How To Deal With Velvet
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- Опубликовано: 28 авг 2024
- Yeah yeah yeah yeah yeah. This is a guide telling you very specific things about Velvet in Them's Fightin' Herds, yeah. We get it. Timestamps will be in the pinned comment below. Dealing with her magic, shatters, zoning and overall projectile usage and presence. yup yup.
0:00 - Eruptions
0:48 - Icicles
1:53 - Shatter A
2:33 - Shatter C
3:02 - Snowflakes
3:57 - Wind
4:33 - Frost Bite (lvl 2)
This actually helped me to know what my gameplan as Velvet is.
😂👍
"Write that down! Write that down!"
So... Velvet Ai isn't broken and blocking against her *IS* plausible
"Always has been"
Great guide but if I have one suggestion, please let the words stay on longer before transitioning. I can't read that fast and I constantly have to pause to read the paragraphs that show up for 2 seconds
Thanks for this amazing guide, corgi!
helpful guide! although you actually CAN combo with Pom when you're in frost bite using her B attacks and pappa's 3D
Thank you Corgi of Power
Clean, concise, and informative. 10/10
I love velvet’s stock art. As opposed to her in game animation it makes her look like a dumb animal with no thoughts
You're a saint
thank you corgi very cool
This is the most blocking I've seen in a TFH video by about ten thousand orders of magnitude.
Can someone tell me what’s “negate chip”?
Real late to this, but for anyone coming to this later:
Chip damage is the small amount of damage you take even when you block. To negate chip, you would be avoiding it.
@@ayylmaolol You wouldn't be straight up avoiding it. Negate is another word for 'nullify'. In a scenario where you would eat a lot of chip damage, you can push block and only eat some of the chip damage, and the rest just doesn't hit you and disappears. That's what negate is
If the game needs a whole freaking video tutorial only to face certain character, it only means that character is badly designed
Most zoners in fighting games are badly designed.
@@LunrFox My theory is all fighting engines need a move in which you can advance toward the opponent AND guard at the same time, a little like "advance guard" in Snk Vs Capcom Chaos, but more refined, just now almost ALL fighting games have this issue, giving good opportunities to zoners, but decreasing it to grapplers type characters.
They try balance (in all games) with parrys or making the powers more slowly to do, but it don't fix the issue, since is more a "space" or "escape" problem, since my point of view, of course.