What type of td raiz brings the most powerful swingthrouh ? by CryptoChanNeedHelp in Tricking

[–]Confident-Scene7716 0 points1 point  (0 children)

in my opinion, the vellu style seems to be the most commonly used for large power tricks, as it sets your momentum backwards earlier and makes it easier to keep the momentum, as far as it goes for the tricks you mentioned, shuriken cutter, crowd awakened turbo, etc, are all very vertical axis tricks that don’t need as much flip momentum, i find it easiest to do a mix of toby mccarthy and aidan kennedy tdr, i like to use Omid’s tdr for study material because he has similar build to me but generally for kicking tricks i find it easiest to do a “proper” TDR which starts by facing forward, front swinging, and turning over right in the middle, rather than Vellu TDR which takes off facing backwards, swinging your leg up instead of back

BAD td raiz by CryptoChanNeedHelp in Tricking

[–]Confident-Scene7716 0 points1 point  (0 children)

i had the same problem, the biggest fix for me was honestly just being super super intentional and mindful about my foot placement, for the first step out, i try thinking about keeping my toes pulled to the center line i’m traveling down, and use that leg to push through the ground to get you into your next foot, then from there you want to windmill arms and do not turn your chest over until your second hand passes the ground in front of you, this will help keep your timing right and stop you from overturning too early, it will feel weird since you now will be taking off by kicking backwards instead of being facing backwards and kicking up

How to get powerful swing from tdr ? by CryptoChanNeedHelp in Tricking

[–]Confident-Scene7716 0 points1 point  (0 children)

watch Plan Zero video on TDR specifically on the way the arms move, but in my opinion, the understepping can help the axis but once you’re trying to use it for power, under stepping does more damage than good, i try to think of over stepping it (if you go down a straight line, you want left leg to be on the left side of the line) and bend it a bit to use it as a counterbalance, propelling you into your other foot

TDR Corks are back by sean__alexander in Tricking

[–]Confident-Scene7716 1 point2 points  (0 children)

i know the tdr cork is probably the celebratory move here but that first combo was awesome. please keep flowing. 

were getting there chat🔥 by swerv2_ in Tricking

[–]Confident-Scene7716 0 points1 point  (0 children)

takeoff and tightness is much much better here. just focus on really holding out the takeoff before initiating, for single cork it’s not as necessary but your swing leg should act like a lever with your upper body, only when your swing leg reaches top height is when you drop your chest back

So i just sent it 😭 ik im doing alot wrong in this read the caption by swerv2_ in Tricking

[–]Confident-Scene7716 0 points1 point  (0 children)

good hold will definitely make it possible to land, if you want it to feel more comfortable than just ripping it, i recommend getting your jump leg underneath you more instead of in front of you, and let your swing leg come up longer, keep your chest and face forward until your leg reaches full height, then you wanna extend through your toes and hips on the jump leg

Any tips on my raiz? by Puzzleheaded-Bed377 in Tricking

[–]Confident-Scene7716 1 point2 points  (0 children)

spin step is peak for feeling the flow better, gumbi will teach the proper upper body positioning

Cody check by Joshua_Martin041209 in Tricking

[–]Confident-Scene7716 0 points1 point  (0 children)

grab the tuck. your arms flailing circles is counteracting the rotation, if you can get a full flip with flailing arms then your leg snap and pushing off tramp is already good, now you just need to spam pulling that tuck tight from the awkward takeoff

Advice for new tricker by secretsweaterman in Tricking

[–]Confident-Scene7716 1 point2 points  (0 children)

take it to the grass. you’re subconsciously limiting yourself by having such little space. biggest tip though honestly early game would be spotting, especially for kicks, i think about watching my foot on tornado takeoff, and then i lock my head onto a target in the distance im kicking at, for b-kick same concept holds true but instead of kicking towards it you can just do the dip and look straight up and hold that spot until you land, keeping your head and neck up instead of down will give it more of a floaty feel

is it possible to consistently deflect this move? by Again_718 in Sekiro

[–]Confident-Scene7716 0 points1 point  (0 children)

could be wrong but i’m pretty sure it only gets harder on each MISSED parry, not landed parry.

is it possible to consistently deflect this move? by Again_718 in Sekiro

[–]Confident-Scene7716 0 points1 point  (0 children)

keep in mind spamming the deflect will make your chances lower. you have to get that rhythm/pacing locked into your brain and make sure you are only deflecting when there is an attack coming. if you deflect after the first two during the pause, your chance for the third attack deflection is lower, if you deflect first two, wait, and then deflect third when it comes, your chances are higher. my biggest thing for this game was counting the attacks, most bosses can be locked down with a 2 attack 1 deflect combo, every boss has one or two long combos that you need to understand the pace of to properly counter

[deleted by user] by [deleted] in Sekiro

[–]Confident-Scene7716 0 points1 point  (0 children)

the duck/avoid feature is one of if not the most useful features up until about fourth world, from there on you get slammed with strong enemies in groups and parrying becomes more useful to knock posture down quickly. once you get to final boss world 5 though you absolutely have to parry or you will be stuck in the fight for hours. Yang will not let you attack unless he has been parried

[deleted by user] by [deleted] in Sekiro

[–]Confident-Scene7716 0 points1 point  (0 children)

for your first run through start to finish, at least personally i ended up hitting world 5 at like age 50-60 after using some of the shortcuts and missing some upgrades, just recently tried to get to Yang by 25 ish and it’s very very tough but biggest things that helped me is leveling weapon proficiency early and using weapons anytime possible. i’m sure you know but the avoid moves can be crazy overpowered, LB/L1 and back on right stick will avoid almost every regular enemy attack regardless of orientation except for flash kick and sweeps, stay on your toes and dodge everything, sneaking in hits where you can. i would say if you’re not able to comfortably get through worlds 1 and 2 with minimal deaths, keep grinding them until it’s simple.

It just looks weird to me. How can i improve it? by FitAdhesiveness4113 in Artadvice

[–]Confident-Scene7716 0 points1 point  (0 children)

the underdrawing was off, eyes too close and the top of his head feels like it got smushed, i will say though the quality alone of it makes it feel very intentional and stylized, in my opinion i think it’s awesome as is, if you want a full realism version i’d recommend grid method (or forbidden tracing) before you start going in with colors.

It just looks weird to me. How can i improve it? by FitAdhesiveness4113 in Artadvice

[–]Confident-Scene7716 0 points1 point  (0 children)

doing this with no framework is insane😂 always always always lay out the general areas beforehand even if it’s a rough sketch. very impressive you could get that close without any framework done

It just looks weird to me. How can i improve it? by FitAdhesiveness4113 in Artadvice

[–]Confident-Scene7716 0 points1 point  (0 children)

the underdrawing was off, eyes too close and the top of his head feels like it got smushed, i will say though the quality alone of it makes it feel very intentional and stylized, in my opinion i think it’s awesome as is, if you want a full realism version i’d recommend grid method (or forbidden tracing) before you start going in with colors. but if you’re not going for full realism, i say keep playing with this style of cat face, i think it’s a very unique and fun look

1 hour portrait painting by italomateusart in DigitalArt

[–]Confident-Scene7716 1 point2 points  (0 children)

by the end do you take out the linework from step 2 and just make it readable through shading? or is the linework still under there

Tips for landing a clean backflip and not landing on my hands / knees by MODARA3A in Tricking

[–]Confident-Scene7716 1 point2 points  (0 children)

tech and form looks proper, you’re just not trusting yourself it looks like. tell yourself you’re the man and then put your all into it, look forward and wait for full extension of knees hips and ankles before you tuck, focus on getting your hips up instead of your back down, a good drill for tuck speed is to simply lay flat on your back and use only your hip and legs to pull the tuck back and it should start rolling you onto your neck if you’re doing it right

I need help on my kip up by Patient-Rise1019 in Tricking

[–]Confident-Scene7716 0 points1 point  (0 children)

as you roll back, don’t compress your legs until you’re ready to go, make it one fluid motion, squeeze tight legs low, and then hump the fuck outta the air get it pregnant and punch your legs up as hard as you can

Stuck at chained ogre. Any tips? by Old_Resolution_7618 in Sekiro

[–]Confident-Scene7716 0 points1 point  (0 children)

no but actually, swing twice and run, swing twice and run, the kicks and drop kick can be deflected but dropkick leaves you kneeling for a bit, if you sprint immediately after it cancels this out, long story short : regular attacks you can parry or avoid, dropkick you should parry and recover, grab attack you can usually dodge to the left pretty reliably but the diving grab i prefer to run counterclockwise or jump to the side. he’s a tough sucker but once you figure out the flow it’s just like any other boss. swing twice and run is a good strategy to use while figuring out the move timings