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they didn’t put it in the patch notes but kitana got a scaling increase on her db1, using it less in ur combo gives you more damage. the first combo used to for 50%, her old 58% does 41% too.. but u can do alternate routing and still hit...

35,748 views • 1 year ago •via X (Twitter)

10 Comments

Koisy's profile picture
Koisy1 year ago

58% to 41% !?!!?!!?!?WHAT @tylerlansdown @noobde @IGGYAZALEA

Chabells's profile picture
Chabells1 year ago

Lol. Shes dead again. Some characters can do 40% plus meterless, and these characters have 50/50s. Im glad i havent touched the game in 4 months lmao

ItsGekkoLuv's profile picture
ItsGekkoLuv1 year ago

This is generally a stupid thing to do when she barely has pressure..or mix ups

STG | Matrix's profile picture
STG | Matrix1 year ago

Good

Marcos's profile picture
Marcos1 year ago

That was so uncalled for

𝓜ⓤŻ𝓲к𝕥𝕠ρι𝐚𝐧 ᎶαᗯĐ🇯🇲's profile picture
𝓜ⓤŻ𝓲к𝕥𝕠ρι𝐚𝐧 ᎶαᗯĐ🇯🇲1 year ago

I AM CRRRAASSHHIIINNNGG OHUUUUUUUUTTT!!!!!!!!!!!!! WHHHYYY they just couldnt leave her alllloonnnnnnneeeee

Lana Ja’rae defense Attorney 💙's profile picture
Lana Ja’rae defense Attorney 💙1 year ago

They can do this but not give her an overhead….

Cecil's profile picture
Cecil1 year ago

Noooooooo

icybo's profile picture
icybo1 year ago

Y’all really crying over bs like this man

astral deception's profile picture
astral deception1 year ago

Damn they just took her swag away because her better routes don’t spam db1. I feel like people did these combos just for variability

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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

20,215 views • 3 months ago