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Aside from better execution, I'm pretty sure the best way to go about improving this run would be to find the most efficient way to confirm into damage after an enemy block an attack, like I did quite a few times in my run (with Ken: Jump in kick to throw, looping that in the corner). This works well enough, but here's some ideas on more optimal strategies.
- Any character with higher throw damage than Ken with potential to do the same loop. (obviously)
- Potentially there's a way to confirm into Spinning Piledriver with Zangief, which I'm pretty sure kills in like 3 hits
- Any attacks that lock into a good ol combo after the enemy blocks. The only way this would be consistent is flawed AI but isn't far out of reach and could potentially be very fast since I think this game doesn't have reduced damage for combos.
I'll try test out all these things as soon as I can, but for now I think it's just worth thinking about the possible ways to improve the confirming into damage after blocked moves strategy.
TheGreatToddman 喜欢这个
it's kinda weird that this game has time trials/quick races/boss battles but that there's no category for them. also why are there only three cups?
ChillCat 喜欢这个
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