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Posts by ADCKen

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Another variant that is a little easier.

1 week ago 0 0 0 0
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This is the most I could find with Robot solo. His multihit moves scale pretty harshly, and not having a ground bounce makes getting back to his more damaging hits difficult.

1 week ago 0 0 1 0
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Eve can surprisingly do a lot of damage despite being a zoning character.

1 week ago 0 0 0 0

And there's still assist breaker if you don't want to react/guess

1 week ago 0 0 0 0

Seeing the numerous amounts of feedback from players about dying too quickly in the invincible vs beta discord is crazy!

They don't even care if you tell them there's multiple instances where you can break considering most, if not all, high damage combos require active tagging.

1 week ago 0 0 1 0

I can't wait for invincible vs in a few weeks! I'll have to figure out how to balance my time between the two games.

3 weeks ago 0 0 0 0
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I started playing COTW again to prep for CB and having a lot of fun with Joe on ranked. He's not high tier, but I see the vision on how he can hold his own in matches.

3 weeks ago 1 0 0 0

I did something like this for my DS, but I never had the chance to look into doing something similar for my 3DS yet.

1 month ago 0 0 0 0
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Oh now I'm interested! You will have to show me more about this later

1 month ago 1 0 1 0

It's not just you. I've experienced similar things. I personally like long sets since it helps refine things, learn matchups, push adaption skills, etc.

2 months ago 1 0 0 0

This item card would've went crazy in old school PTCG tho lol

2 months ago 1 0 0 0

YGO is fun, but I found it difficult to fully get into since each deck has its own set of unique mechanics. If you don't know what and where to counter cards, you will just get lost. 🫠

2 months ago 1 0 1 0

Having all these fighting game majors with early bird registrations and hotel booking around the same time is criminal. Especially since it's right after the holidays.

2 months ago 0 0 0 0

My stance for years has been that people bounce off fighting games not because they're uniquely hard, but because they're not team games and are largely noise-free, so you are constantly confronting exactly how good you are, and people fucking hate that. They can't stand it. They crumble.

2 months ago 116 36 13 6
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more improvements. body is overall good. and face gives a better dog look.

2 months ago 0 0 0 0
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Lately I wondered what would mammal-like kaiju would look like so I decided to draw one in pixel art. What do you guys think? This is based on an african wild dog.

2 months ago 1 0 1 0
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I completely forgot the time when CB hotel would go up yesterday, so I didn't stand a chance lol.

3 months ago 0 0 0 0

I love this game. Great times playing this

3 months ago 1 0 0 0

Congrats!

3 months ago 1 0 0 0

I'm surprised they are allowing people to continue messing around in training mode.

But it's nice to just play around with different ideas for pressure and combos.

4 months ago 0 0 0 0
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Concept to active tag mix. Enemy cannot counter tag on block, but they can still attempt to heroic strike.

I'm certain this is safer to it since your character isn't doing committed tag strikes.

4 months ago 1 0 0 0
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Concept to bait counter tag. If they don't try or perform it early/late, then combo will continue. But if they do it correctly, then armor will appear.

Need a long attack because blockstun is pretty low.

4 months ago 0 0 0 0
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Eve staircase flight concept.

Eve's j.H normals kind of remind me of mvc3 iron man. The range is nice, but not enough hitstun to use with specials when hitting from certain distances.

Shes a great battery, mobile and zoning character.

4 months ago 0 0 0 0

The flip kick is also an overhead itself so Rex can create potential overheads from many situations

4 months ago 0 0 0 0
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Rex low mixup concept. Also into hkd setup

4 months ago 0 0 1 0
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Rex overhead mixup concept. Also double super

4 months ago 0 0 1 0
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I'm starting to see the vision. Look at the meter build and damage!

5 months ago 0 0 0 0

I got into the invincible vs closed alpha! I'm so excited!

5 months ago 0 0 0 0

There's a lot of other fun nuances behind mechanics to be discussed too such as:
-their approach with stat boosts (small increase, but there's little counter-play)
-INT similar to SPC stat from red/blue
-Turn-based cooldown system and SPD stat
-CAM stat to take advantage of combos

5 months ago 0 0 0 0

You can tell that they had a cautious approach in CS with effects on special moves, especially for early generation Digimon. But special moves for the new additions in HM are more improved. I kind of wish they re-balanced other mons too.

5 months ago 0 0 1 0