piątek, 7 lipca 2017

Arms tips

Byte & Barq - Ignore Barq (the dog) and focus exclusively on bytes. When these two Seekies are deployed, you can easily avoid this attack and start a counter-attack from the air as soon as you see that your opponents are using this attack. Cracker is fast, so you must be careful when you are close to the opponents; Soak in the direction of the cracker arm.

Helix - counter helix you can even attack as the first. He will typically go to an extended position and remain there for a while. If he does, you can easily attack him first and land a hit. If he does not, keep to the familiar tactics: wait, attack dodge, counter attack with a single hit. Always turn in the opposite direction to the Guardian, if equipped, unless you are close to him, then you should move in the direction of the Guardian to have a better angle for your counter-attack.

Kid Cobra - Do not jump against Kid Cobra unless equipped with Hydra Otherwise, this is a fairly uncomplicated match. Try to stay close to him so the benefits of slamamander and coolerang are reduced. If you are fighting for a longer distance, it is only an advantage for him.

Master Mummy - If this opponent decides for two Megatons, you should be closer to him, but not too close to him, and wait for a blow. You can easily dodge these blows to counter-attack them. Always undo in the direction of the arm that he is using to hit. This tactic also works with his other two arms, but these are faster than the Megaton, which is why you should keep your distance. Hold about a distance of five character lengths. Try to keep your arms charged so you can break through his super equipment.

Mechanica - If you use Homie or Whammer, you should move close to it and avoid the attack. If you use the turret, you should keep a little longer distance, but do not move too far from your opponent. It should always move in the direction of the turret arm when equipped with it. This makes the dodge easier and at the same time makes it harder for you to hit her with her other arm. As with the Master Mummy, you should also have loaded your arms as far as possible against these opponents in order to strike through their super armor.

Min Min - It does not matter which arms she uses, you should always be as close as possible to this opponent and stay there. If you're having trouble moving to this distance, you should retreat a bit until you can comfortably avoid. Your arms are quite slow, and Dragon does not work well when you are close to her, so you should take advantage of this.

Ninjara - When he jumps, you can get on a "teleport dodge" (teleporting) and an attack as soon as he disappears. When you get the right timing, your hit will reach the position where it reappears, so you can land a hit. You should never attack Ninjara first if you meet him in one of the later matches, as he almost always evade and pack you. Try to stay close to him and move into the direction of his triblast arm, if equipped.

Ribbon Girl - Try to stay close to her, and do not bother attacking her when she jumps. Just stay tuned to it and slip into the direction of your Popper Arm when equipped with it. This is the only arm before which you have to be careful at a short distance because it has a very fast attack. This lady fights at great distances excellently who you use the slapamander, so you should not try to fight from afar against her when she has equipped herself with this arm.

Spring Man - When equipped with Tribolt, you should stay close to him and avoid the Tribolt Arm. Otherwise, just stay close to him and wait for his attack. Then dodge and counter with a single punch.

Twin Point - When equipped with the parasol, you should always avoid the direction of the Parasol. If you are caught and frozen by the Chilla Arm, you can still block and attack. Block first and be careful not to be grabbed. If you see that the opponent wants you to pack, you should take a single punch

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