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This combo is established with very severe timing. For the time being, we recommend that you make corrections before practicing.[MEDIA]
Double can't be used flesh step after throw
D1→L5→Systemic circuit breaker→D2→Headrone Salvo*3(Head missile)→Catastrophe cannon γ→Magnet trap
In training mode, you must feel cool down frustrations to experiment with a combo.
I propose a "switch" to solve this problem.
In the "sparring...
D1→L5→vital hazard(Charged)→L5→Counter benom→L5→Counter benom→L5→Launcher→Juggling→D1→(At corner)Dead on arrival→(Quickly)D1→Forbidden...
If block proficiency is 100%, is the guard complete?