Wave two introduces a second rival and wave five a third. The sky gets busy quickly, and the instinct is to panic. It helps to know the single most important rule of these waves: only one lock can be active at a time. You cannot be sawed by two opponents simultaneously.
What that rule buys you
It means you are never actually outnumbered in a fight. Once you are locked with one rival, the others are scenery — they will fly around, they will cross your line, but they cannot start cutting until your current lock ends. So the correct response to a busy sky is not to flee; it is to pick a fight deliberately and finish it.
Being locked with the rival you chose is safer than flying free between two you did not.
Choosing the order
Rivals in the same wave are not identical — line grade and aggression both carry a random spread. You can read the difference in the first lock: if the meter barely moves while you saw hard, that opponent has a strong line and you should finish or disengage rather than grind.
As a rule, take the closest rival first, because a short trip between fights preserves both grip and the combo window. If two are equally close, take the one flying more aggressively — the passive one will still be there in ten seconds, and the aggressive one is the one that will catch you at a bad moment.
Positioning against three
Three anchors spread across the rooftops means three lines fanning up into the sky, and the middle of the map becomes a lattice. Fight on the outside of the fan rather than the inside. On the outside you have one line to worry about; in the middle you can uncross one lock and instantly stumble into another with an empty grip bar.
Use their retreats
Rivals that start losing badly sometimes break away. On a multi-rival wave this is useful: a retreating opponent has left the fight and you keep most of your meter progress for a couple of seconds. Rather than chasing them down, turn to the nearest other rival, and come back to the first one when it re-enters — you will resume most of the way through the fight you had already nearly won.
Spare kites are a real answer
If three-rival waves are where your runs end, the spare kite upgrade earns its cost. It does not make you better, but it turns one mistake into a lesson instead of a game over — and on those waves you will make one.
Experimente no jogo
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