Skip to Content
Welcome to NTGame - 免费游戏攻略 / Free Game Guides

战斗系统 / Combat System

《降世神通格斗》的战斗系统融合了传统格斗游戏的立回、确认和连段机制,与降世神通宇宙的御术系统深度结合。本页将详细解析物理攻击与御术攻击的区别、元素克制关系、气封锁机制以及觉醒模式。

Avatar Legends’ combat system blends traditional fighting game fundamentals — footsies, hit confirms and combos — with deep bending mechanics from the Avatar universe. This page covers physical vs bending attacks, elemental advantages, chi blocking mechanics and awakening mode.

物理攻击 vs 御术攻击 / Physical Attacks vs Bending Attacks

本作中所有角色都拥有两类攻击方式:物理攻击(Physical Strikes)和御术攻击(Bending Attacks)。两者在帧数、伤害和资源消耗上各有特点。

All characters have two attack categories: Physical Strikes and Bending Attacks. They differ in frame data, damage output and resource costs.

物理攻击 / Physical Attacks

物理攻击不需要消耗气能量,是立回和确认的基础手段。包括轻攻击、中攻击、重攻击和投技。

Physical strikes do not cost chi and form the foundation of footsies and hit confirms. They include light, medium, heavy attacks and throws.

攻击类型 / Attack Type指令 / Input启动帧 / Startup硬直帧 / Recovery伤害 / Damage气消耗 / Chi Cost
轻攻击 / Light AttackLP 或 LK4-6帧6-8帧30-50无 / None
中攻击 / Medium AttackMP 或 MK8-12帧10-16帧60-90无 / None
重攻击 / Heavy AttackHP 或 HK14-20帧18-24帧100-150无 / None
投技 / ThrowLP+LK(近身)/ Close5帧30帧120无 / None
空中轻攻击 / Air Light空中LP/LK5-7帧10帧35-50无 / None
空中重攻击 / Air Heavy空中HP/HK12-16帧20帧80-120无 / None

御术攻击 / Bending Attacks

御术攻击需要消耗气能量,但拥有更高的伤害、更大的攻击范围和特殊的元素效果。御术攻击是造成元素克制和气封锁的主要手段。

Bending attacks cost chi but deal more damage, have larger range and apply elemental effects. They are the main tool for exploiting elemental advantages and chi blocking.

攻击类型 / Attack Type指令 / Input启动帧 / Startup硬直帧 / Recovery伤害 / Damage气消耗 / Chi Cost
轻御术 / Light Bending指令+LP/LK10-14帧14-20帧70-1000.5格 / 0.5 stock
中御术 / Medium Bending指令+MP/MK14-18帧18-26帧100-1401格 / 1 stock
重御术 / Heavy Bending指令+HP/HK18-24帧24-32帧140-1901.5格 / 1.5 stocks
超必杀技 / Super Art专用指令 / Special input8-16帧30-40帧200-2503格 / 3 stocks
终极攻击 / Ultimate↓↓+HP+HK12-20帧45帧300-4006格 / 6 stocks

元素优势系统 / Elemental Advantage System

四大元素之间存在克制循环:水克火、火克气、气克土、土克水。当攻击元素克制对手的防御元素时,伤害提升20%并附加特殊效果。了解元素克制是中高级对战的关键。

The four elements follow a cycle: Water > Fire > Air > Earth > Water. When your attacking element counters the opponent’s defending element, you deal 20% bonus damage with special effects. Mastering elemental advantages is key at intermediate and higher levels.

攻击元素 / Attacking Element克制元素 / Counters伤害加成 / Damage Bonus特殊效果 / Special Effect
水 / Water火 / Fire+20%冰冻减速3秒 / Freeze slow for 3 sec
火 / Fire气 / Air+20%灼烧持续伤害4秒 / Burn DOT for 4 sec
气 / Air土 / Earth+20%击飞延长+1秒 / Extended launch +1 sec
土 / Earth水 / Water+20%缠绕定身2秒 / Root immobilize for 2 sec

元素中立 / Elemental Neutrality

不涉及克制关系的元素攻击为中立攻击,伤害和效果不受影响。例如:水对气、火对土均为中立关系。

Non-advantageous element matchups are neutral — damage and effects remain normal. For example, Water vs Air and Fire vs Earth are both neutral.

多元素角色的元素切换 / Multi-Element Character Switching

Korra、Aang和Iroh等多元素角色可以在战斗中切换御术元素。切换需要消耗1格气并有短暂硬直。切换时机的选择是多元素角色的核心战术之一。

Multi-element characters like Korra, Aang and Iroh can switch bending elements mid-combat. Switching costs 1 chi stock with brief recovery. Timing your element switch is a core tactical decision for multi-element fighters.

切换方式 / Switch Method消耗 / Cost硬直 / Recovery说明 / Description
手动切换 / Manual Switch1格 / 1 stock12帧 / 12 frames主动选择下一元素 / Choose next element
连段切换 / Combo Switch0.5格 / 0.5 stock6帧 / 6 frames连段中切换——消耗减半 / Switch mid-combo — half cost
被动切换 / Auto Switch无 / None无 / None被特定攻击命中时切换 / Switch when hit by specific attacks

气封锁系统 / Chi Blocking System

气封锁是本作最具特色的系统之一。通过特定的气封锁技命中对手,可以消耗对手的气能量,限制其御术使用和防御能力。当对手气能量归零时,进入”气竭”(Chi Exhausted)状态,无法使用任何御术和元素格挡。

Chi Blocking is one of the game’s most distinctive systems. Landing chi blocking moves depletes the opponent’s chi, limiting their bending and defense. When chi reaches zero, the opponent enters Chi Exhausted state — unable to use any bending or elemental blocking.

气封锁技 / Chi Blocking Moves

操作 / Action指令 / Input气消耗 / Chi Deplete持续时间 / Duration说明 / Description
基础封锁 / Basic Block指令+HP+HK0.5格 / 0.5 stock3秒 / 3 sec轻微消耗对手气 / Light chi drain
气脉指 / Chi Pulse↓↓+HP+HK1格 / 1 stock5秒 / 5 sec中等消耗+硬直 / Medium drain + stun
气旋封 / Chi Vortex←→←→+HP1.5格 / 1.5 stock7秒 / 7 sec大量消耗+减速 / Heavy drain + slow
终极封锁 / Ultimate Block专用指令2格 / 2 stocks10秒 / 10 sec最大消耗——接近气竭 / Maximum drain — near exhaustion

气竭状态 / Chi Exhausted State

状态 / State持续时间 / Duration效果 / Effects
气竭 / Chi Exhausted8秒 / 8 sec无法御术——无法元素格挡——受到伤害+15% Cannot bend — no elemental block — +15% damage taken
气竭恢复 / Recovery气自动缓慢恢复 / Auto slow chi recovery恢复1格气后退出气竭 / Exits exhaustion at 1 stock

觉醒模式 / Awakening Mode

觉醒模式是本作的终极增益状态,对应降世神通中的Avatar State(化身状态)。当气槽满6格且体力低于30%时,可以按下两个御术键(HP+HK)同时输入进入觉醒。

Awakening Mode is the ultimate power-up, corresponding to the Avatar State in the series. When Chi is at 6 stocks and health is below 30%, press both bending buttons (HP+HK) simultaneously to awaken.

觉醒效果 / Awakening Effects

效果 / Effect持续时间 / Duration说明 / Description
攻击力+50% / Attack +50%15秒 / 15 sec所有攻击伤害大幅提升 / All attacks deal significantly more
御术强化 / Bending Enhanced15秒 / 15 sec所有御术变为强化版——带额外元素效果 / All bending enhanced with bonus effects
气无限 / Infinite Chi15秒 / 15 sec气槽锁定6格——可无限使用御术 / Chi locked at 6 — unlimited bending
减伤20% / Damage Reduction 20%15秒 / 15 sec所有受到的伤害减少20% / All incoming damage reduced
超级格挡 / Super Block15秒 / 15 sec格挡不消耗气——完美格挡窗口增大 / Free blocking — larger perfect window

觉醒专属技 / Awakening Exclusive Moves

角色 / Character觉醒技1 / Awaken Move 1觉醒技2 / Awaken Move 2
Aang(昂)四元素融合弹 / Four Elements Fusion Blast御术风暴 / Bending Storm
Korra(科拉)化身冲击 / Avatar Shockwave元素循环连击 / Element Cycle Chain
Zuko(祖寇)蓝焰大爆发 / Blue Fire Eruption双龙火焰旋风 / Dual Dragon Fire Vortex
Katara(卡塔拉)万水归一 / Water Convergence暴风雪结界 / Blizzard Barrier
Toph(托夫)大地震颤 / Earthquake金刚石壁阵 / Diamond Wall Formation
Azula(祖舒)蓝色闪电风暴 / Blue Lightning Storm完美火焰陷阱阵 / Perfect Fire Trap Formation
Kuvira(库维拉)金属风暴 / Metal Storm钢铁巨像 / Steel Colossus
Tenzin(丹增)龙卷风天幕 / Whirlwind Canopy气流旋风斩 / Air Spiral Slash
Kya(嘉雅)水之守护者 / Water Guardian冰封领域 / Frozen Domain
Bolin(波林)岩浆巨拳 / Magma Fist岩浆雨 / Magma Rain
Mako(马高)连环闪电 / Chain Lightning火焰冲击波 / Fire Shockwave
Iroh(艾洛)元素终极融合 / Ultimate Element Fusion宇宙能量释放 / Cosmic Energy Release

立回基础 / Neutral Game Fundamentals

有效攻击距离 / Effective Attack Ranges

距离 / Range角色类型 / Character Type最佳手段 / Best Tools
近距离 / Close (0-1身位)所有角色 / All characters轻攻击起手+连段 / Light starter + combos
中近距离 / Mid-Close (1-2身位)压制型 / Rushdown中攻击+御术 / Medium attack + bending
中距离 / Mid (2-3身位)控制型 / Control重攻击+远程御术 / Heavy attack + ranged bending
远距离 / Far (3+身位)远程型 / Zoner御术投射物 / Bending projectiles

对空与防空 / Anti-Air

情况 / Situation推荐手段 / Recommended说明 / Description
对手跳跃接近 / Opponent jumps in上+重攻击 / Up+Heavy对空判定——反击跳跃 / Anti-air hitbox — jump punish
对手空中御术 / Opponent air bending完美格挡+反击 / Perfect block + counter消耗气的空中御术可以被格挡 / Air bending costs chi and can be blocked
对手空中投技 / Opponent air throw按轻攻击拆投 / Light attack tech在空中按轻攻击可以拆投 / Press light in air to tech

连段系统 / Combo System

连段规则 / Combo Rules

规则 / Rule说明 / Description
连段计数 / Combo Counter屏幕右上角显示当前连段数 / Upper-right shows current combo count
连段缩放 / Combo Scaling连段越长——每击伤害递减 The longer the combo — each hit deals less
连段重置 / Combo Reset特定连段可以重置缩放——用于最大化伤害 / Some combos can reset scaling for max damage
空中连段 / Juggle某些攻击可以将对手击飞——进行空中追击 / Some attacks launch for aerial follow-ups
角落连段 / Corner Combo角落限制逃跑——连段更容易 / Corner limits escape — easier combos
壁弹 / Wall Splat某些攻击命中角落会造成壁弹——可以追击 / Some corner hits cause wall splat for follow-ups

帧数基础 / Frame Data Basics

概念 / Concept说明 / Description实用意义 / Practical Use
启动帧 / Startup攻击生效前的帧数 / Frames before attack becomes active越少越快——轻攻击通常最快 / Fewer = faster — lights are usually fastest
持续帧 / Active攻击可以命中的帧数 / Frames the attack can hit越多越容易命中——但通常硬直更大 / More = easier to hit but usually more recovery
硬直帧 / Recovery攻击后的帧数 / Frames after the attack被防后硬直——对手可以惩罚 / Block recovery — opponent can punish
有利/不利 / Plus/Minus攻击被防后的帧数优势或劣势 / Frame advantage/disadvantage on block+2以上为有利——可以继续压制 / +2 or more = advantage — can continue pressure

常见战斗场景分析 / Common Combat Scenarios

被压制时 / When Under Pressure

情况 / Situation推荐应对 / Recommended Response风险 / Risk
对手轻攻击压制 / Opponent light pressure完美格挡或气封锁反击 / Perfect block or chi counter完美格挡时机要求高 / Perfect block timing is tight
对手重攻击压制 / Opponent heavy pressure拆投或后跳 / Tech throw or back jump后跳可能被追击 / Back jump can be chased
对手御术压制 / Opponent bending pressure元素格挡+元素切换 / Elemental block + element switch元素格挡消耗2格气 / Elemental block costs 2 chi
角落被压制 / Corner pressure后投或无敌技 / Back throw or invincible move无敌技被防风险极大 / Invincible move on block is very risky

进攻时 / When Attacking

情况 / Situation推荐策略 / Recommended Strategy风险 / Risk
中距离立回 / Mid-range footsies重攻击试探+御术控制 / Heavy poke + bending control重攻击被防可被惩罚 / Heavy on block is punishable
近距离压制 / Close-range pressure轻攻击起手+连段确认 / Light starter + combo confirm连段失误会失去回合节奏 / Combo drop loses round momentum
角落压制 / Corner pressure气封锁削减对手御术 / Chi block to limit opponent bending自身气消耗较大 / Costs significant chi
觉醒状态下 / During awakening全力进攻——利用15秒窗口 / All-in offense — use 15 sec window觉醒结束会非常虚弱 / Very vulnerable after awakening ends

Tags: Avatar Legends, combat system, 战斗系统, bending, 御术, elemental advantage, 元素克制, chi blocking, 气封锁, awakening, 觉醒, frame data, 帧数

NTGame 编辑团队 / Editorial Team本文由 NTGame 编辑团队撰写。我们致力于为玩家提供准确、实用、深入的游戏攻略内容。 发现错误?请在 GitHub 提交 Issue。

This article is written by the NTGame editorial team. We are committed to providing accurate, practical, and in-depth game guides. Found an error? Submit an issue on GitHub.