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Come for the combos, stay for the parries Q: Can you DI these? A: DI doesn't actually affect moves that don't send into tumble! The vast majority of these combos don't send the opponent into tumble (usually with the exception of one utilt near the end which is trivial to combo out of anyway) Q: Why do you set them to side smash then change to control while you're holding them? A: I'm using the arduino training assistant to have the CPU mash DI and escape options. This means they'll behave erratically while not in a combo, so a consistent way to set these up is having the CPU on some other setting (side smash) and then changing it while their inputs are mostly ignored anyway (being grabbed) Q: Are you sure these are true? I see hella double jump rings A: I've tested all of these with airdodge and jump. If you see a double jump ring, it just means the character's airdodge wouldn't have been invincible fast enough to escape anyway (the fastest possible airdodge is frame 2, not counting bat within). The only combo you see here that I'm pretty sure is fake is the one on ganon, though admittedly I was able to perform exactly that string with him trying to airdodge out (his airdodge is really slow). If you grab a ganon your main goal should probably just be to get him offstage anyway, and you can string 3 true fairs out of a grab. Q: Why nothing on ICs? A: I really don't understand how nana works and everything I was doing on them was inconsistent due to nana sometimes jumping in and extending hitlag for me. If you actually grab one at 0 just use dthrow since it has a hitbox. Q: Are these difficult? A: The "standard" combo (fthrow fair regrab fthrow dair utilt bair) is really easy. Everything else varies. Some characters have particular fastfall timing you need on the initial fair or nair. A lot of these took me one try, a lot of them took me 10 or more. Notably difficult ones were lucina and diddy. Yes diddy, the character who only gets hit by weak nair to bair. Q: Why didn't you just use the "standard" combo on everyone? It looks like it would work A: There are a ton of factors that determine whether it works, and I don't even understand them all. Some characters are just the perfect combination of weight, hurtbox size, fall speed, and hurt animation that fthrow fair at 0 doesn't work. Some characters will get sent into tumble by the second fthrow and be able to DI out. Some characters just have a really skinny hurtbox and fast rising jump to get out of the fthrow dair. That's a large part of why I made this video, I'd love to be able to do a consistent combo vs everyone, but there is actually a lot of variance. Hopefully this video can be used as a bit of a reference for what to do. Q: What about SDI? A: SDI actually really messes with most of the combos that involve dair. If you have good SDI, just go as far as you can away from kirby, and the turnaround utilt will be impossible. So the remedy for that is to fastfall the dair as kirby, giving your opponent less time to SDI. You could also SDI behind Kirby, forcing him to react which way he should use the up tilt. Q: Wow Captain L why did you bury that tip about SDI so far in the description? A: Q: What about rage? A: A lot of what you see will be different with rage. For instance, the combo on a heavy character might change to be more similar to the combo you see me perform on a light character. In addition to the very specific combos you see on in this video, hopefully it can inspire you to mix an match combos at various percents. Kirby's combo tree is pretty extensive and he can get a lot of reward for knowing what to do. Q: I'm trying this on battlefield and I keep landing on the platform! Help! A: Yeah the battlefield platforms are so low that you'll land on it from fthrow. It sucks and all you can do is make sure your local TO doesn't switch PS2 to PS1 because you'll have the same problem on PS1. Q: Anything else? A: no I think that's it thanks for reading the whole thing