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Fry v. Napoleon Community Schools: Oral Argument - October 31, 2016 - Duration: 1:01:54.
For more infomation >> Fry v. Napoleon Community Schools: Oral Argument - October 31, 2016 - Duration: 1:01:54. -------------------------------------------
Top 8 Most High Priced Watches in the World | See Which Watch Brand Is In Top Ranked - Duration: 3:46.
Top 8 Most High Priced Watches in the World
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Police still search for motorist involved in high speed pursuit which ended in Springburn - Duration: 1:00.
For more infomation >> Police still search for motorist involved in high speed pursuit which ended in Springburn - Duration: 1:00. -------------------------------------------
Smash School: The Basics (ft. Leffen, Armada, Hbox, PewPewU and Axe) - Duration: 3:41.
Leffen: Neutral is just kind of the
exchange where both people
can have access to most of their
options and then they try to see who can
get the first advantage.
Hungrybox: Neutral is like footsies...
It's like...
...teetering in each other's bubbles
over and over again, getting into
his bubble, trying to move where he is,
trying to see where he is.
It's like, predicting two steps ahead
where they're going to be
and looking for that opening.
That opening hit
which will lead into a punish.
Commentator: Ooh, tries to go for that
ninja up-smash.
That was definitely a ninja...
He's dead!
Dead!
Leffen: And then there's neutral
with advantage.
Like, when someone has gotten
kind of a hit,
but not in a full combo.
Like a Falco laser, for example.
That puts your opponent
under pressure, but it doesn't make them
instantly die.
Hungrybox: And neutral is getting to be
extremely, extremely important because all
the top players
their punish game is on fire right now.
They're going to hit their punishes, what?
95 percent of the time?
So that's just whatever...
Now it's all about neutral.
Where can you position yourself?
Where do you think he's gonna be?
Leffen: Some people don't really like to play neutral,
they would rather just like keep
going in for scrambles rather than play
like far-distance.
Neutral you really try to just out-space
your opponent.
Hungrybox: As focused as you are on punishes,
you've gotta have that same level of focus
on not getting punished.
And knowing where to put your character
at a certain time.
Using platforms efficiently, the edge,
so on and so forth.
Axe: Gimping is,
in short,
killing people at very low percents.
And Pikachu has a move called
Tail Spike. It's his up air and he can
do like a semi-spike with it.
Kind of similar to the trajectory of Fox's
Shine, so he can gimp people that way
and since he has such a good recovery
he can go really far off-stage and get
a Tail Spike and still make it back pretty much
no matter where you are.
Commentator: ...smash by Axe...
And going for a full ---
Woooooooowwwww!
[screams]
The Axe Effect!
The Axe Effect combo!
THE.
AXE.
EFFECT.
Armada: Recovery in Melee is pretty much
being off-stage
and making it back to the stage either by
grabbing the ledge...
Commentator: Easy back air...
Come on.
Oh my gosh!
Armada: Landing on a platform...
Commentator: Cloud nine.
Armada: ...or just landing on the ground.
Commentator: [gasps]
[laughs]
Oh, the tournament winner!
Armada: So, it's pretty much
your path from off-stage
to make it back.
PewPewU: Spacing...
is probably the most abstract idea
in Smash.
It's... you know, a lot of
people say "Oh, this is like an easy idea",
but like the levels of depth are ridiculous.
And so, spacing is all about controlling
some zone around you.
Leffen: Spacing can be far away
when you're trying to shoot projectiles
or it could be being close when you want to hit them.
And then, it's also
down to the move spacing, so like
Marth Tipper has another hit box if you hit it
at the tip
and another one if you hit it at the base.
So spacing can kind of
change that.
PewPewU: But, as a general concept,
I'd say spacing is just
the idea of moving your zone
of threatening-ness forward into
someone else's zone and just like
breaking down their defense.
Hungrybox: This is the closest game of all time!
Commentator: Oh, my lord!
One forty-three left.
[crowd screams]
[laughter]
Bad D.I. on the forward tilt, that could be it!
Oh, my lord! Duck clutches it out.
-------------------------------------------
Smash School: The Basics (ft. Leffen, Armada, Hbox, PewPewU and Axe) - Duration: 3:41.
Leffen: Neutral is just kind of the
exchange where both people
can have access to most of their
options and then they try to see who can
get the first advantage.
Hungrybox: Neutral is like footsies...
It's like...
...teetering in each other's bubbles
over and over again, getting into
his bubble, trying to move where he is,
trying to see where he is.
It's like, predicting two steps ahead
where they're going to be
and looking for that opening.
That opening hit
which will lead into a punish.
Commentator: Ooh, tries to go for that
ninja up-smash.
That was definitely a ninja...
He's dead!
Dead!
Leffen: And then there's neutral
with advantage.
Like, when someone has gotten
kind of a hit,
but not in a full combo.
Like a Falco laser, for example.
That puts your opponent
under pressure, but it doesn't make them
instantly die.
Hungrybox: And neutral is getting to be
extremely, extremely important because all
the top players
their punish game is on fire right now.
They're going to hit their punishes, what?
95 percent of the time?
So that's just whatever...
Now it's all about neutral.
Where can you position yourself?
Where do you think he's gonna be?
Leffen: Some people don't really like to play neutral,
they would rather just like keep
going in for scrambles rather than play
like far-distance.
Neutral you really try to just out-space
your opponent.
Hungrybox: As focused as you are on punishes,
you've gotta have that same level of focus
on not getting punished.
And knowing where to put your character
at a certain time.
Using platforms efficiently, the edge,
so on and so forth.
Axe: Gimping is,
in short,
killing people at very low percents.
And Pikachu has a move called
Tail Spike. It's his up air and he can
do like a semi-spike with it.
Kind of similar to the trajectory of Fox's
Shine, so he can gimp people that way
and since he has such a good recovery
he can go really far off-stage and get
a Tail Spike and still make it back pretty much
no matter where you are.
Commentator: ...smash by Axe...
And going for a full ---
Woooooooowwwww!
[screams]
The Axe Effect!
The Axe Effect combo!
THE.
AXE.
EFFECT.
Armada: Recovery in Melee is pretty much
being off-stage
and making it back to the stage either by
grabbing the ledge...
Commentator: Easy back air...
Come on.
Oh my gosh!
Armada: Landing on a platform...
Commentator: Cloud nine.
Armada: ...or just landing on the ground.
Commentator: [gasps]
[laughs]
Oh, the tournament winner!
Armada: So, it's pretty much
your path from off-stage
to make it back.
PewPewU: Spacing...
is probably the most abstract idea
in Smash.
It's... you know, a lot of
people say "Oh, this is like an easy idea",
but like the levels of depth are ridiculous.
And so, spacing is all about controlling
some zone around you.
Leffen: Spacing can be far away
when you're trying to shoot projectiles
or it could be being close when you want to hit them.
And then, it's also
down to the move spacing, so like
Marth Tipper has another hit box if you hit it
at the tip
and another one if you hit it at the base.
So spacing can kind of
change that.
PewPewU: But, as a general concept,
I'd say spacing is just
the idea of moving your zone
of threatening-ness forward into
someone else's zone and just like
breaking down their defense.
Hungrybox: This is the closest game of all time!
Commentator: Oh, my lord!
One forty-three left.
[crowd screams]
[laughter]
Bad D.I. on the forward tilt, that could be it!
Oh, my lord! Duck clutches it out.
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