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  1. YoungTeezy 305

    Sindel Kombos

    I think the problem is when you start the combo with B2 float. For instance, take this basic combo: F1, BF2, F4, 3, J2, 2, 4, DF4 = 306. Add B2 float into jump in at the beginning and you get 300. Add B2 EX Hairball float into jump in at the beginning and you get 373.
  2. YoungTeezy 305

    Sindel Kombos

    I can get 5 in a row, but it always breaks the link after 5. It's really not worth it, though. The second bar only adds about 2%.
  3. YoungTeezy 305

    Sindel Kombos

    Float cancels scale like crazy
  4. YoungTeezy 305

    Sindel Kombos

    439 Damage 1 Bar and 395 Meterless.
  5. YoungTeezy 305

    Sindel Kombos

    1 Bar 436 and Meterless 386.
  6. YoungTeezy 305

    Sindel Kombos

    Here's what I got so far. Scorpion Kameo is what I'm using because of the ambush.
  7. YoungTeezy 305

    Does anyone else hate dial up combo strings in neutral?

    To the OP: what character are you using?
  8. YoungTeezy 305

    The Flawless Block Jump In Change Made The Game Worse

    I see your point about minimal risk for going ham when you have breakaways, but breakaways themselves are defensive tools - not offensive. Flawless blocking, armoured breakaways, and the wake up options make the defensive options in this game much stronger than other NRS games.
  9. YoungTeezy 305

    The Flawless Block Jump In Change Made The Game Worse

    You are right about this game not allowing a solid oki game. The defender has so many options to wake up with. Imo, NRS wanted to cater to the defensive player more in this game.
  10. YoungTeezy 305

    The Flawless Block Jump In Change Made The Game Worse

    I was thinking the same thing as I watched this. The player who flawless blocks is rewarded and the other player must adapt his/her oki game. Seems logical
  11. YoungTeezy 305

    D2s Need To Be Unsafe

    When I play mashers I use characters with fast mids, restands, and frame traps a lot. Mashers are inpatient and get opened up a lot. The problem I have with D2 is that it has a crushing blow reward (which I'm okay with), but no consequences for having it blocked. I guess I'm just used to MKX...
  12. YoungTeezy 305

    D2s Need To Be Unsafe

    Yes they were unsafe in I2
  13. YoungTeezy 305

    D2s Need To Be Unsafe

    Yes. I've been saying that since day 1. Mashers just do it with minimal risk and they are often rewarded with a crushing blow.
  14. YoungTeezy 305

    DC Fandome - August 22, 2020

    I agree NRS will continue to support MK11. However, they might do that while releasing another title. Ed Boon mentioned in a recent interview that "we have other stuff in the oven". Production of the next Injustice game or a new IP was most likely started as soon as MK11 was released. You're...
  15. YoungTeezy 305

    DC Fandome - August 22, 2020

    DC Comics is hosting a 24-hour virtual convention on August 22. In the email invite I received, WB promises to announce new games along with other media. "Imagine all the DC Super Heroes and Super-Villains you’ve ever loved finally coming together in one place to celebrate DC’s past, present...
  16. YoungTeezy 305

    Skarlet General Discussion Thread

    Standing 1, standing 2, and standing 4 are all good anti-air options.
  17. YoungTeezy 305

    Reacting to throws

    You're right, online it can be difficult to tech throws on reaction. Offline is a different story. I feel like it's very reactable if you know the animation.
  18. YoungTeezy 305

    Reacting to throws

    @QueenOmega a low ms monitor also helps
  19. YoungTeezy 305

    Reacting to throws

    You said, "Throws are 10f. The fastest a human can react is around 16f, realistically around 20f and comfortably above 30f. This means that throws happen in one third of the time and you have to let go of Block to be able to tech throws to begin with."