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The king honors Ma Chao, from cute Xiaobai to "rice planting king"

author:National service Quan brother
The king honors Ma Chao, from cute Xiaobai to "rice planting king"

For players who have already started Ma Chao or students who are too lazy to watch, you can skip one or two sections, and the core gameplay is in the later part.

Index table of contents

I. Configuration (Inscription/Outfit)

II. Consecutive Recruitment Form

3. Continuous recruitment analysis

4. Understanding Heroism

V. Ideas on progression

I. Configuration (inscription/outfit) - for beginners

The inscription and outfit do not explain too much, just give the answer, summarized in the popular outfit inscriptions of the major Malaysian super players now:

The king honors Ma Chao, from cute Xiaobai to "rice planting king"

Inscription: Mutation *5 Red Moon *5 Hunt *10 Hawkeye *10

Out (A Ice Vein Half Meat, B Grandmaster Outbreak, C Late Universal):

a. CD Shoes Meteorite Ice Vein Black Cut Burst Armor Resistance Shoes Star Hammer / Polar Shadow (Sell CD Shoes) Broken Army/Immortal Bird

b. CD Shoes Black Cut Pure Sky / Snow Mountain Shield Burst Armor / Ice Heart Grandmaster Resistance Shoes Star Hammer / Broken Army Polar Shadow / Witch (sells CD shoes)

c. Resistance Shoes, Star Hammer, Ice Vein, Pure Sky, Burst Armor, Broken Army

The king honors Ma Chao, from cute Xiaobai to "rice planting king"

Ma Chao's key equipment is shoes, black cut, grandmaster/ice marks, and an output/defense suit. The order of outfit can be adjusted according to the situation, A is the equipment used in ordinary circumstances, B is very cool to play when playing bilateral and good feeling, and C is a set of outfits that are balanced in the later stage.

II. Combo - For beginners

Note!! There is no need to remember these combos here!! It is not even necessary to understand!! After reading the third part, you can understand!! You won't practice against this thing when you practice!!! Just like learning high mathematics, no one will forcibly memorize the integral table!!

Here are just some commonly used combos named and represented, which is convenient for analysis and easy to find when mentioned. The timing, role, advantages and disadvantages of its use and practice methods will be analyzed in detail in the next section.

Below, there is a gun in hand after each combo. [Content in square brackets] indicates that it can be cycled,-- indicates intervals and moves, * indicates the state of the starting gun and (the content in parentheses) indicates that it can be omitted, A indicates enhanced general attack, and a indicates general attack:

(Try to understand the basics of the first line, don't look at the rest carefully)

基础:*2A / *1A / *23A / *13A / *1A3 / *2A3 / *A1(a)捡 / *A2(a)捡

  • Conventional single stab: *[2A--1A--]Conventional double stab: 1A2A--] / 2 *[2A1A--]Big move single stab: *[23A--13A--]Big move double stab: one*[1A3--23A-] / Two*[23A-1A3--]Big move break double thorn: 13--23A*-- / 23--1A3 or 13A*--Big move single stab: 123*-3A*--Conventional stab: 1a(a) Pick --2A*-- / 2a Pick --1A*--Gun Stabbing: *A + Combo 2/3/4/5
  • Promotion & Idea: You can link any move to start with a gun state, and the same is true in a set of unfinished combos. For example, after the end of the "23A--" of the big single stab, you can directly link the regular single stab "1A--2A--" and then link the basic 8 "A1(a) pickup". Similarly, when there is no gun, you can link the stabbing combo

    Unmentioned combos can be generalized (e.g. 1a(a) pick---23A--13A--) or are not commonly used (e.g. 2--A--1--A)

    3. Continuous move analysis --to those who want to improve their Ma Chao (deduct 100 million points of operation details, the premise of random killing)

    The king honors Ma Chao, from cute Xiaobai to "rice planting king"

    Before starting the analysis of each combo, please understand the following "principles":

    1. In general, the farther away from the enemy, the safer
    2. The prerequisite for a good operation is to keep shooting
    3. It will be easier to fight enemies without skills

    After understanding the above nonsense, we must meet the following "principles" in our practice combos, otherwise the operation will be invalid:

    1. Each time, try to use the extreme distance of the breakthrough to attack the enemy, which is more convenient to pull
    2. Combos will not break the gun easily
    3. Take advantage of the High Mobility Dodge skill
    • Basic 1/2 (how to play if you don't have a big move):*2A / *1A

    Base 1,2 is the simplest two moves, it can be said that all foundations are derivatives of these two moves, and the base is the basic building block of other combos. Here are some basic stabbing methods, all of which can be used in all stabs.

    The king honors Ma Chao, from cute Xiaobai to "rice planting king"

    Ma Chao has no big trick to stab the idea

    In the absence of big moves, in order to constantly shoot, the direction of throwing the gun should be consistent with the direction of the attack

  • Be sure to slide the steering wheel in the direction of attack before the dash, otherwise it will poke crookedly
  • Co-directional stab: The direction of attack is the same as the original running direction, the shorter the time interval between the pursuit of skills and stabs, the better, to find the feeling of skills and spikes at the same time, the picture is written together to reflect this (hands do not leave the steering wheel)
  • Delayed Spurt: Regardless of the direction of running, you can wait for the gun to land and then change the roulette wheel to stab in the direction of the target (especially a skill); Otherwise, the direction of the horse's sudden advance will be the original running direction (the hand does not leave the steering wheel)
  • Standing Stud: You can leave the steering wheel before releasing the skill, so that the stab must be in the correct direction
  • Changing the steering wheel state (change direction or state of motion) at the moment the end of the spurt can cancel the spur backswing. Note that canceling the back shake only affects the feel, will not cause a substantial effect bonus, and the biggest factor affecting the degree of silkiness is attack speed. The video below is a demonstration of canceling the back shake, pay attention to the direction of the left hand drag.
  • Here are the details!!!

    • When using *2A, the skill drop point indicator circle (small circle) is roughly cut to the skill range indicator circle (large circle), and the tangent point is the enemy, which can ensure that the enemy can be attacked at the maximum distance, and the gun will not be broken, and the enemy can be kept at a medium distance.
    The king honors Ma Chao, from cute Xiaobai to "rice planting king"

    Second, the skill spurt range demonstration

    • When using *1A, the range within 2/3 of the skill range is the range that will not break the gun, and it will be close to the enemy after the stab; Spikes within 1/2 of the skill range can be easily circled behind enemies.
    The king honors Ma Chao, from cute Xiaobai to "rice planting king"

    A skill spike range demonstration

    • Usually, taking into account the pull of the position, the co-directional thrust will reduce the original distance between oneself and the enemy; Standing spurts maintain or reduce the original distance; Wait for the gun to hit the ground and then adjust the direction of the spike (delayed spurt) to increase or maintain the original distance.
    • No big trick to pick up the gun difficulty: co-directional stabbing < standing stabbing < delayed stab

    Regular single spin: *[2A--1A--]

    When on the line is used to cheat skills, consume, pull, and keep the gun constant; In regimental battles, it is only used to harvest in advantageous situations; Usually used for running charts

    Regular double spines: 1A2A--] / 2--[2A1A--]

    When matching lines, it is used to quickly type output when the opponent has no skills; In a team battle, seconds C when not fighting; It can also be used for wild hunting and squatting grass. According to the current CD, distance, running direction, and fault tolerance rate, consider whether to start with one skill or two skills. The killing line is half blood.

    When Ma Chao does not have a big move, he generally fights at medium and close range, and it is more difficult to pull, but he can use methods similar to *2A--back A to consume and cheat skills; *1A Be sure to use it within range of the constant gun, and try to use it when the enemy does not have a critical skill (especially a skill with forced displacement control).

    Considering that the fault tolerance rate of a skill is low, you can give priority to a skill when it is stable (such as squatting grass); When you are not sure, you can use only one skill to rush, or make sure that you end up saving the gun with one skill, which can stabilize the start of the second skill (such as when supporting or when you want to save the gun).

    • Basic 3/4/5/6 (the role of the big move):* 23A / *13A / *1A3 / *2A3

    After joining the big move, Ma Chao's reign of terror will begin. It is not difficult to find that the range of Ma Chao's big move has exceeded the range of the screen, and of course, it has exceeded the scope of the hero's field of vision. The distance of the horse super extreme spurt that opens the big move is slightly greater than the range of a defense tower, and this distance,

    Exceeds the range of all shooters

    Ah, of course, real combat is not as good as theory ... Just to let everyone feel the intensity of Ma Chao. In fact, the extreme sting distance here refers to the distance from the position before the stab to the extreme attack position after the stab, so it is not that the shooter cannot touch Ma Chao. The extreme spurt distance is comparable to the range of a shooter's day by day, but Ma Chao's burst is much higher than that of ordinary shooters (except for Luban, the fragrant wolf dog with Xiaoming). It can be said that if the team battle is not targeted or does not eat the big control, Ma Chao can kill casually.

    Big moves are only used to assist in stabbing and long-range consumption, for example, the three stabs mentioned above can ensure that the gun will not be broken every time (especially delayed stabs) with the assistance of big moves, so that each stab does not need to ensure that one or two skills are within the range of continuous guns, thereby improving the attack range and providing more pulling space. Only two sets of throwing guns to collect gun damage can consume crispy to half blood if they all hit, so team battles can be consumed without entering the market, and it is also very common when facing lines.

    When Ma Chao uses *23A or *13A, the purpose is that he must have a gun in his hand after the stab is over, so to stab at the time when the gun flies back, you can quickly link the subsequent combos. When Ma Chao uses *1A3 or *2A3, it can be understood as a normal no big move stab, just using a big move to assist the gun, and the pace is faster than *23A and *13A. Of course, with the help of big moves, skill release can be more free, and the range of the stab does not have to be limited to the range of picking up the gun directly.

    Big move double stab: one*[1A3--23A-] / two*[23A-1A3--]

    The big move double stab is the most intensive combo of Ma Chao's burst, and when practicing, you will find that the rhythm of 13A is slower and the error tolerance rate is low, so if you want to enter the outbreak in actual combat, you will use *1A3 instead of *13A, which can reduce the time gap of combos caused by the slow landing of a skill. However, if the attack speed is too low, even if the gun is closed, it cannot be quickly stabbed, and it is easy to jam, so this set of combos should be used at an attack speed threshold of more than 27%, and the effect is the best. Below is a demonstration of the big move double stab, pay attention to the distance to maintain and the left hand to drag in the direction.

    Recommended practice sequence:

    Beginner: Puppet playing *[23A--23A--] cycle, *[13A--13A--] cycle, *[23A--13A--] cycle, *[23A--1A3--] cycle

    Find feeling: Practice at 27% and 52% attack speed respectively Three types of stabbing *[23A--1A3--] cycle Hit the machine

    Here are the details!!!

    • Positioning: * Get close - put skills - go far - big move - turn back and stab - put skills - go far... Be sure to pull back, not forward
    • Pulling back makes the gun on the ground to 1.5 cao of the large gun distance and then poke back, which is the best gun collection distance.
    The king honors Ma Chao, from cute Xiaobai to "rice planting king"

    Isotropic spikes approach, standing spikes hold, delayed spikes pulled away; The auxiliary effect of having a big move will be more obvious

  • It is recommended to use *2A3 or *1A3 when stabbing in the same direction, so that the thrust is faster. In practice, *1A3 is often used more than *13A
  • Crispy three shots, nothing else; Team battles only require memorizing key control skills, staring at the shooter mage and you're done, ignoring the rest
  • Try to use a delayed spurt before the final slash shot, and it is best to keep the distance at the edge of the two-skill range
  • When fleeing, the second skill can be thrown back, and the first skill cannot be thrown back. Because the two skills can be used for slowing down and consumption; A skill is slow to land, sometimes you can't receive the gun, in fact, when the movement speed exceeds 600, you basically can't receive it. However, when the distance is enough, you can also throw it back, and then wait for the landing to collect the gun to consume. Counter-kill with combo 23A retreat - waiting gun - 1A3 return horse gun
  • After opening the big move, Ma Chao's assassination range is equal to the field of view of ordinary heroes. Therefore, once you see the crispy skin with incomplete key skills within your field of vision, you can decisively run and kill. The same is true when encountering the opposite side of the battle side where the skill Qing soldiers are placed.
    • Base 7/8 (broken stabbed) :* A1 (a) pick / *A2 (a) pick up

    I don't want to talk too much, for early single kills, clear wild monsters, and when accidentally breaking the gun. Sometimes they dodge skills, pull, or harvest by stabbing first, while reducing the last second CD and then returning to the gun. In order to avoid the appearance of an irreparable broken gun, practice the details in front ~~

    Or sort out (ctrl+c) again about the details about preventing the gun from breaking...

    • Each time you use *2A, the skill drop point indicator circle (small circle) is roughly cut to the skill range indicator circle (large circle), and the tangent point is the enemy, which ensures that the enemy can be attacked at the maximum distance, and the gun will not be broken, and the enemy can be kept at a medium distance.
    • When using *1A, the range within 2/3 of the skill range is the range that will not break the gun, and it will be close to the enemy after the stab; Spikes within 1/2 of the skill range can be easily circled behind enemies.
    • Don't put your face at someone, because that's rude.
    • When escaping, even if there is a big move, the second skill can be thrown back, and the first skill cannot be thrown back.
    • Gun stabbing (what is a gun scavenging)

    This point is Ma Chao's simplest general formula, if you feel uncomfortable fighting, then save the gun and it's over.

    Low blood volume is not good to clear the line, throw two guns out; felt that he would be caught later, and threw two guns out; want to grab the dignity of the side road, throw two guns out; want to kill alone, throw two guns out; It's time to guard the house, throw two guns out ... Why? Because the four guns are not a joke with you, after a sprint and a sprint, there will be 2800+ damage plus 400+ blood returns in the early stage, and if you don't come three or four, you will definitely not be able to beat Ma Chao. And it can be called the most brainless solution, you can blind people without moving at all during the four-shot comf.

    Exaggerated a little, but it is indeed useful for the line period storage gun, and as mentioned above, the storage gun can be used in various situations to expand confidence and success rate. That is, before the line of troops arrives, or before the tower is pressed, or before a single kill.

    The steps are also very simple, here are two simple lists:

    Grab the line and save the gun (hidden storage): hide the grass 2 put the foot side and do not pick it up After a few seconds, throw 1 to the intersection of the line of troops Pick up 2 A after the line arrives and pick up 2A 1A A

    Single Kill Foreshadowing (Ming Cun): 12 skills consume the enemy Pay attention to the gun landing point Wait for the next skill to put the foot to pick up A pick A pick up Throw A A

    Hidden storage is a pre-foreshadowing from the unseen area to play its surprise; Ming Cun is mostly used for intimidation, and the reality is generally gone, and those who have not left are either people or humble. After four consecutive shots, the new round of skill CDs is good again, and this set is full of damage and blood return. There are other ways to save guns to deal with various situations, and once I encountered a Ma Chao who saved 3 guns, and he forced a dozen and five to guard his home.

    Note that the storage gun should generally be saved 4~5 seconds in advance, and the gun used to grab the line should be stored before the first soldier on your own side enters your own defense tower, and the corresponding one should stand in a good field of vision very early, generally there is no time to save the gun when the previous wave chooses to support.

    Oh yes, sometimes you can seduce the other side with a half-blood gun, and if he dares to come, there will be another way to fight against the horse; The premise is to estimate the damage of the other party, and also hide some control skills, so as not to look like a.

    Only Ma Chao's general gameplay ideas are introduced here to ensure that you can get started after reading it and have a basis for random killing. Some of the handling and skills of the actual battle game will be mentioned in the next two sections when talking about consciousness. You can rest assured when you see this, because the next one is not so boring, and it is also some knowledge points that do not require a lot of time to practice. In the high scoring game, the confrontation road actually pays more attention to more refined operation and line awareness, because the overall awareness and processing have reached the top, even if sometimes the best handling can not be made, there will be teammates to remind the rhythm. When a hero reaches a bottleneck, it's time to refine his operations.

    4. Hero Understanding --For those who want to use Ma Chao to kill in the low star (consciousness/game handling)

    The king honors Ma Chao, from cute Xiaobai to "rice planting king"

    There are four ways to improve yourself: improve your overall awareness, deepen your hero's understanding, and practice and review. This section is about Ma Chao's consciousness. The content of this section may raise questions, which is inevitable, because the level of players is different in different segments, and the consciousness used will be very different; Everyone has a different understanding when it comes to heroic understanding, so it's also good to be able to produce so many genres and tactics.

    This section talks about horse super strength and weakness, heroic restraint, line awareness, and global awareness.

    Horse Super Weakness:

    • Extremely strong support: One of the strongest all-hero support abilities, comparable to some teleportation support
    • The rear row is threatening: dare to hand over key controls? Ma Chao hit three or four as if in no man's land
    • Online suppression is strong: the suppression is more multilateral, and there are not many who can supervise the line
    • The strongest survivability: The survivability of the meat horse is equal to the white set of three-piece, and the belt line cannot catch up with him
    • Medium development efficiency: basically rely on supporting killings to play economic advantages, compared with Miyue secret letter and other slower money
    • Moderate and weak response to headwinds: the economic difference is too large and there is no outbreak damage, the front row does not move, and it is difficult to cut C
    • Weak anti-targeting ability: It is difficult to get up on the line for two waves of pressure, and the ability to brush money in the case of headwinds is not as good as other sides
    • Weak fault tolerance: (output horse only) relies on movement speed and continuous guns, which is difficult to play if team battles are targeted by several people together

    The tailwind knows the strong and confident, and the headwind shows the weakness and steady.

    Heroic restraint:

    Ma Chao's BP is particularly good to do, that is, it is not a must, because it is difficult to come up with the overall counter-Ma Chao lineup in the passerby bureau, and only in the KPL will come up with a system against Ma Chao (such as side punishment Luna + Inno + tools). The reason why BP for Ma Chao is difficult is because it must be targeted, balanced system, and players can play.

    Ma Chao has no natural enemies, and some heroes can be considered good fighters, but not restrained. In order to perform specifically, give each hero a comprehensive score of 10 points, a negative score of the counters who want to be named, and 0 points for the heroes who do not appear, as follows:

    • Middle Road (functional limitations): Zhang Liang (9), Zhaojun (6), Sima (6), No hard control (-5)
    • Development path (life-saving ability): Ah Li (7), Marco (5), Xiangxiang (4), Meng Li (-5), Others (-1)
    • Auxiliary (limiting effect): Dunshan, Taiyi, Daqiao, Lianpo are all 6, other protective types are about 3, Yao (-10)

    Playing wild and confrontation is the key position of counter Ma Chao, mid-shot auxiliary are passive side, while playing field and confrontation can be actively targeted

    • T0: Luna (Bienye Duxing), Pangu (Ye), Sikong Zhen, Meng Tian, Lan
    • T1: Bajie, Mengqi, Guan Yu, Old Master Who Can Play, Meng Tian, Charlotte
    • T2: Yao, Nezha, other tanbian, other grabbing ability is stronger
    • t3: Other
    • T4: Seeing the edge of the battle where the gun does not leave, the field that obviously can't be caught and the field that is useful in the early stage (except for Xiaoming)

    T0 can kill Ma Chao alone, T1 can disgust Ma Chao, T2 can cooperate with teammates to kill or disgust Ma Chao, T3 is other, and T4 is Han. In fact, as a horse chao, just remember Luna, Pangu, Old Master, and Sikong Zhen, these are heroes who need to be careful. Others can be aligned according to the general idea.

    The old master here specifically said that there are many people who want to use the old master to beat Ma Chao and are used as cash machines. The old master only began to exert his strength in the middle and late stages, and if he wanted to use the master, he would not give too much in vain in the early stage. In the early stage, try to disgust Ma Chao as much as possible, for example, it is a way to tie him up and leave when Ma Chao wants to support, at least wait for Bingxin to come out and then think of a single kill. Except for Fried.

    Line awareness (how to line up)

    The king honors Ma Chao, from cute Xiaobai to "rice planting king"

    The premise of single kill is as follows:

    1. The enemy did not come to gank (look at the minimap)
    2. Want to kill the target with a clear field of view (determine the position)
    3. Simulates the enemy's thoughts about himself (estimating the enemy's damage to himself)
    4. The enemy does not currently have a Critical Control Skill (Spoofing Skill)
    5. Enemies do not currently have a Long Displacement skill (Spoof skill)
    6. The enemy's HP has reached the killing line (usually the battle side can be killed with full blood)
    7. The combat time is controlled at about 10 seconds (estimate your own burst)
    8. There are guns in hand, and there are skills
    9. If there is an ice heart on the opposite side, you must have a sprint

    If any of the above conditions are not met, do not kill yourself

    Level 1 line grabbing problem:

    • Generally, those who can grab the line: Bajie, Chang'e, Mengqi, Su Lie, Liu Bang, Jin Jin, Xiang Yu, Xiahou, Bai Qi, Liu Chan, Pangu, Mulan, Guan Yu, Cao Cao, Yuange, Luna, Miyamoto, Meng Tian,
    • Must not grab the line: Si Kongzhen, Sun Ce, Jing, Tangerine, Yang Jian, Mi Yue
    • Depending on the situation, the line is grabbed: Kai, Lao Fuzi, Lü Bu, Mi Yue, Arthur, Dharma, Zhong Wuyan, Li Xin, Nezha
    • Being able to grab a line means that the skill does not have high damage or is easy to dodge
    • If the line is not good at grabbing the line, you can choose to squat grass and wait for him to finish the skill consumption, and then choose to save the gun to grab the line when the second (or fourth level) is released
    • Depending on the situation, it means that if the opponent who does not preemptively select the consumption of the line to the part, then run, do not be consumed, and then consume the opposite side, and replenish the troops with skills; If there is a han who wants to consume and can't produce an iron sword, then exchange blood in the pile of soldiers, and when he robs the second sprint to kill him, basically grab the second can have 30% of the blood volume and open the sprint can exchange the blood back or even one blood. It is necessary to drive the sprint in a good position, otherwise you will be tricked into sprinting. If the other party grabs the line, then we also grab the line normally.
    • When grabbing 2, hit two small soldiers in the back row, and ensure that Ping A can fight two small soldiers at the same time. If the online is too early and the two minions are too scattered to hit at the same time, then give up grabbing 2, and other mistakes that affect grab 2 should also give up grabbing 2 in time.

    Medium-term line grabbing support issues:

    • Generally, when it reaches the middle term, you support a wave, he supports a wave, and then give way to each other; And generally other side support effects will not be as good as horses. If the other party does not go on the line and wants to hit you every wave to consume, then support each wave, and then come back to the tower to replenish troops, so that you can pull up your own rhythm instead of being restricted by him online. Then it's you kill his teammate, he takes the wing well, and then he complains about how he can't win if he wears it
    • If you find that both sides will grab a wave of lines at the same time, first clarify the enemy's location, and then look for the site. For example, when the enemy has just hit the river crab, then the next wave will most likely squat in the river grass, we can squat near his defense tower to store the gun, so that when grabbing the line, we will keep a safe initial distance from the enemy.
    • Ensure that at least four grasses on the side (own river grass, enemy river grass, own side grass, enemy side grass) have a clear grass vision, and when an enemy grass can be determined, you can safely grab the line. If you can't identify any enemy grass, you can't clear the line and wait for the enemy to show your vision before starting to clear the line. If the enemy is dark and I know, this wave of line grabbing has already fallen into a disadvantage.
    • Under the premise of not being driven out of the grass, the enemy grass can gain better visibility than its own grass (determine the position of the enemy's flank); River grass can gain better visibility than side grass (anti-gank); The side grass is closer to the line of troops than the river grass (faster to grab the position on the line), and the enemy grass is closer to the line than the own grass (faster to grab the position on the line).
    • It can be seen from the above that before both sides seize the line at the same time, the standing side grass needs to determine the enemy's side grass vision and gank situation, standing on its own river grass needs to determine the enemy's side grass and river grass field of view, standing on the enemy river grass needs to determine the enemy's side grass field of view, and standing on the enemy side grass needs to determine the gank situation.

    Other questions:

    • The skill of dodging Sikong Zhen, the second skill of dodging Kai, the first skill of dodging Lü Bu, the second skill of dodging Mad Iron, the first skill of dodging old master, the first skill of dodging Mulan, the ship and one skill of dodging Sun Ce, the first skill of dodging Yamato, the first skill of dodging mirror, the first skill of dodging Xiang Yu, the second skill of dodging oranges, the first and second skills of dodging Yang Jian, the 121 combo combo of dodging Lianpo, the first skill of dodging Xiahou, the first skill of dodging Baiqi, the disarming of dodging Pangu, the second skill of dodging Miyue, the ping A of dodging Mengtian, the second skill of dodging Arthur, Dodge Dharma's Yamato 2nd skill, dodge all Zhong Wuyan's skills, dodge all Liu Chan's skills, dodge Li Xin Dahe 1, cheat Kai's big move, cheat Meng Tian's big move, cheat Yuange puppet, cheat Cheng bite Jin's big move, cheat Cao Cao's big move, cheat Miyamoto's big move, and deceive the old master's big move.
    • The old master has two skills not to poke, and there is a big sprint or half meat to avoid being tied up and killed by the old master
    • If there is no vision of a grassy hero (Yao, Mulan, etc.) on the line, save the gun first and then explore the river grass. If it is not in the river grass, it must be in the side grass. Always make sure that the side grass on your side has a vision
    • If the line is a flat side, it is difficult to meet the premise 6 and premise 7 of single kill, so priority is given to line grabbing support
    • When you are on any side of the line, don't want him to come up and hit you twice and then hand over the sprint, there is a high probability that you are tricked into running around. Especially when the first level grabs the line, because it is usually a little slower than others, the enemy will come to harass, but don't be tricked into sprinting, and when your blood line doesn't seem to be as high as him, seduce and then sprint to kill
    • When supporting the return line, you must detour, if the return line is slow and you lose the right to grab the line, you can also consume the opposite side, so that he has no state support
    • It is necessary to judge in advance what may happen next, such as being gank, may be able to kill alone, teammates want to help, save the gun 4~5 seconds in advance to prepare for the next step. All problems can be solved or relieved by saving money in advance.
    • Global awareness

    I used to complain about killing all the way but still losing, and now I found out that Ma Chao can obviously kill through three ways. Ma Chao's strongest point is his early support ability, usually, as long as he can rush to the battlefield, he can collect one or two heads. And even if our small group battle has been fought and his own side loses, Ma Chao can still enter a dozen or three or four harvests, because there are basically no skills after a fight in the early stage. The benefits of successful early support will be more than online single kills, so at some key points in the early stage, priority is given to support (such as river crabs in the middle, open tyrants, anti-wild, and guarding the wild) according to the situation, but try not to release the line after four minutes.

    Frequently asked questions:

    • After pushing off side 1, you can not take it deeply, you can keep soaking in other roads to kill, occasionally go back to clear the line, or ask the field to help clear it.
    • If the development road has an advantage to press the enemy on the line, and the enemy's ability to clear the line in the middle is not good, you can grab the line to turn to the center, and the next wave of the line directly crosses the tower to kill and push 1, or you can cooperate with the development road to suppress the enemy shooter support, and the confrontation road can sometimes be directly put on the side tower for the middle tower
    • The cost of support before 4 minutes is almost non-existent; After 4 minutes the cost of support is side 1 and field of view; The cost of support in the case of a disadvantage in the later stage is the winning or losing of a game
    • At 9:30, you need to seize the vision in advance to prepare the confrontation route, and stand in the middle river grass after clearing
    • Late or headwind belt lines can be squatted in medium grass and enemy field grass with vision to facilitate line breaking
    • If possible, when fighting in teams, priority is given to dismantling the enemy system (such as killing Sun Bin first, Da Qiao, etc.) and killing heroes who threaten you (such as Pangu, Luna, etc.)
    • Team battles wait for the enemy's key controls to be handed over, wait for the enemy's C position to emerge, wait for the wing with the ability to reverse the opening, and then concentrate on killing the marksman mage. Before that, if you don't show your vision, the sooner you reveal your vision, the more difficult it is to harvest.

    Team battle awareness

    Ma Chao's regiment is divided into two types of wartime, first hand consumption and second hand harvest, and the premise of playing a good regiment is at least one big move sprint. Ma Chao's most significant advantage over other heroes is pulling. In team battles, pulling refers to avoiding the frontal battlefield and waiting for the enemy's key skills. For example, the opposite frontal battlefield fought 1 for 3 to think that he had won the team battle, but Ma Chao came from the side to harvest and forcibly changed it to 4 for 3. That is, when the enemy thinks that the team battle is about to end, there is another rhythm, and the enemy is half-crippled in a full state, which is unexpected.

    • First-hand consumption is something that meat horses can do, because Ma Chao's attack range is large, and when he finds the enemy's C position in front, he can open a large pulling consumption, and run when others want to hit you.
      • Consumption is to poke them on the edge, unless the enemy C position is consumed to the point that one shot is certain to die, do not join the group.
      • If the position of the teammate can keep up with Ma Chao, then they will also follow the group when they see the enemy C position that has been consumed by Ma Chao to a half-crippled.
      • This kind of opening the rhythm of team battle does not rely on control, but on powerful pulling and consumption, and then use the flesh to trick the enemy into grabbing, so that the enemy is anxious to grab Ma Chao and move forward, and he is counterattacked by Ma Chao's teammates.
      • Use it with caution when the other party has heroes such as Zhang Liang and Old Master.

    Backhand harvesting is Ma Chao's general idea of team battle, because Ma Chao's skills have almost no vacuum period and can achieve the role of continuous harvesting.

    • The premise is that there must be a good standing position first, if the position is poor, the harvest cannot be carried out. Be sure to avoid the frontal battlefield, that is, do not stand with your own front row and the archer mage, which can easily expose the view. It is usually possible to go around the flank before the start of a team battle, and it is best not to be detected by the enemy.
      • For example, before a team battle may break out in the center of the middle road, I will go around to the enemy's red zone or dragon pit to stand by
      • For example, before a team battle may break out in the enemy's wild area, I will go around the wild area from the enemy's second tower
    • The purpose of this line of thinking is to avoid frontal fire, wait for the enemy's key skills to be handed over, and then enter the indiscriminate kill
      • Or cooperate with teammates to fight fire suppression in multiple directions
    • If all your teammates are dead, but the enemy's key skills are handed in, you can still enter the harvest and stop the loss in time
    • If an enemy kills a key skill without making a teammate, he will not be able to enter
    • Key skills can be divided into:
      • Decisive control (any control that interferes with the harvest of the horse)
      • Dodging skills (Displacement, Unselectable, Damage Reduction)
      • Restorative skills (Bian Que, Xiaoming)
      • High injury skills that are difficult to dodge (Marco's big)
      • Other hero key skills (Wan'er's Da, Fire Dance's Da, Yu Ji's Second Class.)

    5. Ideas about progression – for those who want to break through themselves

    The king honors Ma Chao, from cute Xiaobai to "rice planting king"

    1. More details

    • Collect gun damage

    A strong horse will hit all the damage, and sometimes the more conventional methods cannot hit both the spur and the skill, especially the killing damage of the big move. And even if the landing gun has a section with the enemy, when the gun is recruited, you can pull the gun to the enemy's side by stabbing to scrape damage, and at the same time use the side spur (similar to the shadow gun) to fill the damage. This habit trick can raise the level of damage.

    • Puncture injuries

    1. Flexible use of skill piercing.

    • Position rhythm

    Walking back and forth at the limit of an enemy's skill can scam his skills. This is mostly used for heroes with shorter line skills, such as Old Master's first skill, Kai's second skill, Charlotte's two, Lv Bu's one, Xiahou Wei's one, and so on.

    When facing enemies, walking backwards or walking in circles can dodge some skills. For example, Lü Bu's one, Kai's two (who must hide when he circles around him), Orange's Yamato two, and so on. When pursued, you can escape by surprise.

    Right angle moves are used to dodge specific directional skills, such as Sekiyu Marco Angela's skill. Zhao Yunlulu's big can also be dodged with a similar position.

    There are also skills that are difficult to dodge by positioning, such as the old master's big, the monkey's big, and Charlotte's big. The first is to pull, and then you can use the rhythm of the gun to interfere with the prediction of the opposite side. For example, throwing the gun and collecting the gun without poking and walking away, or pulling the gun diagonally can avoid the old master's big. Because the enemy may predict the rhythm of your shot, we deliberately shuffle it to affect his anticipation. When enemies have this key skill that is difficult to dodge, don't be reckless.

    • assertive

    If you focus too much on the technique and not on the hero itself, there is a problem of damage control. At the beginning of the practice of Ma Chao, he ran day by day, and one shot six or seven thousand damage quacked and killed; Now the fight has been looking at their own techniques, focusing on pulling but forgetting the horror of Ma Chao's injury, resulting in a bad fight. Sometimes if there is no way back, you may as well turn back and fight, and sometimes the aura can indeed be a husband, and there is no way to open it.

    2. Bottleneck period

    I had two bottleneck periods when I played, and the level was basically stable later. The first time, when I was out of Charlotte, I was numbed by this Japanese girl, so I didn't dare to operate Wei Weinuo. The second time, it was a period of time without playing, the feel and the new season for various reasons, and the level of all aspects declined.

    There are several types of bottleneck periods:

    1) Don't dare to fight: don't dare to fight, don't dare to choose, because I feel that the opposite side is self-defeating, and team battles are not good to fight for various reasons.

    2) Not stable enough: the record is good and bad, the killing is indiscriminate, and the sb is the sb.

    3) Indiscriminate killing can't win: Indiscriminate killing can't win.

    4) Poor hand feel: It was obviously strong before, but now it is uncomfortable to play.

    • 1 is not confident enough, most of them are novices kneeling after practice and then feel that they are not suitable, this hero is not strong enough, and at the same time they play other heroes, so you may as well play with others. At this time, it is necessary to show the attitude of "I am just for fun", and every game can play against the road, and must take Ma Chao, no matter what lineup is opposite. Remember that when you first started training, you didn't care what lineup you were opposing or what position you were in. Just because I like this hero, even if I don't like it, I have to grab the position to play.
    • 2 is not enough experience or bad luck, for example, there are not many heroes who will fight the line, there are not many systems that will be fought, there is not much experience in the early stage, and how to deal with it when it is targeted... Just accumulate it slowly.
    • 3 is the problem of team awareness. Of course, it may also be the Elo machine making monster. If you can't win in a random killing, see if you eat too much of the middle line, wild area; Or did the rhythm of the teammates not follow, or thought too much about the harvest but delayed entry, resulting in the high ground not coming?
    • 3 If it is another hero, it may also be that the hero itself is weak, or not strong in the later stage.
    • 4, since you have this strength, you will definitely be able to come back when you hit again.

    3. Changes

    The current version of Ma Chao is about 1/3 of the strength of the original Ma Chao. The T0 position is a year long, and it is indeed weakened, and the difficulty of practice will indeed become higher. The worst thing, just like Master Li in previous seasons, pulls for half a day, runs for half a day, and exhausts the enemy without shedding blood. Just like the weakening of heroes in history, it is also possible for Ma Chao to become a super soldier one day.

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