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Introducing: Buffered Shield Dropping With this Rivals 2 tech, not only can you cut off 3 frames of platform drop lag; the input can be buffered infinitely making it easier to integrate! This opens up new combo routes, shield pressure, & movement options! ⬇️Vid Link Below ⬇️

61,584 просмотров • 1 год назад •via X (Twitter)

Комментарии: 11

Фото профиля GimR
GimR1 год назад

Watch Now: like and subscribe and what not

Фото профиля OPEN
OPEN1 год назад

Can you think of a better combo than F2P gameplay and epic battles ready to go down? Sign up for early access now!

Фото профиля Synthesis
Synthesis1 год назад

hopefully they dont patch it out this time 🥲

Фото профиля campagne
campagne1 год назад

the gims is back

Фото профиля Justin Sacks
Justin Sacks1 год назад

Gimr join the rivals creator program!

Фото профиля GimR
GimR1 год назад

I'm in it! Code "GimR"

Фото профиля aplsed
aplsed1 год назад

Holy hell. I think you cooked with this

Фото профиля Kar
Kar1 год назад

Yo, you can also do it without having to mess with stupid angles if you just press the walk mod instead. (shit clip cause I literally started doing it 5 minutes before I recorded this)

Фото профиля FBI
FBI1 год назад

@Linkhell1

Фото профиля Solitaire
Solitaire1 год назад

@Bboss2002

Фото профиля edgintheledge
edgintheledge1 год назад

Something to note is the stick sensitivity changes the angle you hit. On GCC stock sens puts it in the diagonal notch. I used 135% which put it between the horizontal and diagonal notches. ~110% seems to be about as high as you can get away with to use the diagonals consistently

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