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#Ryu mid screen Infinite Combo from throw & OTG, and Flying Screen Deterioration 3 times! Version 1 exclusive combo only! #XvSF #XMenVsStreetFighter #エックスメンVSストリートファイター #PekeSuto

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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 görüntüleme • 2 ay önce

Zelda II released for Famicom January 14, 1987 (yes, I’m a few days late!). I honestly love this game and thought it would be fun to cover 10 ways the NES release is different from Famicom! 1. The NES version rewrites the intro, removes the second “n” from Ganon’s and reference to “another” sleeping Zelda, and refers to palaces rather than sanctuaries. 2. NES introduces an ominous red game over screen, removes the second “” from Ganon and incorporates his taunting laugh, which is reused from Mike Tyson’s Punch Out!! (Released September 18, 1987, while the NES version released Dec. 1, 1988). 3. Link’s sprite has a visible mouth in the NES version absent in Famicom’s. 4. Additional Pillars are added to Zelda’s North Palace chamber for NES. 5. Roaming monsters are more distinct in the NES version. 6. Link’s NES raft sprite in faces right while Famicom’s is forward. 7. Famicom used fewer brick palates for Palaces, with NES including more colors. 8. The 4the boss, Carock at Maze Island, only faces forward for Famicom but can face left or right for NES. 9. The 5th Palace boss for Famicom pits players against a stronger version Helmethead reused from the 2nd Palace, while the NES introduces a new boss, Gooma. 10. The River devil appears as an oni (devil) rather than a spider like creature. This is not exhaustive and I’d love to cover more at a later date! Thank you for watching as I try something new!

Christina Rose

15,922 görüntüleme • 5 ay önce