Once you use one of these moves, you can get your other characters to do a free special follow-up (combo) with several different levels of attacks or abilities. Once you have a single bar, you can use a Super move that will slam foes or cause one of several different effects depending on the character. The group will auto-attack with basic blows as your special bar builds up. You’ll do this in three-on-three matches (with one fighter in reserve). Starting with Ryu or Ken (your choice), you’ll assemble a roster of fighters from all over the globe to beat up a nigh-endless supply of other world warriors and thugs. It’s not something for all Street Fighter fans, but if you’re interested in something a bit more managerial, it will keep pulling you back in. Even so, I found myself continually returning to the game to play a little bit here and there. As an RPG, it brings a (not unexpectedly) different feel to the franchise that rubbed me wrong at first. Street Fighter: Duel has been an interesting trip into the Street Fighter universe in the meantime, although my opinion of the game keeps shifting back and forth as I play it. Inflict Shock.While steadily waiting for June so I can mangle folks with Marisa in Street Fighter VI, I needed something to fill the hole in my life. Passive: Increases DMG and Effect Accuracy. Level 2/3 of this skill strike ignores 30%* DEF. Combo Skill II: Sacrifice 10% of current HP to strike nearby enemies 3 times.Level 2 of this skill dispels the target’s shield. While performing this skill, the fighter Dodge is increased. Combo Skill I: Sacrifice 10% of current HP to unleash a spin kick, striking the nearest enemy 4 times for DMG equal to 657% of ATK.You can get Mad Ryu from 7-Day Growth Event.Decreases the enemy’s healing received and increases bleed DMG. Street Fighter Duel Tier List: Balanced Role
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