Add two occupations: (this is borrowed from others, not from me)
judo
Fall back and strengthen-1 Needless to say, it's all 1. The front of the cradle of hell
Strengthen wrestling skills-all. If the explanation of wrestling skill strengthening is vague, there is still a big debate about whether adding this skill will increase the attack power of wrestling skill itself, so some PK players have given up this skill, so I still suggest making it up myself. It is also useful if the shock wave is large.
Violent robbery-full. Full marks. Although the time is short, there are still many attacks. Brush PK is useful.
Slide and grab-complete. Full marks. Unfortunately, it's quick to catch it sideways. Good at comets. Some people say that heightening is easy to slide. If so, you can add a low point first, and then go to PK field to see which speed you are more suitable for, but I personally think it should be very useful to master the level of 10.
Throw -5, contribute. PK definitely needs this skill, and it seems that this skill is not used much in pure drawing, so you can consider omitting coercion. Of course, if you feel uncomfortable, you must add coercion.
Needless to say, Eagle Tread -5 and Whirlwind Leg-1 should be added in this way except personality.
Spiral comets fall-full, forced out, and so on. This is probably the signature skill of judo after the revision. However, if the attack speed is not high enough, the compulsion can be abandoned, and the attack of the comet itself is relatively slow. Strengthening the system sometimes doesn't work, and I don't have a strong system. For judo with low PK flow, if you choose a comet or a cradle to fill it up, I still recommend adding a comet. This skill is well played, which can not only attack but also save lives.
Steel bars and iron bones -5. Pre-skills, because now SP is still relatively tight, it is not recommended to increase. You can choose to add SP tasks in the future. Defense should be improved by strengthening equipment first.
There is basically no big suspense and difference between the above points. Of course, that's the same sentence. There is no absolute meaning in adding some. Recently, I saw that some pure PK added comets to 5, and those who added them definitely need to move well and attack at a high speed. It is not recommended for beginners to add so much. PK can't use big skills, and it is difficult for novices to adapt without adding skills. Experts have their own ideas, so I'll just say my own ideas here. Of course, some skills are learned more, and some will give up some skills of skating or wrestling. It depends on the individual situation.
Lean back-my bonus is 10, which is not mandatory.
Pure brush drawing: 10 or full. Pure PK: 10. Both: 10.
The revised backward tilt is obviously much less used, and it is not the main attack skill. 10 is a preparatory skill that must be learned. If PK, 10 should be enough. For compulsory this skill. Some people think it is necessary to add. My personal opinion is that if you use it when fighting monsters and continuous strokes, you must add it. It seems that it is useless to add it. I threw it from my back in the first version, and now I can't find it. There seems to be little difference, at least according to my style of play, and 50SP is still a bit too much, so I didn't learn it. As for whether it is useful or not, you can not learn coercion first, and see if it is awkward for you to brush the picture or PK. If it's embarrassing, give up if you don't feel anything. If you simply brush the picture, it has been changed into a weapon attack, so if your weapon is good, such as+1 1 or above, the damage caused by leaning back is still very high. If the weapon is not very good, select 10.
Take the bait-my bonus points are full of compulsion.
Pure brush drawing: 5 output. Pure PK: full output. Both: 5 or all strength.
PK is basically used. Fill it up. Brush drawing is still very useful. Both depend on personal hobbies.
Diamonds-my bonus points are full of compulsion,
Pure brush painting: 5 no compulsion. Pure PK: 5 or above is necessary. Both: 5 or more items are required.
Pure brush drawing is basically useless. Pre-skills, level 5 basically does not need to be mandatory. Still in an express bar. Generally, under the attack in the early stage, if there is a big move in the later stage, just take out the shortcut bar directly. Judo PK can be divided into two types: no broken flow (plus 5) and full broken flow (full strength). Everyone's characteristics are different, so the use of this skill is different. If you are a novice or your running position, attack speed and network are not very good, I still don't recommend choosing no broken stream, otherwise you may not even hit anyone. In addition, if it is added to 16, it will be due to insufficient rigidity. If you don't plan to fill it up, you can also consider adding it to 16.
Clear the way-my reward point is 5 efforts.
Pure brush drawing: 1 or 5 is not mandatory. Pure PK: 5 or above is necessary. Both: 5 or more items are required.
This skill is rarely used in pure drawing, and it is basically unnecessary. If you use less, you should be able to add 1. This skill can be said to be a fairy skill in PK, so at least 5 compulsions should be added. Stiffness below level 5 takes too little time. When I say level 5 or above, I generally mean to fill it up, but if the SP is nervous, you can add less first. If this skill is high, it will take a long time to make the opponent stiff. If you are a few steps short, you can press X less.
Thunderbolt elbow-my bonus is 1.
Pure brush drawing: 1. Pure PK: 1. Both: 1.
PK is generally 1, which is mainly the extra damage after knocking down the opponent. The pure brush map is generally 1, which is only useful if the other party falls to the ground.
Empty hammer-my opinion is full.
Pure brush map: full. Pure PK: 5 or full. Both: 5 or full.
Pure brush drawing relies on high output skill, which is one of the few non-crystal high output skills in judo. Moreover, the CD time is not long, so it is easy to use the whirlwind leg to brush the picture and increase the hammer, which makes it easier to deal with objects in the air. Most people choose 5 for PK and more for SP. I like this skill very much, so I make it up, so I usually use this skill when PK. If you don't add three skills like me, PK I suggest adding five like most people.
The cradle of the region-my bonus points are full.
Pure brush map: full. Pure PK: 1 or full. Both are 1 or full.
Needless to say, pure drawing is full, with high output skills. PK: See if you are used to big moves. Fill it up, not 1.
Breaking the stone and breaking the sky-my bonus is 1.
Pure brush map: full. Pure PK: 1. Both: 1.
Pure brush drawing must fill in this, very high output skills. The skill CD of 45 in PK takes a long time, and it will be expensive to top it up. 1 level should be enough.
Doomsday Storm-My bonus is 1.
Pure brush map: full. Pure PK: 0. Both: 1.
Judo (should be said to be the eye of the storm _) is the strongest skill. It would be a pity if it were not filled with pure drawings. In regular PK, you can use 45 skills, but awakening skills are absolutely forbidden, so you don't add them. Generally, you have to practice to level 60 to wash. Brush PK or add 1 minute. How many people would like to team up with you if judo didn't draw awakening skills?
Grab the Upanishads-my bonus after awakening is 1.
Pure brush drawing: 1. Pure PK: full. Both: 1 or full.
Coupled with the passive skills of hitting and avoiding, the level of pure brush drawing is basically 1, which is not that high. The new version of judo PK does not grasp violence, and it is still very important to fight and avoid. Better fill it up. Some of them are doomed to give up some. I just gave up this skill because there are more SP's, and then added it slowly after there are more SP's. If you improve this skill, you should not be able to improve your big skill.
Fall to the ground and get up-my bonus is 1.
Pure brush painting: 0. Pure PK: 1. Both: 1.
It's still useful to reduce whipping. Because it's only 10SP, it's better to add pure paintings to avoid being hit by pineapple boos three times. You can add if you want to play.
Two places at a time: my bonus is 4.
Pure brush map: 0 Pure PK: 0 or 4 Both: 0 or 4.
Used to shield each other Pure brush drawing should not be used much, and it is useless to add it. PK can choose not to add, add 1 or add 4, 5 and 4 according to personal habits. The difference is not very big. Generally, add 4, and the saving point is a point.
sanda
1. Hook force+10 (full force)
As the most basic technology, its floating is the foundation of Sanda's continuous recruitment and is compulsory. Brush figure +5 is enough, but PK must be+10, even if you operate it well, this SP can't be saved. +5 It is difficult to finish the hook+forward stroke, because after floating, you have to have room to adjust your position and find the most comfortable continuous stroke feel. The position of Sanda's continuous strokes is very important, and sometimes it can't even be connected. It is normal to connect directly to the air.
2. Forward kick +5
The front of lightning is of little use and low harm, and can only be used to sweep the floor.
3. Kick+10 to force the next paragraph.
The basic output skills of Sanda, CD N is short, basically there is no shortage of CD, it is very casual to use and the output is good. It is the most used skill in the picture, and the attack in the next paragraph can not only recruit but also sweep the floor. But PK can't use it to connect, and it's not stiff enough (unless it's a strong fist). +10 is because the broken bone is in front, just right. Less output is not enough, and SP wastes more.
4. Explosive pursuit +5 explosive combo +0
Is the front of Fan Ying, not practical, low output, blue consumption, but to play 45 skills, must be +5.
5. Eagle Tread +5
Drawing gold skills are safe and the output is high. Pure drawings can be made up, which is quite harmful. It is specially used to abuse BOSS and will make you laugh in your dreams. But PK should be used with caution, and it is best not to use it (except for abusing vegetables), because it can be easily broken without dominating the body, and it can also give the other party a chance to float down.
6. Bullfighter vest +3
17 seconds is enough for drawing, and it has to be hard cut before opening. Usually drive less. If you drive, you don't cherish your life, and you lose blood quickly on the rampage. You might say: I won't. Maybe, but after all, if a bully didn't get hit, why did you drive his car? As for PK, people who don't run think it's SB, just to ease the rhythm. +3 is the front of Tieshan.
7. Boxing+Full Strength
PK magic skill, high damage and super abnormal rigidity create the next round of serial killing for you. It is also one of the two major techniques of Sanda. It is definitely a headache for opponents to be able to rush forward or sag slightly. Brush map +5, ice beating Ness, etc. are all good. PK will be full, and the value of boxing collapse lies in rigidity. If you can't fix a person, it's meaningless and you'll be laughed to death.
8. Tieshan depends on+1
Sanda has only two techniques, except hook. +1 is enough. Besides, there is a judgment in the next paragraph, which can be used to sweep the floor. The effect of flying can make you breathe a sigh of relief, and the most typical one is Bing Xin, the magic weapon to protect Bing Xin.
9. Broken bone+fullness
The main output skill of Sanda is extremely harmful, and slowing down is the enemy's nightmare. As long as Sanda is full, are you dissatisfied with high injury? And the leg will break if it is not fast enough. Deceleration is a very powerful effect, and the slowed enemy can't escape at all, which basically connects you to another set.
10. Strong fist +4
Sanda, I advocate speed flow, Sanda wants to survive in PK field, there is no speed. When you finish a PK game, your opponent sighs, "You are so sick!" You will succeed! The strong fist slows down the attack speed, and the bully slows down the movement speed. Do you play Mao Sanda? Sanda without speed can only be the target! I admit it's sad to be connected by you, but can you connect without speed? People think you are a bully with a big fist and can't flash? Do you think you are playing the driving range, the motionless ghost swordsman?
Speed is the soul of Sanda PK! ~
1 1. Vulnerability perception+fullness
The hit rate of Sanda makes all the people who break up and fight chilling ~ especially the painting of the map of the king, which is called a pain! Even PK has a lot of misses. The weakness is to make up for this defect. I couldn't bear to add it to SP at that time. At level 40, I finally couldn't bear the endless yearning. I studied hard. Afterwards, I realized that it was really a wise decision, which not only didn't miss, but also increased the crit. If there is any left, add it all. You won't regret it.
12. Softening muscles +3
13. whirlwind leg+1
The strongest capture technique of Sanda basically depends on it. PK is as good as a god, but the function of this skill is to catch people, not to hurt and recruit, and it is useless to add it. 1 can become a god!
14. Holy Dragon Boxing+1
You can't start without a bully. Bullies are much worse than Pojun. . . With the hook, the utilization rate is not high and easy to break, adding more waste SP. It's easy to connect with the air, which is very depressing. You are in the air, and the enemy is laughing insidiously below. . .
15. Save Boxing +0
Who will waste colorless to use it if there is a big move in the future? The CD is too long, and its function is not as good as broken bones. Missed it and gave the other party a chance. This skill is not good, not good. . .
Lightning dance+1~5 is enough, never go to 6.
Brush the picture, do not explain. PK is not mandatory, so it is used to sweep the floor. Adding 5 is 10 times, and adding more than 6 is1/kloc-0 times. There is no way to recruit any more.
16. Fan Ying serial kick+1
If you want to be sober, this move can't be high.
17. Wu Shen step+1
Personally, I think the only function is to run more handsome and prove to others that I am awake! By the way, play cool with novices. Legend has it that there is a kind of "running", but I have never seen it. And what is a Wu Shen running around without rushing forward? It forced me to clean the door!
18 Martial God kicks +4
Pure PK is useless, but the skill of drawing such a strong picture should not be SB, and the non-king BOSS+450 level is directly below the second. I just saw 1 Wu Shen kicking headless 6 1W the other day, which is so abnormal. . .
other
Jump back to+1 force, is this a problem? You'd better stop playing Sanda. . . Sanda is very elegant Although it is refreshing, it can't be elegant to the extreme without jumping back. There are many absolute advantages in using back jump when drawing classics, not to mention avoiding attacks. Sanda deviation is a common occurrence, and it is very important to straighten the position. That's what the back jump is for. I always deliberately turn my head and jump back, always keep moving, not always standing in the same place, so as to better avoid attacks and adjust the rhythm, and maintain a good feel and elegant feeling.
The back fall is+1, which is a broken bully.
Two places at once +4, field control, +BUFF+2 is enough, and Wu Shen, the strongest in China, is only +2 (it's so cool to see Qiu Weibin abusing Japan 1 choose 3 ~! ), but I think most of them are +4
Being crouched+1, no explanation.
Crouching tiger+1, surprisingly well used. It's up to him to meet the drawn Raptor.
Break your neck and steal 1,
Total SP348 1 consumed SP3345, and the remaining SP 136.
The remaining 136 can be reinforced with iron bones to make up for the lower defense, or softened to 3, or thrown back forcibly, or awakened, depending on the individual.
I hope I can help you.