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.✦__ Doom concept Oki in corner : • Requires 1 Assist • No Wall Splat needed [Work on every map] • ~25% meter | The combo will refill the meter • Covers all wake-up rolls • Option to extend the combo for more damage or to secure the kill...

24,659 просмотров • 1 месяц назад •via X (Twitter)

Комментарии: 9

Фото профиля Odanis
Odanis1 месяц назад

I’m still learning the game a lot so excuse me if I’m off but wouldn’t 2H beat the shield set up in the corner? It breaks the shield and anti-airs. Am I off?

Фото профиля Parwanaa-
Parwanaa-1 месяц назад

i explored this more and found a crazy os

Фото профиля fz
fz1 месяц назад

Oh damn, thats a fucked up oki, amazing, imagine also Hulk in the assault with that insane blockstun

Фото профиля GorohSan_
GorohSan_1 месяц назад

T’es un crack bordel enfin un set up u incroyable avec doom ou ta pas besoin de wallsplat

Фото профиля King
King1 месяц назад

You know why I’m not getting the double bounce for the first reflector?

Фото профиля OllyUTC
OllyUTC1 месяц назад

This is insane

Фото профиля Faraz Parsa ❗️
Faraz Parsa ❗️1 месяц назад

Genius!

Фото профиля David Galarza
David Galarza1 месяц назад

Brother this is fire!

Фото профиля R A Y O U X
R A Y O U X1 месяц назад

Tu joues Urien ou quoi 😮 hahaha

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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 просмотров • 5 месяцев назад