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Many things happened in this #CotW match - Feint Burn Knuckle 😙 - Terry's combo look so cool - wait it's can do combo after Lv.1 Buster Wolf O_o!? - Sweep can use for OTG?🫨 Can't wait to learn more from gameplay !! Full vid : #CotW_Terry #FatalFury

59,661 Aufrufe • vor 2 Jahren •via X (Twitter)

11 Kommentare

Profilbild von ATRyoSakazaki
ATRyoSakazakivor 2 Jahren

yep, it's Garou 🙂

Profilbild von Renz
Renzvor 2 Jahren

O__o !!

Profilbild von OPEN
OPENvor 1 Jahr

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

Profilbild von Snk arcade1985
Snk arcade1985vor 2 Jahren

@ViolentKain I thought they call breaks, think U can feint only normals

Profilbild von 0re0z
0re0zvor 2 Jahren

Legacy Garou players will have big advantage here

Profilbild von eelybot
eelybotvor 2 Jahren

Nice. Looks like they improved the effects for the Buster Wolf since the last trailer.

Profilbild von GR
GRvor 2 Jahren

@gimenestadeu gosteei heim

Profilbild von Tyler🇧🇸🇧🇲
Tyler🇧🇸🇧🇲vor 2 Jahren

@CuttyFlamLtd mdf that combo

Profilbild von Detroit Villain
Detroit Villainvor 2 Jahren

Rock go be in the next Smash

Profilbild von Persephone Stars
Persephone Starsvor 2 Jahren

The Sweep OTG seems to be for the Punish state. Maybe so.

Profilbild von Mr Krabs pissing
Mr Krabs pissingvor 2 Jahren

This game looks so fucken sick I need it in my veins now

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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

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