![]() ![]() In trying to keep away, it's vital to have an option to push someone too close for comfort down or even away. Shots can be turned around to hit opponents that try to read a straight forward shot. Great for super-armor and opponents who frequently block. Very decent weapon for dealing with defensive targets. Use wisely if you're running on default ammo. Very handy for getting your distance back while also dealing damage to aggressive enemies. Spy's key difference to Soldier in weapons is that Soldier prefers larger guns that can be used to slam the opponent up close and shoot when that range is left, Spy on the other hand utilizes their guns to keep the opponent from touching them as much as possible. To improve Spy's style of play, accessories with ranged capability and knock-back are vital traits to look for. SPECIALTY: Pistols (Single or Dual Wielded), Lightweight Guns, and Bow-and-Arrow Combine this with air projectiles and you will have considerable range to deal with any target approaching you and is a really great asset when working with tanks such as Knight and Martial Artist The Spy is perhaps most notable for its incredible jump height. Being behind someone like a Knight allows for Spy to not only avoid a lot of damage, but be able to shoot from behind the cover of a more defense able partner while being able to punish various approaches to your protector. Use projectile allows for the Spy to easily spot for a more defensiveĪlly. Through other accessories, Spy is able to access variants of this Flip Kick attack, such as what can be found on the Water Gun, Combat Operations, and evenĪn inherit you obtain from Twin Detonators. Also of note is that the landing frames allows the Spy to immediately shoot weapons, giving any ranged Even if just being hit, this makes the opponent groggy and vulnerable to higher damage. Option is the "Counter Chop" skill, notable for being nearly safeĪgainst blocking opponents and able to shove opponents into other attacks or hazards. Because of Spy's high technique stat and overall agility, it is a valuable win condition style when using the right equipment, so living as long as possible to remain an offensive presence in the late game is vital. Instead of trying to deal incredible damage to the opponent, your main objective with this style is to take as little damage as possible and support teammates more suited to dealing damage. Holding its own in close quarters combat. Play-StyleĪ distinct separation from Spy and Soldier is that Spy is much less capable of 1.4.3.15 Life Inherit Skills- Other ChangesĭISCLAIMER: This guide is made to be a basic introductory guide for a style, where objective developer design choices (For the most part) take priority in order to more easily explain the style in its purest form of play.1.4.3.14 Life Inherit Skills- Multiple Changes.1.4.3.13 Life Inherit Skills- Jumping Specials / Super Attacks.1.4.3.12 Life Inherit Skills- Dashing Special / Super Attacks.1.4.3.11 Life Inherit Skills- Standing Special / Super Attacks.1.4.3.10 Life Inherit Skills- Jump Attacks.1.4.3.9 Life Inherit Skills- Strong Hold Attacks.1.4.3.8 Life Inherit Skills- Weak Hold Attacks.1.4.3.7 Life Inherit Skills- Strong Dash Attacks.1.4.3.6 Life Inherit Skills- Step / Weak Dash Attacks.1.4.3.5 Life Inherit Skills- Aim Attacks.1.4.3.4 Life Inherit Skills- Last Attacks.1.4.2.15 Trick Inherit Skills- Other Changes.1.4.2.14 Trick Inherit Skills- Multiple Changes.1.4.2.13 Trick Inherit Skills- Jumping Specials / Super Attacks.1.4.2.12 Trick Inherit Skills- Dashing Special / Super Attacks.1.4.2.11 Trick Inherit Skills- Standing Special / Super Attacks.1.4.2.10 Trick Inherit Skills- Jump Attacks.1.4.2.9 Trick Inherit Skills- Strong Hold Attacks.1.4.2.8 Trick Inherit Skills- Weak Hold Attacks.1.4.2.7 Trick Inherit Skills- Strong Dash Attacks.1.4.2.6 Trick Inherit Skills- Step / Weak Dash Attacks.1.4.2.5 Trick Inherit Skills- Aim Attacks.1.4.2.4 Trick Inherit Skills- Last Attacks.1.4.1.15 Power Inherit Skills- Other Changes. ![]()
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