MILE_HIGH_CLUB
FREEDOM'S LABORATORY
Definitely swag lol anything over 2 barsYeah I love the side switch been messing around with this a lot myself it come's in handy and looks swaggy a win win.
Nice post.
Definitely swag lol anything over 2 barsYeah I love the side switch been messing around with this a lot myself it come's in handy and looks swaggy a win win.
Nice post.
My bro Helped me find it @Mrfinesse28Uh oh
leap stuff hard ? so easy for grodd playersSo I only got to mess around with Hellboy for about an hour yesterday but here are a few things I’ve noticed.
1. He can’t get good damage off of d1 cuz all of his actual combo extenders are grabs.
2. A LOT of gaps in strings. 11, f23, 22u3,22d3, I think some others as well.
3. Damage is so-so without trait but a mb b3/f3 while trait is active nets a ass load of damage (About 50% for 1 bar).
4. Can’t think that b1 and it’s strings will have much use, can’t full combo anything unless you bounce cancel b1 by itself.
5. Leap stuff is HARD.
6. His meterless damage is decent, 11b2 done 3 time and finished with 11airgrab does between 250-300 damage (this being off a 8 frame punish)
Yeah I noticed this the pound also come's in handy when doing it off a f23 bec of the quick get up and if the opponent starts to catch on you can leap cancel anyways.Ground slam stays active for a decently long time. After long combos it is actually possible for it to hit meaty, making it much safer than it normally is on block because of how late it hits. Only works against tech rolls, though. Got it to be probably -14, which is still bad, but is a lot better than it normally is at -29 billion.
I play Grodd as well you imbecile!!!leap stuff hard ? so easy for grodd players