Geralmente é dar tech roll. Mas contra certos bonecos, é melhor ficar no chão. Se o Bryan for bom, ele tem setups pra te pegar levantando com taunt. Ou dá tech roll, ou fica no chão e dá tech roll assim que levar um peteleco enquanto tá deitado, pra evitar cair num reset
YO! I love your tweets, the 5 things not to let someone get away with. You rock. You were my PhiDX before he blew up as a teacher. Now I have you on RU-vid as well so I get two teachers. Today is a good day.
@@justApplay Keep the facecam it makes you unique as opposed to these AI channels. The dude who commented doesn't even have a profile pic so don't listen to him.
Man, your content is amazing. The perfect balance between being short and concise and containing all relevant information. This is so rare these days. It feels like everybody else does either like 45min PhiDX style videos or 1min TikTok information overloads. Please stick to this length! I would love a video that explains all the ways combos need to be adjusted for stage hazards. I know my character's wall combos and also what I can do when I reach the wall with tornado intact. But I know that you can get a lot more out stage hazards when you implement heat and this part seems to be explained nowhere.
Great video! I don't know if you're making videos based off of Reddit questions only, but explaining combo scaling would probably be a good topic to tackle
can you explain how the wall hit count works? i dont understand when they will start sliding faster, how many hits i have in what situation till they start to fall fast etc
This could be another video! But in the context of a normal height wallsplat, you usually have "3" hits. So two hits that push the opponent to a wall low splat state, then a final that, sometimes, can be multiple quick hits. (Bryan is a good example of that). If you have a tornado, then the hit that tornados is basically an extra hit. So if you do a 1 hit tornado right away, you still have 3 hits... But if you do a 2 string that tornados on the second hit, then follow-up combo will have 1 less hit
You think so? In some parts, there isn't much going on, so I thought the zoom in could help make it more dynamic. Would like to hear more feedback from people about it.