Double Dragon 2 is a super interesting arcade mobile game with UN. The game integrates a variety of game elements. The integration of these elements brings more fun to players. Players can enjoy drinking and returning to the game at the same time. Those beautiful childhood memories, please call your old friends to download them together.
1. The game inherits the classics and helps you recall childhood memories
2. The pixel painting style of the game is suitable for players of most ages
3. The game is easy to operate and takes up very little space.
4. The physical effects of the game are excellent, and the details of the pictures are well processed.
[First level]
Quite simply it's best to think of some collaborative approach to problem solving, whether it's a bastard or a superior.
[Level 2]
This is a bit difficult. First, at the beginning, a small soldier standing still on the other side may hit the protagonist into the ditch. I've even had situations where the protagonist jumped over a ditch using his cyclone kick and was swept into it before landing. Of course, this kind of failure is a rare occurrence, so let's use a basic strategy. Secondly, in the case of the green helicopter, it's best to climb up the ladder and break through to the right. Although it will hurt, it's worth avoiding the risk of a second kill to avoid getting hit in the ditch. Finally, there's the boss battle. Two ninjas were on stage at the same time. This battle can be said to be the easiest, and it can also be said to be the most difficult. This is because ninjas are better at offense than defense and don't know how to crouch to avoid the protagonist's whirlwind. Therefore, as long as the protagonist can stand in a good position, skillfully launch the cyclone kick and use the whirlwind kick to chase the fallen ninja, victory is at hand; it is difficult because ninjas are good at attacking. Once the protagonist is knocked down by a ninja, it is difficult to get up and fight back. It's common for ninjas to wander around and not be able to find the north. Therefore, the tornado kick is the key to victory.
[Third level]
Fighting inside a helicopter is not very difficult. You just need to pay attention to the main character on the left and play basic tactics. Calculating the timing of hatch openings and paying attention to enemy positions can trick powerful enemies into crashing and dying.
[Level 4]
To me, the undersea base used to be a fortress that could not be conquered for long. I once gave up the challenge of one-way clearance in hard mode and switched to one-way clearance in normal mode. The reason is that the people with steel claws in the narrow corridor area are too ferocious. The protagonist's fists and feet cannot match the steel claws. The ceiling is too low to activate the tornado feet. Worst of all, it was a purely 2D scene with men with steely claws attacking each other on either side, and I thought I'd just be able to punch and kick in a narrow corridor. Later, after watching a video of a life playthrough on hard mode, I learned that jumping here and being knocked down by the ceiling would not damage HP. You can then intentionally jump up and hit the ceiling. When you get up, you can activate the Iron Kneecap to attack the Iron Claw Man. Because the protagonist is always lying on the ground with Iron Knees on his body and Iron Knees on the other, and then he hits the ceiling and falls down, it is difficult for people with Iron Claws to see the protagonist. This eliminates the attack between the two sides of the Steelclaw Man, and the ensuing battle is identical to the previous one.
[Level 5]
There are no difficulties ahead. Be careful after climbing the ladder. Uncle Beard will use throwing techniques to catch the protagonist and throw him behind him. There is a ditch on the left. Therefore, the protagonist should strive to stay behind. His ass-smashing skills can soar high when he encounters a man with a pair of sticks. The main character has to pay attention and keep his distance, and use combo fists or a large tractor. This actually frustrates me too. It’s so hard to jump. The three pipes through which the steam was injected were tightly clogged. The protagonist cannot jump three times, but he cannot jump four or five times unless he is lucky. I've seen Lin Linsef's customs brokerage. Enemies on big tractors are easy to deal with. He took advantage of the terrain. The protagonist takes the high ground. When the enemy wants to jump up, he learns that the time when the protagonist is going to take off is after the top tube sprays. Of course, the practice of referencing martial arts secret scripts is growing rapidly. Beat them with a whirlwind.
[Level 6]
It's so serious that three torches may fall to the ground, and three aerial work platforms appear and disappear one after another. It can be said that this is a combined mechanism. For the sake of illustration, first assume that there are no three torches and that there are only three platforms in the sky, which are visible and disappear in sequence. The protagonist needs to calculate the takeoff time. If he jumps into the air early, he will die when he falls into the ditch. Although he can jump to the platform later, the platform disappears immediately. The protagonist falls into a ditch due to gravity before jumping forward. Three aerial platforms appear one after another. The pattern of disappearance is that the former platform appears almost at the same time as the latter platform. Then, as long as the protagonist notices the platform that appears in front of the target platform, when the platform is about to disappear, the protagonist will take off and happen to appear on the target platform. In this way, it can be assumed that the protagonist has no problem jumping on the platform and starts thinking about the three cutting torches. Obviously, the protagonist should stand between the middle torch and the right torch, waiting for an opportunity to jump onto the platform. The protagonist can also take the high ground during the battle scenes with the Steel Claws and Twin Stick Men. The protagonist should wait patiently until the target platform is about to appear and take off when the torch on the right drops flames. In the last scene of the level, many scenes appear and disappear from the aerial platform in sequence. It should be easier since there's no interference from the torch dropping flames. We can take advantage of the Cyclone Kick's ability to stay in the air longer to reduce the risk of the protagonist starting to go over the gully of an early descent due to tension. In many places the platforms are far apart. The protagonist should walk to the edge of the platform and jump to the target platform at the closest location to the target platform. You need to pay attention to it, otherwise you won't be able to jump to the target platform.
[Level 7]
Although there are many mechanics in this stage, I think the difficulty is only in the gear + flying spike scenario. When the gear is on a fixed gear, it is necessary to determine the time and safety when the gear rotates to the fixed position. If the protagonist accidentally jumps onto a rotating gear or stands on a fixed gear for a long time, when the gear suddenly starts to rotate, the protagonist is likely to get stuck in the groove and be killed within a few seconds. careful. The lower gear rotates slowly and stops for a long time, so it's not that difficult. For the top two gears, the stopping time is short. If the protagonist sees the gear stop and jump again, it's too late. When the gears start spinning again, the protagonist jumps up. Therefore, we should estimate the rotation time of the gear. It is estimated that when the rotation is about to stop, the protagonist will jump and the protagonist will fall into the teeth. At the wheel, the gears just stopped turning. After taking into account the flying spike factor, the protagonist is still in a safe position. After observing for a period of time, you will find that the position of the flying nails is fixed. From which position it appears sequentially, it is also fixed. Then, every time the protagonist prepares to jump into a gear, he should pay attention to the current status of the flying spikes, keep them properly, and calculate the collapse positions of the next few flying spikes (if the protagonist's area collapses), and then the protagonist grabs the jumping gear , otherwise, wait patiently for one or two flying spikes to collapse around the protagonist. The protagonist can jump directly in the upper right corner. At this time, you need to borrow the light of flying spikes. When the flying spike is going to slide from the gear to the opposite platform, the protagonist should stand as far to the left of the upper-right platform as possible, facing the flying spike so that it is in close contact. In this way, the protagonist is hit by the flying spike on the opposite platform. After passing the equipment and flying spike scenes, the next scene is some small soldiers who can throw incendiary bombs. It is recommended to rush all of them to the right. The protagonist directly punches holes in the screen, which is very stable. Even if an incendiary bomb lands, the protagonist will immediately pick it up and throw it off the screen, and continue beating the soldiers with his fists. There's not much to say about the final scene. Use basic strategies.
[Level 8]
At first, two men with crutches slowly walked towards the protagonist. The protagonist uses basic tactics to knock them down or throw them away, go right, go to the lower right corner, go back to the wall and ditch, wait for the double stick men to come, and then use the hook to knock them into the ditch. Fist, or just fight with a combination of fists. Then there are three guys with steel claws. They should be patient and kill it with Cyclone Kicks and Iron Knees. The protagonist tries to save HP. Next, there is a yellow-haired brother GUI and two bearded uncles. Tactics are the same as above. Walking to the hall, the protagonist must face four ninjas, four ninjas appear in pairs, how to deal with it, the second level mentioned above, I will not repeat it, just say one sentence, you must ensure that the success of the whirlwind is 100%, don't If you make a mistake, you must do your best to chase the ninjas and don't give them a chance to breathe, otherwise, you will definitely think of the consequences. Phantom bosses are much easier than ninjas. However, it's hard to beat him without getting hurt. That's why I emphasized in the last battle that the protagonist should try to save HP.
[Level 9]
Finally, the boss is a bit fierce. Previously, my strategy was to use my standing back kick or flying kick to find an opportunity to take down the final boss, then chase him with my tornado kick. After watching the 007 video, I learned to hit the final boss directly with my fist. This way, the final boss has less to worry about and the win rate won't be higher. Finally, the boss is invisible. As long as you know which side he is on and the protagonist presses his fist, you can say that all the boss's moves can be blocked with your fist