How I Hit Immortal 3 Only Playing Iso - 雙語字幕

Last act,
I was able to hit a Mortal 3 most of that play you ISO,
and in this video I'll be going over some tips and things I learned throughout all my games.
Even though I'm sure you'll already be familiar with some of these tips,
chances are if you make it all the way to the end of the video you'll learn something new.
It took me a while to get around to making this video and putting it all together,
so if you do end up finding it entertaining or useful, don't forget to share it with someone you think will find it useful too.
One of the best uses for Ice's wall is to protect yourself or a teammate when you're trying to defuse the spike.
It won't last long enough to fully defuse it,
but you can easily get half safely and put a lot of pressure on the enemy team.
In the same scenario, you can also rush behind the wall and catch the enemies off guard while they're busy worrying about the spike.
You always want to be keeping an eye out for certain lanes where his contingency just fits really well, like showed in those examples.
a really, really good place where his wall just fills up the entire area.
And other examples of that I really like is when you're using it to push out on Sunset
B main and use it over that left side.
Or using it towards stairs on Lotus when you're pushing out is that way it makes it easier to rush any enemies that pushed forward.
And even when it's not a spike,
you can just use it to keep yourself when you're trying to get other objectives,
whether be getting an ultimate orb, trying close a door, or even just picking up a better gun that the enemy had.
Another you'll have a lot of success using contingency is when you're isolating fights against two enemies,
like the enemy's sky can't properly swing to help the jet.
In this one, Omen can't swing to trade the Jett.
And if I just cleared this corner properly,
I would have had a really free kill on the Jett, with enemy team being completely unable to help her.
Continency is also really good against Cypher,
who sort of ruling the meta, but moment and that's because if you use it before running into his tripwires, he can't spray you.
Like here in this clip, I only live on 6th health because those first few bullets were blocked by the wall.
And then in this clip, the cypher from Jen just can't hit me whatsoever.
Here you can see what I'm talking about from the cypher's perspective as well.
Having said all that though,
this is far from the easiest ability in the game to use,
like you can see in these examples here,
I throw it out for myself pretty carelessly,
and it ends up preventing my team from getting But yeah,
over all I really like is contingency,
you want to make sure you're staying really close behind it so that it blocks the most angles possible.
When it comes to Ice's curability,
his I cannot put enough emphasis on just how good this ability is on eco rounds and when you're using pistols,
lower weapons, things like that.
Like could probably make a 10 minute video just showing clips of me getting like 2-3 kills on pistol rounds with a cluster.
I won't make you sit through all of that,
but yeah this ability is crazy good with the classic especially,
as it makes so many of your right clicks turn into one shots when they otherwise wouldn't.
Like this clip starts off with just one kill with my sheriff and an undercut,
but that No distractions
One last point for those EK weapons
I want to single out the Marshall because even if the enemy has full shields if you make them vulnerable
Marshall will be able to eliminate them in one body shot
It's a similar thing as well when it comes to wallbangs because when you hit them with your undercut
All of a sudden takes away less bullets to actually eliminate them because of that double damage
So basically you just want to be keeping in mind you can always get free kills with your undercut by wallbanging people
You also want to keep an eye on your mini map a lot when you're using undercut
You can just throw out what you think enemies are then when your teammates see the enemy whether it be them or through a drone or a dog or
Something once you make that contact on the map you can shoot them through the smokes
It's a similar concept here even though I'm not the one getting the kills
I wait until the enemy breaks the site for trapwire making that contact then throw out the undercut and gets free kills
Here's a similar example where I communicate with my sky and it lets us get two easy kills on our bonus round Yeah,
you always want to be looking for opportunities where you can throw the undercut for your teammates Not just for yourself
You can apply that same logic to damage dealing abilities that your teammates have as well whether that be mollies race
grenades All my favorite which is server utility because both the shock dart and its ultimate become
one shots if the enemy is affected by the vulnerable.
When are using undercut though you do need to be careful of how easy this to
make your teammates vulnerable like here you can see as I go to throw it the omen is not even
on my screen and all of a sudden he appears becomes vulnerable and dies faster.
And in that was this scenario where
I do wonder if the sky would have actually died to be equinade if I didn't make it vulnerable.
Another thing to be mindful of is how predictable you often become after using undercut your throat
and instantly want to swing out and follow up on that,
so you sometimes might want to wait a little bit longer before peeking so you don't get one tap.
Next let's talk about ISO's signature ability which of course is his double tap.
There aren't too many tips for it as it's kind of a straight forward ability,
however one thing you need to be careful of is that his shield sometimes gives away your location like here,
I see this eye so early because of the shield.
Mind you, since that clip, the size of this shield got nerfed and reduced a little bit, but it's still something worth keeping in mind.
Another worth keeping in mind is how effective double tap is against operators and marshals.
If you're able to get that first pick and then this shield,
you become an office nightmare like here, where I'm even able to tank 2 shots of an op.
One mistake I found myself making a lot with double tap was trying to shoot the orbs every single time now.
Obviously getting the shield up is ideal in what we want,
but you should always be trying to prioritize killing the next enemy, assuming of course you actually know that they are nearby.
Especially with the reason buff for the orbs lasting 3 seconds now,
you don't need a rush to break it,
and instead you can give it a bit,
chill, see if anyone else swings you, Another thing I realized I was doing wrong was being too careful with activating my double
tap and sometimes just not even using it until after the fight was already done.
I think I did this because I was scared of wasting it like how you might have
jet dash by using it too early but realistically you have 2 charges of double tap and it lasts
for 20 seconds each now so really in all of those scenarios you're seeing me in there,
I have had Double Tap activated the whole time,
and yeah,
I guess the tip here is just don't be worried about wasting the Double Tap,
because you'd much rather use it too early than not use it at all.
Finally, we come to Iso's Ultimate, Kill Contract.
There are so many little things worth mentioning here, firstly, let's talk about high priority targets.
Alting the enemy chamber after he uses 2-4 is one of the most important things he can do as ISO.
I would even argue you should just hold your ultimate and use it to counter rim,
like you might use a brimstone ult to counter a cool dry lockdown.
Especially if chamber is using it on an eco round,
you just completely cancel out their own new wind condition and leave them helpful to the classic.
It's a similar thing here when my ISO ults this Viper,
even though he ends up losing the duel,
because takes Viper off of the map for so long that Ultimate actually goes down and we're able to win this round because of this ISO Ultimate.
Another obvious example of those high priority targets is taking the enemy's Sentinel off their side,
their side from Killjoy,
as their utility all goes down and your teammates can just rush on to the side, not having to worry about ships or anything.
Even in times when you end up losing that duel of your Ultimate,
as long as you communicate with your team what you're doing,
they should be able to follow up and kill the enemy when they come back to the map.
So yeah, it's always important to tell your team where or who you're aiming to ult.
That way they can immediately take the space as soon as it opens up.
Another thing you can try with your team on eco rounds is force just the one rifle strictly to use in your ultimate,
like only gives me this gun so that I can get an set of 1v1 with it.
If you're having trouble with hitting your ultimates and finding yourself missing them a lot, start relying on other source of information first.
Sometimes might look like a piece of utel from a teammate, let's say a server dart.
Or other times you can simply use it to play around the spike when the enemy starts planting or defusing it,
send the ultimate in that direction.
Same thing applies here and the 2v1 we are ultimate of the spike tap and even though
we have worse guns that would have a free kill in sky if I did end up losing this tool.
Backing off and using your ultimate when you go down to low health is a really good idea,
since your health gets replenished in your ultimate and you can get at least one more
even fight in and maybe even get a shield off of it.
One sort of niche thing you can do is use kill contract to actually dodge Kilda is locked down.
So if you ever find yourself in a spot where you can't escape and are going to get detained, you should consider using your ultimate.
Another niche thing, and this one is specific to bind, is to remember that when you're in Isis ultimate, you're completely unaware of your surroundings.
Like I've fully sent it through this teleporter and the enemy Isis has no idea because you can't hear anything.
One last thing is to be really careful ulting against the yoru,
if you simply go off the sound of the enemy rushing,
chances are the clone will be upfront, and you're just going to end up embarrassing yourself.
best rounds on Isor using all of his utility.
the a no-destruction spike planted One enemy remaining.
Last player standing.
Making cover.
Back to the dangers.
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