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战神:神奇女侠指南

2026-02-16 04:00:17
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这是一篇《战神》里的神奇女侠玩法指南,先介绍了神奇女侠的背景故事,再详细讲解她的特性“希波吕忒之光”的各类增益,还给出了不同操作设备的按键对应说明,以及中距离、角落等场景的连招技巧,还有盾牌的使用方法,帮助玩家掌握她的基础玩法。

亚马逊女战士公主神奇女侠指南 介绍与输入指令

戴安娜·普林斯身为亚马逊女王希波吕忒与天空之神宙斯的女儿,生来便是半神。在亚马逊姐妹中,她展现出了非凡的战士天赋。通过击败兄长阿瑞斯,她获得了新任战争女神的称号。当她与凡人史蒂夫·特雷弗一同踏上旅程,在二战中协助他对抗纳粹——这个企图奴役所占领每一片土地的邪恶政权后,她对人类世界的天真看法迅速破灭。当他们返回天堂岛取回赫斯提亚之绳时,特雷弗杀害了她的一位亚马逊姐妹,这让戴安娜初次体会到背叛的滋味。借助绳索的力量,戴安娜揭露了特雷弗作为纳粹双重间谍的身份,他的真实目的是刺探亚马逊文明背后的魔法力量。在一阵狂怒中处决了他后,戴安娜看待人类世界的方式再也不同了。 本指南旨在教授神奇女侠的基本基础玩法,包括基础连招、有效压制等。本指南仍在制作中,未来将添加更多章节,特别是关于如何进行压制的内容。 输入符号说明: d = 下 b = 后 u = 上 f = 前 mb = 能量燃烧 PlayStation手柄: Square = 1 Triangle = 2 X = 3 Circle = 4 Xbox手柄: X = 1 Y = 2 A = 3 B = 4 键盘: J = 1 I = 2 K = 3 L = 4 神奇女侠的特性: “坚持住,卡拉。众神会保护我们。” 神奇女侠的特性名为希波吕忒之光。当神奇女侠激活她的特性时,她会在短时间内获得来自众神的随机增益效果。神奇女侠无法控制获得何种增益。以下是她可能获得的增益效果及其作用: 雅典娜之力

“为雅典娜欢呼!” 神奇女侠借助智慧与战略战争女神雅典娜的力量,强化她的盾牌攻击以造成更高伤害。此强化效果不仅适用于远程盾牌攻击,也对她物理使用盾牌的攻击生效。受强化的攻击包括前3(神奇女侠在 overhead 动作中使用盾牌)、阿玛耳忒亚猛击(bf3)和向上阿玛耳忒亚猛击(db3)。该强化还使神奇女侠的远程盾牌能够抵挡任何穿过它们的投射物。 赫斯提亚的恩赐

“向赫斯提亚致敬!” 神奇女侠借助炉火女神赫斯提亚的力量,强化她的套索攻击以造成更高伤害。受影响的招式包括bf1、d2、b23和113(仅113中的3段受影响,因为此时她会使用套索)。 赫尔墨斯的祝福

“向赫尔墨斯致敬!” 神奇女侠借助飞行信使之神赫尔墨斯的力量,获得了飞行能力。现在神奇女侠可以在空中长距离冲刺。 得墨忒耳之灵

“向得墨忒耳致敬!” 神奇女侠借助丰收与圣法女神得墨忒耳的力量,为自己提供更多保护。神奇女侠现在受到敌人的伤害减少。 阿尔忒弥斯之力

“向阿尔忒弥斯致敬!” 神奇女侠借助狩猎女神阿尔忒弥斯的力量,提升了对守护银镯的运用能力。当用银镯吸收攻击或投射物后,神奇女侠由此获得的伤害增益效果得到提升,且持续时间延长。 连招与选项

Above is a video that I created that goes more in-depth about her combos and options. It also will give you a visual. Midscreen Options When it comes to midscreen options, Wonder Woman has two major options. For the most part, Wonder Woman's best starter is d12, as d1→d12 is a great stagger. It is her best chance to catch her opponent slipping. d12→bf2mb→f23→b3→j3→3→bf1 (Optimal damage, connecting b3 is more difficult however.) d12→bf2mb→f23→j1→22→bf1 (This should be used in case lag is prevalent in the match, as it's easier to land. You can also use this if you just find b3 too hard to land overall.) NOTE: bf1 as an ender is mainly for damage, however, swapping it out for bf3 is also a great option. It can push the enemy further to the corner, and you won't sacrifice that much damage for doing so. You may also end combos with 4 (your trait) to get a free buff. Corner Options Wonder Woman can be a demon when it comes to the corner, and her main combo for it is no joke. d12→bf2mb→f23→3→db3→11→bf3→d12→bf1 NOTE: Once again, you can end this combo with d12→4(trait) for a free buff. Corner Carry Optimals Wonder Woman has amazing mobility in her kit, and this shows in her combos. As a result, she can carry her opponent to the corner in almost a single combo. If she starts a combo close enough to the corner but not close enough to do her corner combos, she can still do unique combos for this situation. d12→bf2mb→f23→j1→22→bf3→d12→bf1 (Use this based on distance or if you want to avoid an arena transition.) d12→bf2mb→f23→b3→j3→3→bf3→d12→bf1 (This will do more damage, however you should practice what distances you can hit this.) D2 Conversions Whenever opponents jump at you, Wonder Woman can easily anti-air them with her D2. Her D2 has great range, both vertically and horizontally, thus giving her a great conversion opportunity if she anti-airs with it. d2(anti-air)→b3→j3→3→bf1 Cross-Ups Wonder Woman's cross-up potential is laughable. It is extremely predictable and good players will see it coming a mile away. Nonetheless, it is possible. d12→bf2mb→f23→b3→j2→j2→forward dash→neutral jump→j1(this is the cross-up)→whatever you want the follow-up to be Background Bounce Combos Wonder Woman's background bounce combo is essentially her normal midscreen, with more steps at the beginning. d12→bf2mb→b11→interactable button(background bounce)→b3→j3→3→bf1 Side-Switching Mid Combo This is incredibly useful tech for Wonder Woman, however, it is some of her hardest. This will allow Wonder Woman to switch sides in the middle of a combo, which is useful for getting her out of the corner. d12→bf2mb→b3→forward dash→b1→db3(input reversely, as if you were inputting df3)→11→bf1 NOTE: This must be done off of a raw b3 after the bf2mb, it will not work after a f23→b3. NOTE 2: It is possible to end with 11→bf3→d12→bf1, however, there is a chance you will go under the character with the bf3 rather than hitting them, putting yourself back in the corner. This is especially true with characters who have smaller hurtboxes. Wonder Woman's Shield Above is a video that I created that goes more in-depth about her shield. It also will give you a visual. Throwing Her ShieldWonder Woman's shield is one of her greatest tools and is arguably the foundation of her kit. Wonder Woman has four options when it comes to the shield: Shield Toss - bf2 Upward Shield Toss - db2 (Air) Shield Toss - bf2 (Air) Downward Shield Toss - db2 Shield Toss can easily be Wonder Woman's greatest and worst tool. Throwing Wonder Woman's shield on the ground can put her at a massive disadvantage, as it is -33 on block (-18 when meterburned.) Reversal special attacks such as Superman's Flying Punch or projectiles such as Harley's pistols can easily punish this when the shield is thrown at range, and normals can punish the shield if thrown close enough to the enemy. If Wonder Woman shimmies the move and throws it at max range, she can sometimes be safe and also be outside of range of most reversal options from her opponent. I recommend to keep most ground shield tosses as hit confirms in your combos, using it as a combo extender. Upward Shield Toss is solely a situational move. It is used as an anti-air, however, d2 is usually the better move to anti-air with. You should only throw her shield into the air whenever you know an enemy is jumping in, but has a move to keep them stationary after jumping. An example of this is Supergirl's downward laser eyes. (Air) Shield Toss can be instant aired. This means you input the move as soon as you leave the ground. It will give you difficulties, but is possible. If thrown at the lowest possible point, the shield will hit the head of your opponent, dealing damage (some characters it will whiff on, like the TMNT.) If you manage to hit the opponent with a forward air shield toss, don't bother meterburning. The shield will whiff on the way back. Wonder Woman recovers when her feet touch the ground, making forward air shield an almost always safe move. (Air) Downward Shield Toss can be instant aired. This is easily her best shield move, as it is much easier to instant air than forward air shield toss. If close enough to your enemies, you can meterburn on hit, drop to the floor, and continue the combo before the hit stun is over. Some whiffing issues are present with meterburning this move if the opponent blocks the first hit, but it isn't as consistent as forward air shield toss. Wonder Woman recovers when her feet touch the ground, making downward air shield an almost always safe move.

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