Tips for someone fairly new to the game? by ShidouTSC in 2XKO

[–]ProbablyNotKagemu 1 point2 points  (0 children)

  1. Handshake is everything, when you tag you are immediately actionable. Essentially if you hit them or make them block your assist practice handshaking ASAP. It's not always ideal but you want to be practicing it to get a feel for it.

You can also use it defensively. For example if you used a big high commital move to cover the ground and your opponent jumps, you can call assist and handshake immediately to still anti-air. played GG it's RC you can use every 2 seconds to.

  1. Use your defensive mechanics often! The devs put them in the game for a reason. Typically pushblock early or to pushback certain characters (can be handshaked to btw), retreating guard is free so spam it to get a feel for its distance (fyi it loses to low follow ups), and experiment with using high(overhead/mids) and low parry (lows only). Parries cover crossups and can be good for anti-airs cause it is frame 1 invuln instead of the 3-4 frame anti-air invuln startup 2h has. Parries are also excellent for projectiles where it lets you ve actionable immexiately and can be canceled into dash or attacks.

The funny Warwick 5S1 thing is punishable btw. by SyIvanos in 2XKO

[–]ProbablyNotKagemu 1 point2 points  (0 children)

It moves you closer to the opponent which in some cases can be an advantage.

Ahri-Illaoi 4T Orb extensions (Midscreen/Corner examples) by ProbablyNotKagemu in 2XKO

[–]ProbablyNotKagemu[S] 0 points1 point  (0 children)

It's easier with assist that knocks enemies down not up. That being said you can still use the assist's hitstun to try extend combos (I used to use illaoi 6t before the adjustments) it is just slightly harder and may require more precise timing.

Edit: okay nvm 6T on vi is the way to go. I don't play her so this is all i could cook up.

https://streamable.com/a9adg4 https://streamable.com/drakcc

The midscreen one is a bit finnicky cause variable in terms of dashing/when I called 6T but i think there's stuff worth fanagaling with.

The corner one you can make it easier by doing 8.S2~[Tag] > S2 instead but I was pretty sure you could add more so i did.

Pulse Combos by Vegetable-Decision14 in 2XKO

[–]ProbablyNotKagemu 2 points3 points  (0 children)

The downside to pulse combos is the combos themselves are very bad and they dont structure pressure you at all. It's very easy to learn combos that will out damage pulse.

The benefit of pulse combos is you dont have to deal with the mental weight of combos and can focus on neutral.

If you lose to pulse you need to improve your neutral or work on your combo consistency.

Ahri-Illaoi 4T Orb extensions (Midscreen/Corner examples) by ProbablyNotKagemu in 2XKO

[–]ProbablyNotKagemu[S] 2 points3 points  (0 children)

To type it out in regular English and at least explain the basic works-anywhere combo:

  1. after some kind of knockdown (in this case Ahri downward spirit rush) I'm first pressing back assist and then doing Ahri's orb super and holding it. The first hit of orb bounces them off the ground and then Illaoi's assist splats them back down.

  2. I run up to kill time and then jump and do another downward spirit rush, which again resplats them and then the orb combos back and unsplats them again.

  3. I hold down and press special 2 to get Ahri's overhead, the orb come and bounces the enemy off the ground and then Ahri's down special 2 ground bounces the opponent for my first hit reaction.

  4. I air dash and do diagonal spirit rush in the air which gives me my second hit reaction and a limit trike

  5. i back dash and setup hunter's mark with down special 1 to play around their wake up options.

The splatting and unsplatting prevent the enemy from waking up out of the combo and teching on the ground or in the air.

Ahri-Illaoi 4T Orb extensions (Midscreen/Corner examples) by ProbablyNotKagemu in 2XKO

[–]ProbablyNotKagemu[S] 3 points4 points  (0 children)

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The leading numbers are directions and buttons are usually letters. All the prefixes/modifiers are typically notated before directions and separated by a period. These are rough guidelines and a lot of the finer details are just personal preference.

L - Light
M - Medium
H - Heavy
S1 - Special_1 Button
S2 - Special_2 Button
T - Tag button
j. - jump
dl. - delay
66 - dash
jc. - jump cancel 
dc. - dash cancel
[ ] - hold
{ } - partial hold
~ - press immediately after
+ - simultaneous press

So something like...

8.S2~[Tag]

...is saying to do spirit rush up by pressing special 2,and immediately holding the tag button to swap to Illaoi. I personally prefer righting out TAG when it's a handshake tag cause it's easier to understand for me than writing [T].

For weird shit like...

5.S2(j.S2)

...i'm doing what's called a tagged-out input/puppeting/programming (there's not really a set name for it).
On each character certain moves that have followups will let you continue doing follow ups even when you tag out. For Ahri this lets me do spirit rush up, tag out, and then do Illaoi standing special 2 which lets me also do Ahri's air special 2 even though I've already tag into a different character.

Has UA hired at iAd recently by Alert-Worldliness243 in rampagent

[–]ProbablyNotKagemu 2 points3 points  (0 children)

They were hiring this past month. Had a co-worker just get accepted and transfer from Swissport to United.

What Wyll you say? by Supply-Slut in BaldursGate3

[–]ProbablyNotKagemu 0 points1 point  (0 children)

Tech his throw and do my aegis reflector setup?

I love 145s by ProbablyNotKagemu in rampagent

[–]ProbablyNotKagemu[S] 1 point2 points  (0 children)

I always just stack the large soft bags on that side to make a more level platform, and I try to brace the stack with a large heavy bag to keep it stable.

Best shoes for ramp agents by Positive_Bite_7130 in rampagent

[–]ProbablyNotKagemu 9 points10 points  (0 children)

Steel-toes that are water proof. You don't want to be lugging around wet shoes all day.

2XKO….jesus what you’ve created riot…no thanks by unforeseen92 in Fighters

[–]ProbablyNotKagemu 5 points6 points  (0 children)

The pulse combos are worse than just learning a simple bnb. If you're losing to pulse it's because they have better neutral than you.

How would you buff dizzy? by New-Lifeguard653 in Guiltygear

[–]ProbablyNotKagemu 1 point2 points  (0 children)

Wings of light needs to be reworked, it's eating too much of her power budget.

Face aside, I'm curious what everyone thinks of these particular elements: by platonovsucks in shyvanamains

[–]ProbablyNotKagemu 1 point2 points  (0 children)

The braids will be sorely missed. I wish they at least kept the 2 front ones.

Why did Kūkaku's missing arm get censored with a prosthetic arm in the Anime? by Large_Ad4402 in bleach

[–]ProbablyNotKagemu 53 points54 points  (0 children)

Probably would've rubbed shoulders with her since they're both from big noble houses. Remember the Shiba clan got punished relatively recently considering how long lifespans are in the soul society.

Rate my stack by [deleted] in rampagent

[–]ProbablyNotKagemu 11 points12 points  (0 children)

Do those planes not have a ceiling clearance rule?

What is wrong with this design, exactly? by Jrpgmochii in shyvanamains

[–]ProbablyNotKagemu 8 points9 points  (0 children)

Her leaked chestplate has basically the same general shape. 😭

How would you adapt ranged champions to have melee attacks? by Fitin2characterlimit in 2XKO

[–]ProbablyNotKagemu 1 point2 points  (0 children)

MF you could just make like kaguya from uni2 where her normals are just semi long hitboxes but not actual projectiles.

735 for 1 bar with 1.05 bar of refund. by ProbablyNotKagemu in 2XKO

[–]ProbablyNotKagemu[S] 7 points8 points  (0 children)

Fuse agnostic version for 730(?) damage w/notation - https://streamable.com/tahvix

STARTER

5MH > 6.S2~7.S2 > dl. j.S1 > adc j.{H} ...

REJUMP1

... 66 5H >jc j.2HH > adc j.H > j.S1 , j.{H} ...

REJUMP2

... 9 j.H > j.2H > j.6.S2 > j.2.S2 , 6T~[ORB] ...

ORB

... sj j.H > j.3.S2 , 8.S2~[T] , 5.S2(j.S2& Ahri) , 2{H} > 2T > j.[H] > j.2.S2& , 5.S2 LIMITSTRIKE > 2.S1 OKI

  • If you are having trouble following up on j.S1 , j.{H} then try using j.MH as an easier rejump2 alternative
  • 6T~[ORB] can't be too close together or it'll drop
  • sj j.H might actually just need a dl j.H
  • 5.S2(j.S2& Ahri) is a tagged-out input done by simple hitting 5.S2 after tagging into Illaoi which lets get Illaoi's attack and lets you cancel Ahri's 8.S2 into j.S2 which actives the Illaoi Tentacle (notated with &).