正在加载视频...

视频加载失败

By request, more in-depth E. Ryu customs. Switch to slower fireballs the closer you get to the corner for easier juggles. Can choose between punch/kick tele or hop FB based on comfort and distance to corner. These all assume no CCs.

11,715 次观看 • 1 年前 •via X (Twitter)

3 条评论

Espadad - Zane 的头像
Espadad - Zane1 年前

is there anyway to end in a knockdown or will it always be air recovery

Kyokuji 的头像
Kyokuji1 年前

Yes, if you end in shoryu or any special that keeps you out of neutral long enough.

Page to Pixel Publishing 的头像
Page to Pixel Publishing2 年前

Boost, surf, and weave your way through The Art of Flight, an arcade game about flying multiple ships at the same time. With solo, local co-op, and a leaderboard, there are tons of ways to play. Wishlist on Steam today!

相关视频

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

20,215 次观看 • 2 个月前