@@midgetmasher166 Yup. I think the reasoning they said was that it fit the sword animations better. We all know the real answer is KMR likes a little trolling though.
Hey Sajam! Are you going to do a road to masters with some of these characters down the road? I enjoyed the SF6 series. Was tuned in like a tv show. Ohh and understood that it’s a lot of time making those streams!
Simply press the button that kills the opponent. But seriously though man's got some wild game sense from playing/commentating so many fighting games for so long. Like look at around 25:54 where he talks about how he keeps getting away with jumping.
It’s the standing near the corner but also looking to anti air and react to whatever beatable burst option they have and then choosing when to 5H in light of those that you can’t see. Or at least that’s the closest I can come to explaining without knowing anything about the game. You could say the skill of neutral or advantage or anything but combos in fighting games is the fact that it looks like he’s just pressing 5H.
What even is this world. I booted up a put a few hours in, and literally EVERYONE in C rank AA's me every time I jump in. AA into combo. Every time. Sajam out here looking like he's in a trampoline park and mofos cant seem to find a single 2H?
Yknow throughout the cast of super jiyuna fighters jiyuna with hair has one of my favorite voicelines of all time: the classic “HA!” Shadow jiyuna with hair is pretty good too he just says shit in Spanish
Do you think you could do a video explaining how the bravery points work and stuff? I did the tutorials but I can't quite wrap my head around it. Also, I think it would be cool if you did character guides for this game like you did with Street Fighter. Not sure how much you plan on playing Granblue, but it would be nice if you are able to.
He will never do character guides. The only reason he did this for SF was to give the idea away to someone who wanted to do it. That’s why there was only like 3.
You lab those strings, this is the part where fighting games can feel like work. You can A: go into practice mode and see what options you have. Or B: Experiment in matches to see what you can get away with, and risk loss after loss.
@@TheHeartThatRunsColdthe easier way to test this would be to set the cpu to your character and just have them do jab out of block, then test strings on the dummy as the character you're having trouble with. Do the same for an invincible reversal. Even if you land counter hit and stuff, it helps you figure out where things are true block strings, amd where they're frame traps.
Lot's of opponents could have just dp'd rather than standing block lmao. They already reacted and began standing block the overhead. All they got to do is DP instead.. Fear is a helluva abusive tactic.