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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 次观看 • 1 年前 •via X (Twitter)

11 条评论

GimR 的头像
GimR1 年前

Watch Now: like and subscribe and what not

OPEN 的头像
OPEN1 年前

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

Synthesis 的头像
Synthesis1 年前

hopefully they dont patch it out this time 🥲

campagne 的头像
campagne1 年前

the gims is back

Justin Sacks 的头像
Justin Sacks1 年前

Gimr join the rivals creator program!

GimR 的头像
GimR1 年前

I'm in it! Code "GimR"

aplsed 的头像
aplsed1 年前

Holy hell. I think you cooked with this

Kar 的头像
Kar1 年前

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)

FBI 的头像
FBI1 年前

@Linkhell1

Solitaire 的头像
Solitaire1 年前

@Bboss2002

edgintheledge 的头像
edgintheledge1 年前

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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