正在加载视频...

视频加载失败

HOW TO GET MORE DAMAGE! Damage Scaling updates in release version of Invincible VS: - First hit of a combo immediately starts scaling your combo. Light 20%, Medium 10%, Heavy 5%, Specials 0% - Repeating normal attacks in a combo lowers their damage. So mix up your normals. Active...

68,981 次观看 • 4 个月前 •via X (Twitter)

20 条评论

Jean Kalyx 的头像
Jean Kalyx4 个月前

@InvincibleVS A lot of this is common in fgs but it's good to see somebody's explaining it in a digestible way that upper casuals can grasp. The FGC is not very good at teaching anything.

Rip 的头像
Rip4 个月前

@InvincibleVS Thanks! While there was more standard damage scaling in the game during the beta, this update in the release version more directly addresses the more unique aspects of our combo systems (for example, cancelling from specials back to normals)

Kitty 的头像
Kitty4 个月前

@InvincibleVS congrats on launch day 🥳

Rip 的头像
Rip4 个月前

@InvincibleVS Thanks! 🥳 so exciting!

女 Molly_Bee 的头像
女 Molly_Bee4 个月前

@InvincibleVS In Brazil on launch day but still helping 🫡🫡🫡

Rip 的头像
Rip4 个月前

@InvincibleVS Just wanted to make sure the people who played millions of matches during the beta understood how to update their combos for the release version 🫡

Madao @ Odysseas Build Arc 的头像
Madao @ Odysseas Build Arc4 个月前

@maximilian_ @InvincibleVS Thanks broski, so happy to see you part of this team

noma 的头像
noma4 个月前

@InvincibleVS One BIG question I didn’t see it in the patch from what I remember but with regular motion inputs do you get more damage ? If not Ima just stay on the standard

Rip 的头像
Rip4 个月前

@lynomaa @InvincibleVS Yes, motion inputs have a flat % damage boost over standard inputs. Applies to all buttons and combos, not just ones that require the motion input

Random Vengeance 的头像
Random Vengeance4 个月前

@lynomaa @InvincibleVS What’s the %?

Rip 的头像
Rip4 个月前

@lynomaa @InvincibleVS 5% on everything, not just inputs that require motions

christian 的头像
christian4 个月前

@maximilian_ @InvincibleVS congrats on launch‼️ moving anissa so far 🫡

carmy ❤ 的头像
carmy ❤4 个月前

@InvincibleVS Giving this a go when I get my hands on the game. HAPPY LAUNCH DAY! GGS 🎉

Rip 的头像
Rip4 个月前

@InvincibleVS Happy laaaunch! 🎉

Spikes 的头像
Spikes4 个月前

I love this!

out of nowhere!! 的头像
out of nowhere!!4 个月前

@InvincibleVS

Gruncle 👴🏽 的头像
Gruncle 👴🏽4 个月前

@InvincibleVS Congratuations on your launch RIP! Gonna dive into the game now!

Jroy 🏁 的头像
Jroy 🏁4 个月前

@maximilian_ @InvincibleVS @NotVeraGood good information to know

سفيان جلابي 的头像
سفيان جلابي4 个月前

@InvincibleVS Where’s the strong aerial tailspin into infinite wall carry into heat burst bound into wall splat ender into wall combo into heat oki? #ripsvision

Justin M. Patry 的头像
Justin M. Patry4 个月前

@InvincibleVS Do PS4-based TE2’s not function with the game?

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 • 5 个月前