Stutter-stepping 走 A(走砍)

停顿步法的表示:O = 可以取消动画 / X = 英雄正处于攻击动画中,移动将延迟。每个图像代表 1 个服务器帧(服务器以 30 帧/秒运行)
Stutter-stepping is a movement technique utilized to increase a champion's attack efficiency. This is primarily practiced by
marksmen because they need to output as many basic attacks as possible.
停顿步法是一种提高英雄攻击效率的移动技巧。这主要由
射手使用,因为他们需要输出尽可能多的普通攻击。
Technique[edit | edit source]
技巧编辑 | 编辑源代码
A basic attack consists of three animations: Windup, Firing, and Recovery. A movement command can be issued to cancel the current animation, except during the firing animation when the attack is launched (Ranged champions usually launch a projectile). When set to attack, a champion will automatically pursue their target if it falls out of range, but only after their entire attack animation completes. The time it takes is very dependent on
Attack Speed, which can be too long to keep up.
一次普通攻击包含三个动画阶段:预摇、发射和恢复。可以发出移动命令来取消当前动画,但在发射动画期间不行(发射动画是攻击实际发出的时刻,远程英雄通常会发射一个投射物)。当设置为攻击时,如果目标超出攻击范围,英雄将自动追随目标,但仅在整个攻击动画完成后。所需时间高度依赖于
攻击速度,这可能会导致跟不上目标。
If a player manually issues a move command right after their attack fires, they will immediately cancel the recovery animation and start repositioning. There is no penalty to canceling the animation, but opportunities may be missed if it is allowed to be played. This is called Stutter-stepping.
如果玩家在攻击出手后立即手动发出移动指令,他们将立即取消后摇动画并开始重新定位。取消动画不会受到惩罚,但如果不取消可能会错过某些机会。这就是所谓的走 A。
Benefits[edit | edit source]
优点
By repositioning during the refractory period of attacks, a champion is no longer locked in animation, and can react to new events. They can avoid danger, stay in range, and use their abilities. It also helps in farming efficiently while minions are dying very fast.
通过在攻击的不应期间重新定位,英雄不再被锁定在动画中,可以对新情况做出反应。他们可以避开危险、保持攻击距离并使用技能。这也有助于在小兵快速死亡时高效地补兵。
Stutter-stepping, Kiting, and Orb walking[edit | edit source]
走 A、拖拽和轨道行走
Stutter-stepping is recovery animation canceling by moving right after firing an attack, kiting is the act of maintaining distance for a ranged attack, which may utilize stutter-stepping.
突进攻击是通过在发射攻击后立即移动来取消攻击动画恢复的技术,走位是保持远程攻击距离的行为,可以利用突进攻击来实现。
Kiting refers to stutter-stepping against lower range enemies, usually as a marksman, to do damage to them while keeping your distance (the same way you keep a distance when flying a kite).
走位指的是对低射程敌人使用突进攻击,通常由射手执行,目的是在保持安全距离的同时对敌人造成伤害(就像放风筝时保持线的距离一样)。
Orb walking only applies to DotA: Allstars, it's when attack modifier abilities are used to engage. It doesn't count as a basic attack so it wouldn't draw minion aggro. It's called an orb walk because the items that grant these effects (orb effects) are commonly shaped into orbs.
只有在 DotA: Allstars 中才有兵线行走,它指的是使用攻击修饰能力来发起攻击。这不算作基础攻击,因此不会触发小兵仇恨。之所以称为兵线行走,是因为授予这些效果的物品(兵线效果)通常呈现为球体形状。



