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ROS

@__xROS

play fighting games | lab monster | aspiring game dev

Katılım Haziran 2015
100 Takip Edilen109 Takipçiler
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The Yappentator
The Yappentator@IamC4IQ·
#InvinciblesVS #IVS #IVS_Anissa Anissa high low frame trap. You can get J.H to be +23 if done low enough to the ground. (Conquest is set to hit 5L after recovery) Charge 2M is actually worse then regular 2M Imo. but it is good todo as a frame kill so you don't combo off of the J.H The J.L dash cancel combo was stolen from @Aasian_Tharit. You can do it with a bunch of different characters and with different normals. I found with Anissa Lights do the most damage. IF Mirage super is done airborne you get a knockdown and can get an easy meaty by holding up forward and doing a late Bleeding edge. (loses to back roll)
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ROS
ROS@__xROS·
@ShADoWxNoBODy Neat thing I noticed was due to this, Active Tag H when done low enough whiffs w/ Battle Beast. Haven't tested the others but it could be used for something.
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Austintatious
Austintatious@ShADoWxNoBODy·
#invincibleVS idk if this is a bug or not, but Battle beast/Allen/Lucan/Ella/Monster Girl are the only characters who don't float or get slowed down when doing their jump normals on block. It kinda makes it awkward to do air to airs. BB also has extra pushback on his sometimes to
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Bulls-eyeXD
Bulls-eyeXD@Birdappuser132·
@__xROS Is that jumping H after super tight? Seems unrealistic
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ROS
ROS@__xROS·
Ella Mental routing off Super 2 in the corner. Wallbounce restand allows for her more damaging 2S jc j6S routes. This is easier on Standard, not going to even attempt this on Motion. #IVS_ELLA #InvincibleVS
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ROS
ROS@__xROS·
Some characters are able to follow up a successful grounded counter-tag with a super. Mark & Anissa are among the few that can from what I tested. #InvincibleVS
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ROS
ROS@__xROS·
This Cecil route takes advantage of his 5LL being really plus on hit. When chaining from specials, his 5L becomes 5LL leading to some cool grounded extensions. #IVS_Cecil #InvincibleVS
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ROS
ROS@__xROS·
Mark/Eve shell works so well with Allen. Allen's 214L/5S Loop builds so much meter and you can set it up off a successful Active Tag. #IVS_Allen #InvincibleVS
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ROS
ROS@__xROS·
This would make it so back to back Assist Breakers could backfire if someone snaps said assist in or supers to punish Assist Breaker.
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ROS
ROS@__xROS·
The way the devs can go about nerfing Assist Breaker is to put an extended period before assists regains grey life. AFAIK they just kind of start as soon as they are off screen. Also probably have the rate they gain the life change (AB rate is half of the normal rate)……
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ROS
ROS@__xROS·
Another example:
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ROS
ROS@__xROS·
Active tagging early off Mark's Boosted 5S concept. Don't know how many characters can do this but you're so plus that you can blow up Heroic Strike. #InvincibleVS
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ROS
ROS@__xROS·
Invincible's Back Assist let's you hard-tag mid combo. Great for extending Active-Tag combos where the combo gauge is full. #InvincibleVS #IVS_Invincible
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ROS
ROS@__xROS·
@Mikeand1keFGC @InvincibleVS Yeah idk why they have it so NOT setting air recovery options means they tech late. Had me spooked when it wouldn't work.
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Devon
Devon@Mikeand1keFGC·
@__xROS @InvincibleVS ok I thought I was bugging cause I couldnt replicate this in training mode lol. I have it set to tech forward.
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ROS
ROS@__xROS·
Working on Active Tag routes for Omni-Man where the Combo Gauge is maxed prior to active tagging.
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ROS
ROS@__xROS·
@InvincibleVS IDK if this is intentional, but here's a video example of the discrepancy between setting Air Recovery options. They tech sooner if you have it set to Forward/Backward.
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ROS
ROS@__xROS·
Whats crazy is Omni Man could probably do this since both him and Conquest share a similar j[M].
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