Strategy of the gameplay of double-combo-strikes in the bounce planet
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Strategy of the gameplay of double-combo-strikes in the bounce planet

Aug 21 2025

The damage of combos in the Bomb Planet game is relatively high. Some players do not know how to play the second-hand man in the double-hand man in the Bomb Planet game. Below is a guide to introduce the gameplay strategy of the double-hand man in the Bomb Planet game. Players who need it can refer to it.

The damage of combos in the bolt planet game is relatively high. Some players do not know how to play the second-hand man with the double combos first-hand man with the second-hand man with the second-hand man with the second-hand man with the bolt planet game. Players who need it can refer to it.

The double-combo strike of the bounce planet takes the first move to instantly flow

1. At least one person (any assault genre) is faster than these two combos. During the Civil War, whoever speeds up will basically win half of it. Whether it is invisible or freezing a person first can effectively reduce the risk of being killed instantly.

2. The speed is not as good as the Krypton guy, choose the shield attack stream or the summon stream. The advantage of shield strike is that it is very fleshy, so that the opponent can’t kill us in seconds, reducing the opponent’s advantage of first action. The advantage of summoning is that the fire-gathering damage is high, but it requires several more rounds to summon the summoned objects. Just so happened that the opponent's fire-gathering teammate gave the summoning stream time to summon, and the summoning stream artifact, stealth and maglev, can achieve a largely one-to-two double-kill.

Bounce Planet Double Combo Strike First-hand Playing Strategy

3. Be good at using bunkers to effectively restrain combos, because the number of bullets in the combo school is relatively small, and the damage is relatively high if the combos are released and all bullets are hit. Generally speaking, it is safer to be directly above and directly below the combo opponent (preferably invisible). Secondly, if you are far away from the combo opponent, it is best to have a cover above your head, because the opponent is likely to use high throws to hit you.

4. It is best to give priority to equipment when playing slow genres. Pull the free pits to avoid being dug and losing the output angle. This situation is generally the most uncomfortable.