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Share the common skills of the training strategy of the shadow torch city master combo.

I found that the community was full of sorrow because of the master combo training, and many senior brothers found it more difficult than the final boss. But for me with experience in action games, it's only five minutes. So I want to share some logical experiences, and bring a new opening way to the old buddies who are new to action games, so that those who are tortured by combo training can practice with understanding instead of pressing keys and feel the happiness brought by fancy combo.

Note: The "continuous segment" mentioned in this article refers to the situation that the enemy can't strike back while continuing to attack the enemy in a game with action elements. Anything that allows an opponent to bounce off an enemy without using a special mechanism (such as an explosion in a fighting game, and the enemy is forced to become a bully; Not including the floating guard), there is a chance to breathe, which belongs to the broken network.

This paper only expounds the basic principle of continuous segment, and provides a basic idea for novices who are more difficult to play continuous segment than boss. This idea can also be widely applied to all action games. If you want to play beautiful and complicated links in actual combat, you still need a lot of practice to form muscle memory.

Linking principle 1: Understanding action performance

The most important thing in action games is all kinds of actions. Game developers will give different actions different performances: for example, some actions are domineering, and some attacks have invincible frames; Some action damage is extremely low but the shot is extremely fast, and some action damage is very high but the shot is very slow, so it can only be hit when the enemy is hard and straight.

In different situations, different performances will play different roles. For example, it doesn't matter whether there are invincible frames in the action only for the segment. What is important is how to prolong the enemy's hard and straight time to create a better output environment.

According to the different performances of continuous segments, I divide the movements into several types: empty-picking, rigidity, transposition, fly-hitting and buckle-dropping.

The same action may overlap in multiple types; Many times, the same type of actions can be substituted for each other in the sequence, and sometimes the shooting time will be different because of their different performances.

Take the keyboard as an example: J is a light attack, K is a heavy attack and L is a special attack; WASD upper left and lower right; Space jump; Shift and dodge; QE Switch weapons from left to right. (There is a bug in the keyboard of the game that seriously affects the continuous recruitment experience: you can't change keys when switching drill bits. Although the two keys can be switched in sequence, the switching mode corresponding to the three keys is clearer and easier to use quickly. )

Pick type

Starting from the ground, the skill of letting the enemy float directly above is usually used as the starting position of the air link; Or let the enemy's position rise continuously.

Before picking the empty space, we usually use ground attack to test our hands. The first attack is used to confirm whether the enemy has a bully. If there is a bully, we will sneak around and keep looking for opportunities. When it's hard, hit one set on the ground, and then hit another set in the air.

There are five different empty-picking actions in this group of continuous strokes.

The J-K and J-J-K of Tiequan and J-K of Electric Whip belong to the ground first pick. Although the altitude and the relative position with the enemy are different, they can basically be replaced each other in continuous segments.

WJ and WK of Tiequan are two different dragon-lifting fists, which can be used in the air besides on the ground, and are an important way to keep in touch with each other in the air.

SK of drill bit belongs to a special type of empty picking, which gives the enemy a judgment of empty picking when landing and rebounding quickly, and needs to keep the position of the enemy and ourselves when applied to continuous sections. Use in the air belongs to re-election in the air, not to continue taking off.

Hard straight grip type

The most common element in links, links are established by keeping the enemy rigid.

Ground type

General ground combo is composed of this type of attack, such as knocking on the ground.

Ground rigid link requires attack judgment to hit the enemy again before the end of the enemy rigid link, which is also the most basic principle of link.

J-J grinding of iron fist and J-J grinding of drill bit belong to the most commonly used hard straight type, which can play a substitute role in continuous section.

Electric whip j can't play a hard and straight effect on ground enemies.

Floating type

Keep the enemy floating in the air, usually with a light air attack, and hit as many segments as possible with this type of attack before the enemy lands.

If the air-to-air attack can be used in the air, then the air attack is a re-launch of the floating type.

For example, the empty J-J of iron fist, the empty J of drill bit and the ground/empty J of electric whip all belong to the most commonly used floating type, which can play a substitute role in continuous section.

The electric field generated by the SK of the electric whip is the best floating type, which allows the enemy to keep the ghosts and animals low, let their own rhythm breathe and then carry out a new set of links.

The ground J-K-K of the drill bit is a special floating action, which itself is on the ground but can keep the enemies close to the ground floating continuously. You can use the dragon or electric whip to pick the empty space later.

The WK of electric whip actually has the effect of picking empty space, but it is not easy to use. It is often used to let the enemy float directly on it in the company.

The bamboo dragonfly in the air of the drill bit can be used to keep the enemy floating and let the enemy descend with it.

Cross program

Change the relative position between yourself and the enemy, and make the movements connect more smoothly. It is usually used to close the distance between oneself and the enemy, and it is the simplest way to keep in touch, usually with no harm or low harm.

You can pull it or pull it yourself, so you can land quickly or even go backwards. This type of action can play many tricks.

Dodge action is the most direct transposition action.

The L of the electric whip is the most important transposition action in the game. After obtaining the electric whip, the link performance of the character is greatly improved.

Automatically lock the nearest enemy, pull yourself to the enemy to kick, while keeping the enemy hard and straight. Some actions that have been disconnected can be resumed directly with the electric whip L.

With the wall, some attacks that can't be picked up can be grabbed by the electric whip and then continue to pick up.

Fly-strike type

The fly-hitting type is different from the air-picking type: the air-picking type makes the enemy float, which is convenient for subsequent air connection; To fly is to fly your opponent out. In most cases, it can only end in one paragraph, and it is difficult to continue to connect the paragraphs. This is a huge loss that cannot be continued.

SK crushing of Tiequan is a complete flying type, which can only play the role of finishing touch.

And Xu Liji's iron fist and electric whip also belong to the type of flying. But this action can only be connected after the electric field or time stops, and can only be used for ending. The force storage j of the drill bit and even the electric field are too late for the weapon to accumulate force and cannot be brought into the continuous section. This huge weapon that shakes back and forth will even carry out the first ordinary attack, which is a design mistake. )

The WK arc dragon drill of the drill bit can hardly connect with the subsequent continuous strokes except for slight position adjustment, because its long displacement distance can be used as the ending of other flying strikes (such as K smash in the air of iron fist).

The J-J-K tornado of the drill bit also belongs to the flying type. Although it is an ordinary attack, it is difficult to cut weapons and meet the enemy again, and it is also difficult to connect segments, which is not suitable for the segment. But it is strong, and there is no attack to interrupt after the tornado comes out. Very useful for jumping spiders. (Grenade launcher +2 spider is the boss battle that I have died for the longest time. What is a random and non-interactive soldier designer thinking in the boss war? )

Buckling type

Letting the enemy fall to the ground directly, in most cases, ends in a continuous section. Maybe we can cancel the backswing and continue this trick.

The end of some segment derivatives is buckle type, except flying type. For example, the iron fist ground JJKK and JJKK can be taken into the air with Daryun.

Connection Principle 2: Shakeback Elimination

If you want a refreshing move, you have to cancel the backswing of the last move in various ways, the most famous of which is the cancellation of the jump of the devil may cry (jc).

In fact, the cancellation mechanism appears in all action games.

There are two main cancellation methods for Shadow Torch City: avoidance cancellation and vitality cancellation.

Avoiding cancellation can catch up with the enemy with short flight distance and continue to combo; The cancellation of the original vitality technique can make the originally derived link fall into a big shock and then become a connecting part.

The action produced by the combination of direction key and K belongs to vitality skill. The use of vitality skills needs to consume blue, and the blue will recover with the continuous attack on the enemy.

And the same vitality skill can't be used continuously, but you can use it again after cutting the weapon and cutting it back. This is to encourage the use of weapons to switch continuous segments, rather than mindless continuous ascension.

Continuation principle 3: sense of rhythm

Someone's reaction is always too late to cut the weapon. Some people say that you should press the weapon cutting key and the attack key at the same time at the end of the last weapon attack. But as far as my experience is concerned, it is completely the time to cut weapons before attacking.

In fact, this is not a matter of hand speed, but a matter of rhythm.

Action games will have a "pre-input" mechanism, and the instructions for the next action can be input before the last shake is over.

Almost everyone will continue to press the button when they start playing action games. Even if the desired attack has come out, their fingers are still moving wildly. This is a very bad habit and must be changed. This will affect the pre-entered instructions and lead to being beaten before changing tactics. The correct way is to confirm that an attack corresponds to a key. Only by pressing this key at the right time, the role naturally refers to where to play.

The most important thing in action games is not the hand speed, but the rhythm, even if it is the action that requires high-speed operation such as the devil may cry and the dragon, or the fighting game that is accurate to several frames.

Some links need to be consciously paused for a while, so that the enemy and himself can reach the ideal position and then continue the combo. This is called "framing". This is what we often call the advanced skill of linking, and I think it is a natural way to deal with it after understanding the principle of linking.

Specific analysis of training ground

Iron fist training

Tiequan has a good ability to air the enemy.

1、

JJ-(W)J- jump -JJ (empty) -(W)K

Hit hard from the ground-the little dragon picks the air-jump to keep the body position equal to the target-keep floating-the big dragon picks the air again.

2、

JJJK-K-(W)K- jump -JJ (air) -(S)K

Hit the air directly from the ground-buckle-Dashenglong cancels the buckle, shake it back and pick the air-jump to keep the position equal to the target-keep floating-buckle to end the link.

Drill bit training

The attack of drill bit is basically multi-stage, long before the earthquake and long after the earthquake. It is usually not used as a starter, but it has a good ability to stay in the air against the enemy.

1、

JJ-(S)K-Jump-j (air) -(W)K

Hit the enemy hard on the ground-pick the air-jump and adjust the position-keep the enemy floating in the air-dragon drills a series of endings

2、

K-J (aviation) -JJK

Pick the air-let the enemy float in the air-let the enemy float on the ground.

Electric whip training

The electric whip has a good ability to close the distance and keep the combo.

1、

JK-L-K-(S)K

Pick the air-close the distance-keep the combo-the electric field continues to produce rigidity.

2、

JK-JJ-(W)K

Pick the air-keep the enemy floating-continue to keep the enemy floating.

Primary training

1、

[fist ]JJ-J- sprint -(W)K-K

Hit the enemy hard-fly the enemy-cancel the action, hit a sprint hard to catch up with the enemy who is flying-raise the dragon to pick the air-smash and fly.

It is still a fragment of a single weapon, but it shows the usage of avoiding and canceling and shaking.

2、

[fist ]JJ-[ exercise ]JJ-J

Direct attack on the enemy-change weapons and continue to direct attack on the enemy ground-direct attack on flies is completed.

It shows the idea of changing weapons and continuing to recruit. Switching weapons can jump out of the derivative restrictions of a single weapon. For example, if you only use iron fists and can't get the enemy on the ground after two jacks, then you can continue the ground combo by switching the drill bit.

Intermediate training

1、

[fist ]JJJK-[ drill ]J-JKK

Pick the air-let the enemy float in the air-let the enemy float on the ground.

Simple weapon switching link. The role of the iron fist part is to pick the empty space, which is essentially the same as the second paragraph of bit training.

2、

[fist] JJJK-(W)K- jump -JJ (empty)-[drill] J-(W)K

Pick the air-take off again-keep your position-keep the enemy floating-switch weapons and keep floating-complete the dragon drill

The primary training 2 shows the idea of switching weapons on the ground to continue the enemy's rigidity, while the intermediate training 2 essentially shows how to switch weapons in the air to keep the enemy floating, and the essence is the same. It's just that you should pay attention to your body position in the air, and it's easy for players to start psychological panic after taking off.

Advanced training

1、

[drill](S)K-Jump-J(air)-[punch]JJ-(W)K-[drill]J-(S)K

Pick the air-keep your position-keep the enemy floating-take off again-keep the enemy floating-pick the air again.

Shows how to use weapon switching to reset the use of vitality skills, prompting players the possibility of unlimited connection in the air.

2、

[fist]JJJK-[drill]J-[whip](S)K-J

Select air-switch weapons to make the enemy float-then switch weapons to make the enemy float-strike the enemy.

Although it is the first company to switch three weapons, the idea is actually very simple, which means that the enemy who falls from the air can be trapped by the electric field and continue to float. In the meantime, there is still time for the electric whip to make a power-saving attack to make the finishing touch.

3、

[whip ]JK-L-[ fist ]JJ-[ drill ]J-(S)K[ whip] (s) K.

Pick the air-keep the enemy floating while getting closer to the target-keep the enemy floating-switch weapons to keep the enemy floating again-pick the air again-switch weapons to keep the enemy floating.

It shows three ways in which weapons make enemies float.

Master training

1、

[fist ]JK-JJ (air)-[drill ]J-[ whip ]L-[ fist ]JJ (air)-[drill ](W)K

Pick the air-let the enemy float-switch weapons to let the enemy float again-let the enemy float and narrow the distance from the target.

-Switch back to the first weapon and let the enemy float.-Kill the fly.

Similar to advanced training 3, it is a comprehensive weapon floating training, but it needs to switch weapons at a higher frequency, and it is necessary to make clear what the weapons are for to avoid confusion.

2、

[fist ]JK-JJ (air) J- sprint -JJ (air) -(W)K- jump -JJ (air) -(s) K

Pick the air-keep the enemy floating-strike the enemy-shake to catch up with the enemy after the sprint is cancelled-keep the enemy floating-let the enemy take off again-adjust the position-keep the enemy floating-strike to the end.

A perfect single weapon link, from the beginning of picking the air to the end of hitting the air, uses sprint and other technologies to cancel the rigidity and position adjustment, so that the enemy can always float in the middle.

In fact, the complete fragments are all of this structure, but the action performance is slightly different, with an extra step of cutting weapons.

3、

[fist ]JK-[ drill ]J-JJ (empty) J- sprint-[drill ]J-[ fist ]JJ (empty) -(s) K

Pick the air-cut the weapon to make the enemy float-cut the weapon to make the enemy float-hit the enemy-shake and catch up with the enemy after the sprint is cancelled-cut the weapon to make the enemy float-cut the weapon to make the enemy float-fight to the end

The essential logic is the same as above, except that an air attack with an extra drill bit is needed to keep the enemy floating.

4、

[whip ]JK-L-[ fist ]JJ (air) J-[ whip ]L-[ fist ]JJ (air) -(W)K-[ whip ]L-[ drill] J-(w) K.

Pick the air-pull-cut the weapon and keep it floating-hit the fly-pull-cut the weapon and keep it floating-the Great Dragon takes off again-pull-keep it floating-hit the fly.

It shows the super performance of the electric whip in the continuous section, and even can catch some enemies close to the flight distance. In fact, this link can be a little more complicated. For example, only one of the fist and the drill appears in the air floating attack, but they can actually appear together, just need to switch more weapons.

abstract

The overlapping part of these paragraphs confirms the above conclusion: the same type of action can be replaced within the paragraph, for example, various hand-picked empty actions can be replaced with each other; J of aerial drill and JJ of iron fist can be connected or replaced with each other; The pull of the electric whip can sometimes replace the sprint, and so on.

Every section of Shadow Torch City follows the law of hitting the ground hard-picking the air-changing the hair in the air to keep it floating-hitting the bottom. There is also an advanced skill called forcibly getting up and letting the enemy recover directly from the air without landing. This article is a basic teaching, not much description. )

So you only need to know the performance and derivation of different movements, put different types of movements in the right position according to the continuous structure, and then press the keys according to their rhythm, so you can easily complete the above continuous strokes. Of course, if all the attacks are combined to form a truly complete and complex link, it is actually a time-consuming and laborious thing. It may take several hours from conception to completion. In addition to clear thinking, you need a lot of practice to form muscle memory, so that you can play all kinds of eye-catching operations at will in actual combat.