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To be honest, when I first saw that this game was officially authorized by Tsuburaya, I went there more out of emotion. After all, who hasn't fantasized about becoming light as a child? But after actually playing it for a while, I found that this game does have something in the competitive dimension. It is not a mindless action mobile game that just cuts grass. Its battle rhythm, skill mechanism and character restraint relationship are obviously designed based on the standard of "being able to play the game".
Let's talk about the core combat feel first. This game is not just about standing and releasing skills. It has hard-core settings such as forward swing, backward swing, body dominance, and defense breaking. For example, the original Ultraman's Specium Ray looks simple, but you have to learn to use side movements or interruptions to trick the opponent into getting up, otherwise it will be easy to block and counterattack. For a highly mobile character like Zero, sprinting is inserted between combos to cancel the backswing, and the smoothness is not inferior to the fighting systems of some PC games. This depth of operation determines that it has a basic competitive threshold.
Let's talk about the tactical level. The matching of characters in the game does not only depend on the combat power value, but also depends on the combination of the lineup's functional positions. The output position is responsible for opening gaps, the control position looks for opportunities to play combos, and the Blue Ultraman, who has a similar auxiliary nature, can provide shields or energy recovery. This is similar to the idea of ​​group opening points and control chains in MOBA. I've been studying the linkage between Jayden and Dark Zaki recently. One can break armor, and the other can explode. If they work well together, they can make the opponent's back row have no chance to breathe in ranked. The fun of this kind of lineup game is what attracts me the most in competitive games.
Of course, as an observer, I also have to talk about balance objectively. In the current version, some S-level characters do have numerical supermodels. For example, a certain son of the Kingdom of Light, the efficiency of blood loss when playing in the front row is a bit ridiculous, and banning is almost mandatory in high rankings. This is actually a problem that affects the experience in the current environment. But the good news is that the official update frequency is quite diligent. The latest adjustment has changed the core skills of several popular cards. It can be seen that the game data is used to feed back the balance. At least the attitude is correct.
If you are tired of the kind of games that automatically fight with one click and the combat power crushes everything, and want to find a mobile game that has room for manipulation and can practice reactions and predictions, I suggest you try "Ultraman Legend Heroes 2". It has both the handsome leather cover of a tokusatsu drama to support the scene, and the hardcore battle to support the scene. Moreover, the season has just been updated and the ladder environment is still being reshuffled. It is a good time to study new routines.
Are there any brothers in the zone who are also climbing the rankings recently? You can share your lineup ideas in the comment area, especially the way to break the game against Taiga's double front row. I've been stuck in the King's Promotion Tournament for the past two days, and I'm waiting for a tactical guide😤