Sai Wen's skills in Ultraman Fighting Evolution were as follows: - Derivative Skill: - The front was a fast punch, the normal was a 5-time chain punch, and the front and back were also fist skills. The normal could easily suppress the NPC's defense and counterattack. The speed of the back and the bottom is fast, but because it only attacks once, it is more suitable for a sneak attack rather than a main attack. Sai Wen's attack range was short, so he should fight in close combat. He had a big advantage in close combat, and he could use other skills to restrain him from a distance. In addition, the middle and front of the running, as well as the normal, have a combination of moves. The range of the running is relatively better, but there are obvious preparations. - [Derivative Skill]: - Normal, front, and back were all cut with the head dart. These three skills had a relatively strict counter, and without the counter, the skill would have a very long hard hit after being used. The opponent would be able to control the situation, so it was generally not recommended to use it. The rest of the derivative skills were leg attacks, with a knockdown effect at the bottom and a slight retreat after the attack. If it did not succeed, it would be difficult for the opponent to grasp the rhythm and it would be difficult to dodge if it was not guarded. There were two combos, the fake combo of the third combo (the third combo could be defended against) and the last combo of the second combo. The last combo of the two combos was easier to hit the Counter judgment (not 100%). - Derivative Skill **: - The output of throwing skills is strong. × × can make perfect combo moves with front and normal skills (in some cases, the arm will not hit the opponent). ×× is the most powerful in throwing skills, and the damage is basically 1.5 times or even 2 times that of other characters. - ** Derivative Skill **: - Normal Grade: Good Judgement but slightly slower, Running Grade: Fast, slightly worse Judgement than Normal Grade but not bad. Running Grade: When the opponent's stun is full, the accuracy rate is quite high. - ** Aerial Skill **: - The height of the jump was the same as the first generation of Zofee. The air attack was the same as the first generation of Zofee. The air attack was more practical. The air attack was not recommended. The air kick was similar to the first generation of Zofee. It was easier to use. - ** Defensive counterattack **: - Anti-reflection-Fast kick speed, anti-reflection-Attacks the opponent with the head dart. The damage is average but has a knockdown effect. The hit rate is slightly lower. Anti-Counterattack was the same as running. Even if the opponent's stun value was not enough, the success rate of hitting the opponent was higher. - ** Support Skill **: - The eye support light was fast, did not deal much damage, but had a good restraining effect. It could make up for the lack of range, but it could be easily dodged by squatting. The Hand Shaking Ray (also known as the Knuckle Ray) had an ideal attacking speed. These two auxiliary skills could be switched back and forth. When the opponent squatted down, he would shake hands with the Hand Shaking Ray, and when he stood up, he would use the Eye Shaking Ray. - [Kill]: - Abundant skills and outstanding power. A-grade head darts and S-grade Otto impact tactics were both skills that could not be absorbed. Read more exciting novels for free
In Ultraman Fighting Evolution 3, Savon Ultraman was a character with high speed and high attack but poor defense, similar to Zofee. Sai Wen's normal attack methods were basically high-speed suppression. The front was a quick punch, the normal had five consecutive punches, and the front and back punches could explain its high speed. The normal could suppress the NPC's defensive counterattack. Lower back and lower back are fast but only attack once. They are more suitable for sneak attacks rather than main attacks. It had the disadvantage of short attack range (short arms). When attacking, it should be closer. From a distance, it could be restrained by other skills. Running, front, and normal have combo moves, and running has a relatively better range, but there are preparations. In terms of Savon's class of critical strikes, normal, front, and back were all head-darts. Counter's judgment was relatively strict. Without this judgment, the hit after using the skill was very long, so it was generally not recommended. As for the other leg attack derivative skills, the lower part had a knockdown effect, and the back part could retreat a little after attacking. There were two combos, the pseudo combo of the third combo (the third combo could be blocked) and the last combo (the opponent couldn't block it). The last combo of these two combos was easier to hit the counter. Sai Wen's [x] derivative throwing skill was powerful.[x] could be used with front and normal [] skills to make perfect combo moves (in some cases, due to short arms, the opponent might not be hit).[x] was the most powerful among throwing skills. When fighting monsters, the main method of fighting was to stun or stun the enemy, then press the button according to the order of the cases on the screen to release high-damage skills. There were many modes to choose from in the game. Among them, Otto Mode was related to the original plot and included classic battle scenes. <a href="/?from=ask_words" style="color:red" target="_blank">Read more exciting novels for free</a>
In Ultraman Combat Evolution 0, the release of ultimate skills was related to the state of the energy bar. The energy bar had different colored areas. When the first blue area of the energy bar was full, the button to add a circle would release a small sure-kill skill. The middle sure-kill skill could only be released when the energy bar turned yellow. The operation was to add a circle. The big sure-kill skill could only be released when the energy bar turned blue. The operation was to add a circle. After the energy is full (the character's energy tank will flash when it is full, which is the MAX state), press the reverse direction key + circle to release a big move, but before doing so, you must hit the opponent far away, otherwise it will be broken, and if the opponent's energy is full, you can also block it. The small kill could only be used when the energy bar below turned green. In addition, when the enemy used a big kill shot, he could press the circle to block it, but it would consume half of the energy. This would need to wait until the energy bar could be used to kill. There was another way. If you felt that it was too troublesome to accumulate energy bars and that it was easy to be interrupted by the enemy when you cast a skill, you could press the return button on your phone to pop up the cheat menu and open the option of unlimited life and unlimited energy. This way, the energy bar would be full at the beginning. Not only could you cast your ultimate skill infinitely, but your own HP would not drop when the enemy attacked. <a href="/?from=ask_words" style="color:red" target="_blank">Read more exciting novels for free</a>
In Ultraman Fighting Evolution 3, Evil Diga had the following skills: 1. [Evil Ray: A basic skill. It can shoot powerful rays to attack enemies. It can effectively attack long-range enemies.] 2. [Flash Crush: Use your own energy to create a powerful flash of light and throw it at the enemy. The flash explosion will cause area damage. It is a good support in team battles.] 3. [Evil Claw: Releases sharp claws to pounce on the enemy. It is a melee attack skill suitable for melee combat.] 4. [Dark Giant Claw: When the energy reaches a certain level, it releases a huge dark claw. It is an ultimate skill with great power and can instantly defeat the enemy.] In addition, the Evil Tiga's offensive methods were basically the same as the composite Tiga, but it was slower and more powerful than the Tiga. It could not play many combos like the Tiga, and the only combos were from the back, bottom, front, and back. The front kick canceled the knockdown effect, in exchange for the anti-counter and additional knockdown effect; the bottom became a very fast long-distance sneak attack skill, fast speed, long attack range, and excellent judgment. Counter's judgment was not strict, far better than Diga. The speed of the support skill was faster than that of the real Tiga, and the Dizzy effect was also faster, but the power was not as great. His ultimate skill was the [A] class [Evil Pelio Light]. It was quite powerful and did not require a lot of stun, but it could be absorbed and blocked. <a href="/?from=ask_words" style="color:red" target="_blank">Read more exciting novels for free</a>
The following is the character unlocking strategy for Ultraman Fighting Evolution 3: 1. [Zofee: Appears in the order of the first generation, Sai Wen, Jack, Ace, and Taylor.] 2. [Astra: Appears when Leo is used in combat mode and defeats all of the Otto brothers with the move "ー ー] 3. [** Aidi **: The following three conditions must be met: 1. Clear the first 18 missions in the Otto mode with a rank of A or above; 2. All Ultramen must pass the combat mode once; 3. All Ultramen must pass the ten strongholds once.] (Note: The above three conditions do not include Dark Diga, Evil Dina, Regado, and Mechanical Ace.) 4. [Paranoid Savin: Otto Mode: "King Reid's Resurrection Proclamation" and "Fights!"] A rating of B or above appeared in the two rounds of Ai Di vs Sai Wen. 5. [** Aguru **: Appears after clearing a battle with Gaia (V2).] 6. [Jestis: In the first battle of the Otter Mode, Gauss VS Jestis, use Gauss (Eclipse) to defeat Jestis.] 7. [** Dada **: After completing the Otto Mode's initial mission with all A-rank and above, it will appear together with the monster specimens in the hidden stage.] 8. * * Gomorah **: A or higher rating for the Otto Mode "His Highness the Monster" mission has appeared. 9. King Reid: Appears after King Reid defeats the First Generation in the Otto Mode 'Monster Specimen'. 10. [Jayden]: Appears after Zofee defeats Jayden in the Otto mode "Goodbye Ultraman". 11. [** Bemstedt **: Appeared after Bemstedt defeated the First Generation in the Otto Mode 'Monster Specimen'.] 12. * * Two-tailed Monster **: A mission rating of B and above has appeared in the Otto Mode 'Two Monsters Attack Tokyo'. 13. [Baksim]: Appeared after Baksim defeated the First Generation in the Otter Mode 'Monster Specimen'. 14. [Ace Robot: Otto Mode: Death penalty!] Otter Five Brothers."He appeared after defeating Ace Mecha Killers with Ace Mecha. 15. [Evil Tiga: After clearing the Otto Mode "Inheritor of Shadows" with a rating of B or above, there is a certain chance of encountering Tiga in combat mode. It will appear after defeating it.] 16. [Fake Diana: Otto Mode: Deathmatch!] After clearing the stage with a rating of B and above, there was a certain chance of encountering a Dylla in combat mode. It would appear after being defeated. 17. [Glorca: Appears after clearing the dungeon with Gauss and Jestus once in the two-man combat mode.] 18. [Rejedo: Obtained an evaluation of A or above in the Gauss VS Jestis round.] <a href="/?from=ask_words" style="color:red" target="_blank">Read more exciting novels for free</a>
Ultraseven was the main character of the feature drama "Ultraman" produced by Round Valley Corporation. It first aired on TBS in 1967, with a total of 49 episodes of 30 minutes each. He came from the M78 Nebula, the Country of Light. Initially, he came to Earth as Star Observer No. 340 to create an orbit map. After being moved by the courage and kindness of humans, he transformed into a Star Cluster with the appearance of a young man and joined the Ottle Garrison to protect Earth. The colorless timer on the chest of Savon Ultraman. The energy armor plate on the chest can absorb solar energy and become stronger. Its main weapon is the head dart, and it also has many light skills and the ability to use monster capsules. He had appeared in many feature films such as Ace Ultraman, Tyler Ultraman, Leo Ultraman, and Eddie Ultraman. In the Japanese version, the 12th episode,"Love from Another Planet," had been banned since 1970 (for offending the Hiroshima and Nagasaki radiation survivors), but the English versions of the Hawaiian and Cantonese versions retained the episode. Other than that, there was also the plot setting of Sai Wen Ultraman dying of a virus in a battle with a monster, and Sai Luo was sad; Bandai's Ultra Replica series launched Sai Wen Ice Axe related products; Sai Wen was captured alive by the Gachi Star people and then successfully rescued by the garrison, and so on. He was a positive and energetic hero who had a positive influence on the audience's values and outlook on life. Watching "Son of Light" wasn't enough. Everyone, please click to read the novel!
In Ultraman Fighting Evolution 2, there were two ways to release a sure-kill skill. The first was to hit the enemy's stun bar to the maximum and press 0 to release a sure-kill skill. The second was to use a heavy blow to knock down the enemy and immediately press L1 and R1 to use a charging sure-kill skill. <a href="/?from=ask_words" style="color:red" target="_blank">Read more exciting novels for free</a>
In Ultraman Fighting Evolution 2, there were two ways to use a sure-kill skill. First, after the enemy's stun bar (the red bar below the enemy's HP bar) was full, press the button to release the ultimate skill. Second, after using a heavy blow to knock down the enemy, press L1 and R1 immediately to use the accumulated ultimate skill. <a href="/?from=ask_words" style="color:red" target="_blank">Read more exciting novels for free</a>
In Ultraman Fighting Evolution 3, the release of a skill was to press the O key. After hitting the opponent, a triangle, X, and other shapes would appear on the opponent's body. At this time, the corresponding button could release the corresponding killing skill. Moreover, the fifth option on the start interface allowed him to change his ultimate skill. Each ultimate skill had different effects. <a href="/?from=ask_words" style="color:red" target="_blank">Read more exciting novels for free</a>
The first generation Ultraman's Spexium Ray was obtained through battle mode, while the eight-point halo needed to be obtained through the ten strongholds. Sai Wen's Amelia Ray A was an initial skill, while Amelia Ray B was unlocked through battle mode, and Cluster Ray was unlocked through the ten strongholds. Jack's Spexium Ray and Shinalama Ray were both initial skills, while Otto Ray was unlocked through battle mode. Ace's Metalim Ray was an initial skill, Super Metalim Ray was unlocked through Battle Mode, Space Q (Cosmic Quintessential Light) was unlocked through the 10 strongholds, Taylor's Strim Ray was an initial skill, Cosmic Miracle Ray was unlocked through the 10 strongholds. Leo's Leo Flying Kick was an initial skill. Shooting Light was unlocked through Battle Mode, Leo's Flash was unlocked through the 10 Strongholds, and the other Ultraman skills had their own unlocking conditions in different modes and levels, which required players to constantly explore and challenge. <a href="/?from=ask_words" style="color:red" target="_blank">Read more exciting novels for free</a>
In Ultraman's 49th episode (finale), Savon was sent from the M78 nebula to protect Earth as a messenger of peace. He was willing to sacrifice himself to fight the monsters to protect Earth, but this was the last battle. After that, the star clusters had to return to their own planets to convey the idea that Earth should be protected by humans. "The Legend of the Three Dragon Scales in the Milky Way Continent" is equally exciting. Everyone is welcome to click and read it!