battle.
Being improvisable and eclectic is a must-have quality for Sanda.
-
Sanda is very depressing.,I played with me before I went to school.,He's a street fighter.,I'm Sanda.,Brush the picture is him with the god of me.,PK can't beat him at all.。 The blind change skills next to the awakening are also very rubbish.,,Looking forward to the revision of Sanda strengthened!
-
My buddy plays male sanda.,I just know that his awakening must be full.,Equipment is recommended all the way to the system.,Sanda is a percentage.,After the full level, you can do or buy a high strength.,13 or more.。
-
I've been playing Sanda for a long time, and I sold 2 numbers in the 70 version, so I'm still familiar with Sanda. Now the main thing in Sanda is to pile up physical attack power, but it is indeed important to increase strength, but the left and right slots, that is, auxiliary equipment and magic stones, it is best to increase physical attack power in this regard, because Valkyrie increases direct physical attack power, which will increase a lot of panel attack power. The ratio is about 1 to 1.
Again,Let's talk about skills,I'll talk about brushing first.,Sanda mainly relies on skills to eat.,That is, it mainly relies on punches and legs.,First,Buff skills must be full.,That is,Strong punch + weakness perception + hegemony。 Then,Uppercut can be 1 or 5,Lower kick、Broken bones、Inch fist、Iron Mountain Lean、Lightning Dance、Must be full、Martial God step is also full (Martial God this profession is very tangled、Monster is always the most difficult to hit,So we have to have a good movement speed,So we have to often chase monsters to fight,So this martial god step must be full),The rest of the skills are point front,And then the steel and iron bones are also a few points.,It seems to be 10 points.,Because there's a characteristic skill behind.,It's very easy to use when brushing, Monsters hit you with a maximum of 40% chance of being overpowered. As for awakening, I've always been full, and my EX skills are also full.
If you brush the map, Sanda is stronger, with high attacks, many hegemons, and fast speed, which is a powerful DPS output. Pk's overlord armor will be better.,Sanda focuses on brushing.,Remember to turn on the buff.。 >>>More
Copy another Q: What is the ultimate purpose of Mechanic PK? >>>More
If you swipe too many channels, you won't be able to connect to the channel again. >>>More
Because most of their moves are fixed damage (so that the damage is high when PK) and then the mechanical intelligence is high (especially after learning the intelligence of ancient memory 10j +150, so that Asura and mechanical second monsters are much easier) The attacks of their moves are basically hundreds or even thousands of magic attacks, so the damage is particularly high.
There are several possibilities for your question!
1) Floating bullets have nothing to do with silver bullets! >>>More