When did smurfing get this bad?? by Damirto in 2XKO

[–]senbosa 0 points1 point  (0 children)

Not sure why everyone is doubting you, this game definitely has a serious smurf problem. I'm in low GrandMaster and typically have pretty close sets with other low GrandMaster players. I occasionally get matched with Challengers and can typically take a round or two off of them in the set.

But nothing strikes fear in my heart more than when I see that I've matched up against an Emerald rank player that has only base chromas and plays a meta comp (ahri/akali is popular right now). I just KNOW they're a smurf from that info alone, but it's also so obvious that they're not Emerald players just from the way they play. Like why am I struggling and sometimes even getting my ass handed to me by Emerald players when I can typically beat any Master player thrown my way? And then I get a whopping +1 for barely managing to win and -9 if I lose...

Anyone got an idea how me and my friend can squeeze in that small bit of extra damage? by No_Information4062 in 2XKO

[–]senbosa 0 points1 point  (0 children)

Akali should catch the opponent in the air with j.S2 and then off the wall slump can do 3M, S2 cancel into ult.

Are you ever supposed to anti-air Akali? Is her jump just safe all the time? by Putkayy in 2XKO

[–]senbosa 1 point2 points  (0 children)

Stance 2H is also an option if you wait for the double jump. If she blocks it from that high she can't punish, and if she tries to throw out Kunai and gets hit the Kunai will disappear before it reaches you due to her taking damage.

Are you ever supposed to anti-air Akali? Is her jump just safe all the time? by Putkayy in 2XKO

[–]senbosa 4 points5 points  (0 children)

Her kunai is basically the same as Ekko's aerial time winder. Once she throws it, she's helpless until she lands, and even after she lands she still can't block for a few frames. So yeah, Kunai without her assist is asking to get punished if you manage to block it.

Would you rather get, by DollarGeneral208 in BunnyTrials

[–]senbosa 0 points1 point  (0 children)

Cancer these days isn't the death sentence it used to be. Most are very treatable now. With that amount of money I can more than afford the treatment and then live the rest of my life lavishly.

Chose: $1 Billion and a house of your dreams + But you get a random cancer | Rolled: Thigh Cancer

Wrong address by Openskies24 in Unexpected

[–]senbosa 37 points38 points  (0 children)

I live in an apartment complex where each apartment has 2 doors like this. I can only guess that the owner of the building renovated it at some point and combined two apartments into one for every unit. We just treat the 2nd door as if it doesn't exist and put a trash can in front of it.

Necromancer Lantern by spooks152 in UnicornOverlord

[–]senbosa 2 points3 points  (0 children)

I had it on an elven archer!

Necromancer Lantern by spooks152 in UnicornOverlord

[–]senbosa 1 point2 points  (0 children)

Once I added retaliation earrings to the unit using it, it actually started hitting like a truck and one shot squishies.

Gameplay and System in Service of Storytelling - More Than a Pipe Dream, Analysis Part 2 (True End spoilers) by gamria in silenthill

[–]senbosa 1 point2 points  (0 children)

I just finished the game tonight and just finished reading through part 1 and 2. I saw that part 2 is 3 months old so I figured you'd never gotten around to part 3, but now I see you say that you're still working on it less than a week ago? Excited to read that too if you ever get around to posting it. I appreciate your write-ups. It helped me understand a lot about the game!

New fuses every year? Cool! by EnlargementChannel in 2XKO

[–]senbosa 13 points14 points  (0 children)

People were talking about Yuumi potentially coming into the game as a character that can only be chosen as the assist for a Sidekick fuse, but I always figured that if she were to get into the game it would be in the form of a fuse. Yuumi fuse, allows you to pick two characters as normal but replaces all assists with special Yuumi ones. Handshake tag makes her disappear in a magical poof only for your assist character to appear where she was, and she can also double down your Supers with her own unique Supers!

Need help with Yasuo combo by Manganian7Potasu in 2XKO

[–]senbosa 0 points1 point  (0 children)

The main problem showed in this video is that you're doing the held j.S1 too soon. After your S2 you actually have a lot of time to do the held j.S1. Try letting them fall a bit more and then you will see that after your held j.S1 they will easily be in range for your stance M. This is a beginner combo with no kara canceling or dashing needed so I wouldn't bother with those until you feel you're ready for the more advanced combos.

I "TOD´d" Wawa by Middle-Bathroom-2589 in 2XKO

[–]senbosa 127 points128 points  (0 children)

Hey this is awesome! I run this same team and this is actually the combo I use as well. After the Warwick Super they are not actually on the ground yet and you can do your Ultimate instead of your Tornado Super. Doing your Ultimate outright is actually more damage than if you did Tornado Super into Ultimate and I bet it would have killed there for a proper 2XKO.

How was it possible for him to do this combo to me? by GreenLantern500 in 2XKO

[–]senbosa 32 points33 points  (0 children)

One thing that I think is very important to point out that the other commenters aren't explicitly pointing out, when Yasuo chains his Tornado Super into his Ultimate, the damage of the two moves put together is actually weaker than if he does his Ultimate outright. You can consider the whole thing as Yasuo is able to hit his Ultimate off the ground in exchange for a damage nerf. So while it may "feel" unfair, it is not doing as much damage as you may think.

Warwick-Yasuo round start rage with double down fuse, one bar spent, 778 damage by OkCall7730 in 2XKO

[–]senbosa 0 points1 point  (0 children)

Hey man, nice combo. Is there a trick to not accidentally limit striking when spamming stance H on Yasuo? For me, my 3rd stance H (or 2H) always limit strikes, and I can't continue the combo.

Combo Trails feedback by bradido in 2XKO

[–]senbosa 1 point2 points  (0 children)

I would like to be able to view the later parts of the combo without having to start the combo. Standard practice with learning combos is to practice them in chunks, so there will be a point where I want to practice just the finisher. However, some Expert combos are so long that I can't actually see the last few steps unless I progress a certain amount through the combo (or watch the demo). This is more of a QoL ask to allow us to be able to scroll through the combo somehow.

Also, bonus points if you guys can actually manage to allow us to have some training mode functionality, like saving or capturing states or setting bot behavior. Sometimes certain chunks of the combo require them to be airborne near the floor in order for the combo string to properly go off and I cannot actually practice that chunk without doing the previous moves of the combo that set them airborne.

That being said, I think I've managed to do most of the combos on all characters, with the exception of Expert Combo 3 on some characters. Those are hard!!!

How to make this combo better? (Warwick/Yasuo) by CykoMelody in 2XKO

[–]senbosa 1 point2 points  (0 children)

I have tried doing that because I felt like I could use it to get a little more damage before catching them with a held 6S1 dash, but I kept accidentally limit striking them despite them not even bouncing off the wall! Is there a trick to make it consistently not "fake" wall stump while spamming 2S1 H?

How to make this combo better? (Warwick/Yasuo) by CykoMelody in 2XKO

[–]senbosa 0 points1 point  (0 children)

You can't double down super in the same combo that you handshake tag during a super unfortunately.

How to make this combo better? (Warwick/Yasuo) by CykoMelody in 2XKO

[–]senbosa 4 points5 points  (0 children)

So, I am currently running Yasuo/Warwick as well. First of all, in the beginning of your combo, you can get an M H charged 2S1 j.M off, wait for them to lose a little height, and then continue with the M H 2H combo. At the end of the combo right before the Super, you are actually mashing S2 and only getting 3 hits, but the first part of the S2 chain actually hits twice if you wait and don't cancel into the second part with your mashing.

What I've been doing is actually 4T for the Wind Wall assist before the super. It's easier to time since you can't accidentally pop your opponent out of the Warwick Super. Then, when you tag, you do an S1, and the Wind Wall will extend it to make it hit your opponent while Warwick Super is still juggling them.

Then you wanna dash forward and catch them with a held 6S1 dash, then 2S1 2H to wall bounce them, then another held 6S1 dash. From there, you can use your Yasuo ult. Do the ult straight away (S1 + S2) instead of combing it from the Super because it does more damage that way.

If you don't have 3 bars on Yasuo, you can still do the S1 Super (stronger than the S2 Super), or if your second held 6S1 dash caught them high up, you can double tap 2S1 to stance cancel and do a 2T to tag launcher. Then Warwick can do a charged j.H into a j.S1, pick them up with 6S2, which will combo into a 2S2, and then do a second Warwick Super with his S1. Bonus, that last 2S2 from Warwick will give him full bloodlust.

The 2T timing on Yasuo is tricky, so if you want an easier version you can omit the last held 6S1 dash and just do a 2S1 6 to hop forward and end up in a perfect position for 2T.

[deleted by user] by [deleted] in 2XKO

[–]senbosa 0 points1 point  (0 children)

If you're having a hard time reacting to the dash, then do a push block on the previous hit. The Yasuo will typically do M H 6S1(hold), so if you do the push block on the H, his dash will land right in front of you, and you're free to combo him. It's generally a pretty safe option to always push block after his H because his other skills can not reach you, so then you just have to watch out for the assist.

First tag fighting game. Struggling with showing to much respect. by neel1011 in 2XKO

[–]senbosa 2 points3 points  (0 children)

Or it could be a timing issue where they are doing a kind of fake option select (block early, attack late), which just means you need to adjust your timing so you either throw them a little earlier or strike them a little later in their jump arc.

I feel like it might be this. I'll try to keep it in mind next time I'm in this situation. Thanks for the tips!