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Preecha forward throw basic strike throw oki using fireball to meaty This loose to JD zero frame supe rcancel, Im aware lol #Cotw_Preecha #COTWBT #COTW

10,676 просмотров • 1 год назад •via X (Twitter)

Комментарии: 3

Фото профиля Bilal Braah aka Gwak.fr|Silvius
Bilal Braah aka Gwak.fr|Silvius1 год назад

u might be interested, also i posted a list of change i noticed there

Фото профиля The Historical Lens
The Historical Lens1 год назад

Skip the beer, invest in victory! Master the dartboard with ElevateDarts—track your stats, sharpen your skills, and win your next game before the first round’s even poured. Download now and make every throw count!

Фото профиля dmon
dmon1 год назад

would it lose if you wavedashed with rev guard?

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Pressure sequences that build a Drive Gauge lead 👇 0:00 Once you’ve conditioned the opponent to stop mashing, and they mostly rely on throw techs or fuzzy mash attempts, you can start using “scam” pressure sequences. 👉 > > st.HP xx fireball 👉 > > target combo xx fireball 👉 Drive Rush > walk > > st.HP xx fireball, etc. 0:15 Catching fireball retaliation attempts 👉 st.HP > delayed to catch fireball counter-pokes 👉 If they stop challenging, go for greedy pressure like st.HP > 6MK 0:39 Tip-range 214LP pressure After heavy tatsu, punish counter throw, heavy DP, etc. 👉 tip-range st.HP xx 214LP ※ Only works on Mai, AKI, Sagat, Zangief, and Dhalsim 1:09 214MP is only safe on block against Lily even when it hits deep 1:18 Heavy tatsu > cr.LP, st.LP frame kill > meaty cr.HP > OD fireball leaves you at +2 in throw range 1:34 Using OD fireball after shimmy confirms like cr.LP / 👉 catches retaliation attempts while continuing pressure 1:59 Chip setups from safe jumps after SA2, etc. 👉 A full sequence can create around a 5-bar Drive Gauge lead 👉 If they try anti-air perfect parry to avoid chip, you can punish with empty jump throw 2:16 Chip pressure after medium tatsu or light DP anti-air 👉 Kara jump lets you block reversals like DP 2:27 Charged fireball pressure after st.HP, etc. If the opponent starts parrying after seeing st.HP cancels or fireballs, 👉 walk > target combo xx fireball to continue pressure This alone can create around a 3.5-bar Drive Gauge lead 👉 st.HP charged fireball > walk throw 👉 tip-range st.HP charged fireball > dash throw 👉 Drive Rush overhead are also strong options

白(ワラキア)

17,000 просмотров • 2 месяцев назад

💥🔎 Alexander Volkanovski, in the most delicate way possible, explains why he believes Diego Lopes has low fight IQ and weak footwork He says Lopes still hasn’t learned how to cut off the cage from both sides, fight effectively as the aggressor, or properly understand distance. “In camp, we were sure his team would work on how to cut off the cage. But you can cut off the cage the wrong way — for example, if you step in too close, you walk straight into my shots. Obviously, I knew I probably wouldn’t be able to circle only one way the whole time, so I thought he’d prepare better to cut me off from both sides. But as soon as I started circling to the right like in the first fight, he got excited — ‘Aha!’ — and immediately tried to cut me off. So I simply switched directions and started moving left. And suddenly there it was — my exit was wide open (laughs). He couldn’t cut me off from there. I could turn freely and get out. I didn’t even have to take risks. I kept turning him from side to side, and whenever he got too aggressive, I punished him. Yeah, he’s good — but maybe he needs more IQ, more footwork, more understanding. People said he was going to cut me off — sure, but would he do it correctly? If you cut too aggressively, you walk into even harder shots. He wasn’t cutting me off properly — he just stepped straight into the angle and ran into my right hand. And even if you do cut me off, I’ve got so many layers in my footwork, so many defensive layers. Honestly, I almost feel bad for him because I’m probably the worst matchup for him. And not enough time had passed since the first fight for him to truly prepare. When he came forward as the aggressor, he wasn’t in position. He was blitzing, forcing it, trying to cut me off — and I kept countering him with heavy shots. Cutting the cage correctly is an art. He was chasing me, which made it hard for him to structure his offense. I kept turning him. He’d end up square [both toes pointing forward], thinking we were about to trade — and I’d already be gone. I kept turning him and hitting him when his feet weren’t set, before he was ready to throw. It’s like he’s used to hitting pads — the target stands in front of you, you throw, it steps back, resets, and you throw again. But when you’re cutting off the cage, your feet have to be underneath you. He talked a lot about how much he improved since our first fight, how everything got better. Against Jean Silva he looked great — the wrestling helped him win easily. But when it came to using IQ, footwork, understanding… It felt like someone just gave him a basic plan — be patient, use the jab — but there was no real strategy behind it. Okay, you’ll be patient and throw a jab, but you still don’t understand distance or footwork. He didn’t get better since the first fight. I didn’t see any growth.” 🎥 Demetrious Johnson

Home of Fight

357,919 просмотров • 5 месяцев назад

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 просмотров • 3 месяцев назад