I actually have something just like this too! But mine is different and is like 96%SHAZAM!
I looked before and the ones on Youtube are either super impractical or >1 Bar
They're all >1 Bar...
Not sure how some of these are impractical but ok.
cool vid if you swapped the jump 2 for a jump 3 at the beginning youd get over 100%SHAZAM!
Yeah I tried that at the start, couldn't get it to workcool vid if you swapped the jump 2 for a jump 3 at the beginning youd get over 100%
no you can wake up out of it its a "reset"Is the grab inescapable?
Two bar combos are practical with Shazam. The only other thing that meter would be spent on is atlas torpedo or the occasional Meterburn Forward 3.They're all >1 Bar...
I'm not saying 2 bar combos are impractical, I just said that I got 99% using only one bar, which was the whole point of this video. If I wanted to get 100% I'd just MB the Achilles Clutch at the end lolTwo bar combos are practical with Shazam. The only other thing that meter would be spent on is atlas torpedo or the occasional Meterburn Forward 3.
He builds good bar on both telports and damage.
Also, you can replace the neutral jump 3 with a B3, then forward jump 3 into either EX grab, then do a mterless ender-- you'll have only spent two bars, and possibly done 100% more than enough to build back 1 bar with the combo--meaning you've only spent two bars.
Atlas torpedo one or two percent chip is pretty much guaranteed, yeah, good stuff.I'm not saying 2 bar combos are impractical, I just said that I got 99% using only one bar, which was the whole point of this video. If I wanted to get 100% I'd just MB the Achilles Clutch at the end lol
If we combined them, the damage would be insane lol. And yeah an invincible wakeup is the only escape, but you still have trait so I guess you could bait and punish the wakeup for a good 45% or so damageI'm considering combining both my and your resets just to see how much damage is even possible--
but, wakeups are a problem against your thing at the end-- and mine uses MB grabs as a way to convince them that the combo is continuing, when its not. (Wakeups are still possible, though, but there's a counter for most of those in a two bar meterburn interactable.
I will implement this into my game if I see that I'm running out of meter during the interactable combo-- (I break the rules and pick this stage every time.)
That herculean might has RANGE, dude.
Hi am using a mobile phone so I can't see the video can u please send me the video URL but edit it e.g you!tube.com/watch then I will just delete the "!" So that I can see the video thanksSHAZAM!
https://www.you!tube.com/watch?v=bNeKaG8RYt8Hi am using a mobile phone so I can't see the video can u please send me the video URL but edit it e.g you!tube.com/watch then I will just delete the "!" So that I can see the video thanks