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@SuperKawaiiDesu11,276 subscribers

toxic blazblue player [email protected]

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i spent 4 dollars to make this post Akali 3H single routing structure with positioning optimizations these range from bnb territory to psychotic, but mainly putting together as an example for combo limits / optimization adjustments on the fly. You can always 2 hit walljump / do single hit jM to reduce some length and maintain the routing if combo time is a concern. For the third and fourth combos, there are 2 versions - one that optimizes for limit strike damage / combo time, and one that sends in extra air normals for 5s2 oki. Just posted both as an example, but routing like this also helps bridge the gap on 5s2 damage if you'd like to use that. Notes: 1) Corner to corner, keep in mind extra normals will increase the pushback and leave you closer to corner by the end, reducing frame adv from the tumble. 2) Nearing corner (starting about 75% of the stage away) adjustment on the ender for when the tumble has less frame adv, just cram in more air normals and save your double jump. 3) Here's where you'll start to see corner adjustments - round start position, this ends up being the starter for max damage midscreen, but if you were to reach the corner after the apex of your second jump loop arc, you can squeeze in extra minimum damage for a notable increase. Fortunately also maximizes corner carry while pushing damage. 4) In corner route. Stupid hard wrt combo time, just posting as an example of combo limits. you can probably just opt for above, but it does get an extra min damage source in. Alternatively, learn an easier combo lol. Have similarly structured stuff for 2H, will probably get to it later.

i spent 4 dollars to make this post Akali 3H single routing structure with positioning optimizations these range from bnb territory to psychotic, but mainly putting together as an example for combo limits / optimization adjustments on the fly. You can always 2 hit walljump / do single hit jM to reduce some length and maintain the routing if combo time is a concern. For the third and fourth combos, there are 2 versions - one that optimizes for limit strike damage / combo time, and one that sends in extra air normals for 5s2 oki. Just posted both as an example, but routing like this also helps bridge the gap on 5s2 damage if you'd like to use that. Notes: 1) Corner to corner, keep in mind extra normals will increase the pushback and leave you closer to corner by the end, reducing frame adv from the tumble. 2) Nearing corner (starting about 75% of the stage away) adjustment on the ender for when the tumble has less frame adv, just cram in more air normals and save your double jump. 3) Here's where you'll start to see corner adjustments - round start position, this ends up being the starter for max damage midscreen, but if you were to reach the corner after the apex of your second jump loop arc, you can squeeze in extra minimum damage for a notable increase. Fortunately also maximizes corner carry while pushing damage. 4) In corner route. Stupid hard wrt combo time, just posting as an example of combo limits. you can probably just opt for above, but it does get an extra min damage source in. Alternatively, learn an easier combo lol. Have similarly structured stuff for 2H, will probably get to it later.

19,613 görüntüleme

lol warwick 2s1 the god??

lol warwick 2s1 the god??

20,205 görüntüleme

akali solo corner triple walljump routing, 568~577 limit strike / 705~714 1 bar. 3H probably has untech penalty, lol

akali solo corner triple walljump routing, 568~577 limit strike / 705~714 1 bar. 3H probably has untech penalty, lol

10,569 görüntüleme

Darius point air hit 2/1 assist routing with midcombo bleed, lol (can also apprehend tag -> otg super ~ L for non bleeding pickups)

Darius point air hit 2/1 assist routing with midcombo bleed, lol (can also apprehend tag -> otg super ~ L for non bleeding pickups)

14,584 görüntüleme

Videos

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this shit should be on will it kill

SKD

181,021 görüntüleme • 8 ay önce

SuperKawaiiDesu's profile picture

uhh...yeah its meterless!! yeah!!

SKD

83,047 görüntüleme • 6 ay önce

SuperKawaiiDesu's profile picture

ahri cait damage...what the heck

SKD

55,129 görüntüleme • 4 ay önce

SuperKawaiiDesu's profile picture

minimum damage was a mistake

SKD

23,094 görüntüleme • 1 ay önce

SuperKawaiiDesu's profile picture

finally, a force to counter top 1 teemo

SKD

43,350 görüntüleme • 4 ay önce

SuperKawaiiDesu's profile picture

i spent 4 dollars to make this post Akali 3H single routing structure with positioning optimizations these range from bnb territory to psychotic, but mainly putting together as an example for combo limits / optimization adjustments on the fly. You can always 2 hit walljump / do single hit jM to reduce some length and maintain the routing if combo time is a concern. For the third and fourth combos, there are 2 versions - one that optimizes for limit strike damage / combo time, and one that sends in extra air normals for 5s2 oki. Just posted both as an example, but routing like this also helps bridge the gap on 5s2 damage if you'd like to use that. Notes: 1) Corner to corner, keep in mind extra normals will increase the pushback and leave you closer to corner by the end, reducing frame adv from the tumble. 2) Nearing corner (starting about 75% of the stage away) adjustment on the ender for when the tumble has less frame adv, just cram in more air normals and save your double jump. 3) Here's where you'll start to see corner adjustments - round start position, this ends up being the starter for max damage midscreen, but if you were to reach the corner after the apex of your second jump loop arc, you can squeeze in extra minimum damage for a notable increase. Fortunately also maximizes corner carry while pushing damage. 4) In corner route. Stupid hard wrt combo time, just posting as an example of combo limits. you can probably just opt for above, but it does get an extra min damage source in. Alternatively, learn an easier combo lol. Have similarly structured stuff for 2H, will probably get to it later.

SKD

19,613 görüntüleme • 1 ay önce

SuperKawaiiDesu's profile picture

maybe this team does too much damage

SKD

28,093 görüntüleme • 4 ay önce

SuperKawaiiDesu's profile picture

completely sauceless...

SKD

30,664 görüntüleme • 5 ay önce

SuperKawaiiDesu's profile picture

"now show how much burst it builds!!" alright

SKD

26,965 görüntüleme • 7 ay önce