You guys have been asking me about this for a long time so here it is..I've tried my best to explain it in the simplest way possible and I've created a Playlist for tips and tricks where I'll give you tips on any complicated stuff you guys ask so if you guys are having trouble on doing anything just mention in the comments, I'll make a video just like this and will try to explain in the simplest way possible^^ Thanks a lot for the love and support❤
Any tips on doing a fast qcf motion? On average i get 3s and 2s at each direction. I assume that means i was at that direction for that number of frames before going to the next, i want to do a 4 frane QCF motion so i can do a perfect phoenix smasher
Not sure if you would know the answer to this question but you know with wall splats nd wall combos, certain combos can end with an ender just fine and in others the opponent drops before the last hit happens. Regardless of the moves used, is it due to the height, combo count or other factors why this inconsistency happens? Say i do a basic wall carry to wall combo and opted to finish with demoman. Sometimes i whiff the last hit making me very vulnerable to a punish. In other words, i wonder what one uses to judge how much time you can continue to wall combo to use the best ender in a given situation
It's complicated, basically it's a mix of height and timing, and hitting a sidewall can increase the timing window. When an opponent is hit, they are taken a little bit away from the wall and then pushed onto it again. That's why side walls give weird combos that bounce the opponent sideways. The wall combos are somewhat divided in two parts. As long as the opponent's knees aren't bending, you get those high wall hits, that have the bounce property. When the opponent's feet touch the ground and their knees bend, that is a low wall hit, and you are given one per combo, but if you have a 2 hit move, the 2nd hit counts as a regular juggle hit, so it will send the opponent a little bit further up, but after that, the next low hit will basically send them straight to tech roll zone. An excellent example of this is Kazuya's T7 wall staple. ws4 is a high hit, df1 is a low hit, df1,4 sends the opponent up and is a high hit, 1+2 is a high hit followed by a low hit that immediately sends the opponent to the ground.
Gotta learn your wall states brother. Generally you can get three or more hits on a high wall splat. On a low wall splat you get 1-2 depending on how low they are. If they are basically slumped on the ground you only get one wall hit and the timing is tight and all your highs will wiff but this state gets the most damage so it’s important. if you use a multi hit tornado spin at the wall your combos get ruined too so use single hit tornados. Also go lab ur combos nerd.
You guys have been asking me about this for a long time so here it is..I've tried my best to explain it in the simplest way possible and I've created a Playlist for tips and tricks where I'll give you tips on any complicated stuff you guys ask so if you guys are having trouble on doing anything just mention in the comments, I'll make a video just like this and will try to explain in the simplest way possible^^
Thanks a lot for the love and support❤
did not know that Leroy is below average size
kazuya is average
Since T7 already. You basically had to do female combos on him
Thanks, bro!🙏 Your video is one of the few that helped me pull off this combo. I thought it was impossible on my Xbox controller, but I did it 💪
Glad I could help^^
Paul is so badass when ppl know how to make look menacing!
^^
The sonic booms after deathfist in this video 😂😂😂
Ikr? It's so terrifying and hilarious at the same time lmao
Finally my practice of this specific wall combo for combo vids in t7 are paying off in matches in t8
same with me haha
Since I saw your Paul content I played him a lot, thanks for that
good to know that^^
this vid actually made me learn the combo/ sway cancel, this is so useful as a pol main🙏
good to know that^^
Thank you for the great videos. Really helped me out. Keep it up!
When I push up during cancel I get side step. Any tips?
Any tips on doing a fast qcf motion? On average i get 3s and 2s at each direction. I assume that means i was at that direction for that number of frames before going to the next, i want to do a 4 frane QCF motion so i can do a perfect phoenix smasher
Even with his regular combos, Paul still deals a ton of damage tho if you did this, well, the damage is damn nasty af.
true
Does still work after the most recent patch? Especially after the wall spin, it looks impossible to connect.
To answer everyone's question yes this works on everyone, but the smaller the char, the inconsistent is the wall combo.
true
Not sure if you would know the answer to this question but you know with wall splats nd wall combos, certain combos can end with an ender just fine and in others the opponent drops before the last hit happens. Regardless of the moves used, is it due to the height, combo count or other factors why this inconsistency happens? Say i do a basic wall carry to wall combo and opted to finish with demoman. Sometimes i whiff the last hit making me very vulnerable to a punish. In other words, i wonder what one uses to judge how much time you can continue to wall combo to use the best ender in a given situation
It's complicated, basically it's a mix of height and timing, and hitting a sidewall can increase the timing window.
When an opponent is hit, they are taken a little bit away from the wall and then pushed onto it again. That's why side walls give weird combos that bounce the opponent sideways.
The wall combos are somewhat divided in two parts. As long as the opponent's knees aren't bending, you get those high wall hits, that have the bounce property. When the opponent's feet touch the ground and their knees bend, that is a low wall hit, and you are given one per combo, but if you have a 2 hit move, the 2nd hit counts as a regular juggle hit, so it will send the opponent a little bit further up, but after that, the next low hit will basically send them straight to tech roll zone.
An excellent example of this is Kazuya's T7 wall staple. ws4 is a high hit, df1 is a low hit, df1,4 sends the opponent up and is a high hit, 1+2 is a high hit followed by a low hit that immediately sends the opponent to the ground.
Gotta learn your wall states brother. Generally you can get three or more hits on a high wall splat. On a low wall splat you get 1-2 depending on how low they are. If they are basically slumped on the ground you only get one wall hit and the timing is tight and all your highs will wiff but this state gets the most damage so it’s important. if you use a multi hit tornado spin at the wall your combos get ruined too so use single hit tornados. Also go lab ur combos nerd.
why im doing ssr? whats wrong in the input? too early or too late?
is this possilbe on controller
1:58 So if i do cancel 3 2 the opponent can’t punish?? 😮
32 is safe but the opponent can duck the 2 punish
Does this work on females
Thank you!
kuma when??
haha soon
This is so much harder than x4 qcf1 combos I cant even get it once :(
Does it matter if it’s not a true combo? Like the game doesn’t count the death fist on the wall combo but it still came out and hit them on the wall
They can tech roll it if not q true combo
works on all character sizes? didn't this only work on big chars in t7?
doesn't work on small characters like reina ling etc
however jab into deathfist works on all
@@mwkan772did you say that 2,3 sway cancel deathfist doesn't work on ling? Because I can connect it one the small too? Kind regards
I always do jab into deathfist that combo s so hard 😢
I hit the deathfist on Leroy but it doesnt count towards combo, also i cant hit DF4 after 3 2 sway cancel... but i can hit deathfist after 2
just post input history man
So the input is 3 2 back forward and qcf 2?
3 2 back up qcf2 i think
cancel the sway with up not forward
@@mwkan772 ok got it, thanks bro
Paul makes Leroy look so small ._.
Does the wall combo work on Xiaoyu?
not this but jab into death fist works on all
Is this wall ender essential for Paul's combos?
Nah, you can do back sway 2 for easy mode
No not at all. 3 2 BS2 or 3 2 D1+2 suffices
You could also do 3, 2, no sway, delay d1+2
woow
Jni barish ap k han b ho rhi hy kya 😅😅❤
g sham ko hoe thi..abi b badal hn lkn barish ni ho rahi
@@mwkan772 jan k tokre ak oor sawal tha k .. kya fahkumram k return k koi chance han abhi ???
@@Farrukh-u6mNemesis Bandai Namco ka Chairman hai 😂😂
jald ajae ga fahkumram
Let's go 😮❤❤❤❤ thnkx brother@@mwkan772
god i hate youtubers that make "guides" and then dont come back to respond to questions...
haha
try to ask that in the latest video after giving the reference ^^
I will answer that
It’s super hard ❤ 🥹
yes :(