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Consistent Loki combo that always gives 2U oki (+8) and the ability to cover forward roll into buttons/keep corner. Low resource cost, high damage and nice situation! #TOKON_LOKI

42,553 次观看 • 1 个月前 •via X (Twitter)

9 条评论

PiF 的头像
PiF1 个月前

Can we get the notations, king?

octopiss 的头像
octopiss1 个月前

is there any way to do this on corners where the wall can break?

Snapplecap 的头像
Snapplecap1 个月前

@NeoJudai :)

XLTD_Destiny (Exalted, Pauly Shacks, Phallen One) 的头像
XLTD_Destiny (Exalted, Pauly Shacks, Phallen One)1 个月前

These setups are sick 👊

Sway 的头像
Sway1 个月前

🐐

MonGod 的头像
MonGod1 个月前

You on PC or The 5-Kun?

axiom 💚2XKO 的头像
axiom 💚2XKO1 个月前

cant get 2h after j.214M?

SavageScoob 的头像
SavageScoob1 个月前

Genius!

Kevin Ugalde 的头像
Kevin Ugalde1 个月前

Im a scrub, is there any reason my timing after the wall splat is happening where I cant link the the 2U into 2H?

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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.

SKD

21,353 次观看 • 5 个月前