I also wanna say, for those that have wanted to play Faust in Xrd, I’ve made an extensive guide and combo video that is updated this year. Item combos included. Check out my YT to be up to date. Videos will be down below
Slow morning…
Tell me your FGC origin story. I remember watching Maximilian’s videos amazed at how SF4 & UMVC3 looked. After watching EVO 2013, bought a SFxT Madcatz stick with the money I saved up, and the training arc began
so 236U is important cause you get 5H auto into 214M (rope). You're +9 so that means link into 5M, and if you time 5HHH~L, you get a free wallbounce and you get 1 pip of your SKL meter back. What the hell is 2B man? and this is all midscreen #GBVSR_2B
Drive rush cancelling now does 85% scaling in general. A crouch MK confirm will scale down to 68% with drive rush. They def took the high damage from the game. The last combo here would've done about 6K damage #SF6
Don’t know what started it, but I’m glad people are now realizing fighting games made today are focusing too much on offense/rushdown and is becoming samey, frustrating, and worst of all, getting kinda boring. Been starting to call this, “The Modern Fighting Game” (1/4)
Im pretty happy that the SF6 demo seems to be the current build and understand why they have certain characters and modes locked. Here's what I've found different or easier with Luke
#SF6#SF6_Luke
I found a way to have items be useful in blockstrings, but also get some real scary mix. If you liked F-Hime in MBAACC, you're gonna love this #UNI2_UZ
So I saw SQ's unblockable setup and I immediately wanted to see how consistent it is. This way is the most effective because it saves SKL meter. Plus, it's not the most concrete setup unfortunately. Learn the counter play
#GBVSR_2B