KIllaByte
PSN: playakid700. Local name: BFGC MonkeyBizness
I am absolutely reckless with meter, because I think my Shazam should to be absolutely reckless with meter spending.
But other
I see many Shazam players ending their combos with 2, Achilles Clutch, but never meterburning their achilles clutch., or their atlas torpedos, if being used as a combo ender.
Why not?
It does cost a bar, but both are also is the coolest looking moves in the game, AC is hemma damaging, and both allow for mixups out the wazoo.
Achilles Clutch Mb, 1, 1, forward teleport is ambiguous as it gets, if they don't tech roll-- which they often don't, due to expecting combos to end-- and if they do tech roll, you ca nreplace your neutral jump mixup with a forward jump for a crzy cross-up. You can also do 3 xx forward teleport to land right on top of your opponent-- confusing whatever wakeup inputs they may be trying, and go for the same things done above.
Why would anyone ever not meterburn atlas torpedo, either? It creates a hard knockdown with what I think is a full second of advantage? You can dash twice to cross-up, dash once and jump over to cross up at a different time, atlas torpedo ambigulously, or set up the herculean might reset if the opponent doesn't wake up, or do armor moves on either side, or dash in, then dash out, then b2, 3 to punish the opponent's advancing wakeup.. lot's of options! why not always meterburn it?
Well, here are some reasons to meterburn grabs.
Ridiculously damaging, practical combos for two or three bars-- could be one, if you want.
But other
I see many Shazam players ending their combos with 2, Achilles Clutch, but never meterburning their achilles clutch., or their atlas torpedos, if being used as a combo ender.
Why not?
It does cost a bar, but both are also is the coolest looking moves in the game, AC is hemma damaging, and both allow for mixups out the wazoo.
Achilles Clutch Mb, 1, 1, forward teleport is ambiguous as it gets, if they don't tech roll-- which they often don't, due to expecting combos to end-- and if they do tech roll, you ca nreplace your neutral jump mixup with a forward jump for a crzy cross-up. You can also do 3 xx forward teleport to land right on top of your opponent-- confusing whatever wakeup inputs they may be trying, and go for the same things done above.
Why would anyone ever not meterburn atlas torpedo, either? It creates a hard knockdown with what I think is a full second of advantage? You can dash twice to cross-up, dash once and jump over to cross up at a different time, atlas torpedo ambigulously, or set up the herculean might reset if the opponent doesn't wake up, or do armor moves on either side, or dash in, then dash out, then b2, 3 to punish the opponent's advancing wakeup.. lot's of options! why not always meterburn it?
Well, here are some reasons to meterburn grabs.
Ridiculously damaging, practical combos for two or three bars-- could be one, if you want.