![]() ![]() Adjust and mod any way you feel comfortable and feel free to post ideas or improvements you come up with. ![]() this creates a nice kick and still leaves you fairly relaxed.īut don't be limited to these! I scanned 40+ replays to find good examples and nearly all of them were at least somewhat different. In the second replay (I picked since it is the simplest), I just hold the right glute. How you manage your left hip and/or glutes can put this kick just about exactly where you want it to go. *and* aim kick with left hip/knee, glutes, ankles.I use arm-support variants to hit people that played the first turn very passively (hopefully). ![]() This creates a nice long-reaching kick supported by your arm. extend hips, glutes, left knee and left ankle.On the second turn, I usually reverse the pecs and chest, and then adjust the legs to aim a kick of some type, but there are tons of things you can do from here. In tk I have to make 20+ clicks before the first turn on some openings and I want a break in wushu I really wanted it to be easy on the first turn. I don't like to play passively, as many people play passively and this can lead to a drawish situation if neither player attacks.ģ. I focussed on aggression and flexibility. You would be better off having no opening at all.Ģ. I do include a few specific examples of continuations, but if you use them without thinking or adjusting to the situation. The point of the opener is to be in a decent position on the 2nd turn and improvise from there. This is more a system then a single move. I would like to make it available to anyone who would like to use it, to the end of helping more people get started in wushu.ġ. I took it upon myself to learn this mode and have constructed an opener of sorts that I have used for a few days and feel confident in. Most good wushu players have strong, intricate opening moves, so if you just do something random you will likely get hurt badly by a good opener.Īnother issue is that, perhaps more than in other modes, it is 'frowned upon' to use the original moves of other players. Pretty snappy, alternativley you may wish to extend the right knee to prevent yourself from falling backwards if the opponent adds pressure.A big obstacle for bashers new to the great mode of wushu is surviving the opening. ![]() Granted this may not always work, though you may instead rip the opponents arm off as opposed to their head, but if they hold all to begin with its a insta decap. If your opponent holds all on the firt turn then by the start of the second they will be directly beneath you with very few options for recovery. Cont right elbow+wrist and open the right hand for a grab.Ī very effective method of DQ, alternativley you can reverse the list in order to spin the opponent right as opposed to left, mix it up. This move is designed to DQ the opponent within 1-2 turns and can be rather difficult to counter if not experienced in recovery. Note this will give you some hangtime, which isnt always desirable, but if the kicks land it wont make a difference. Something of a spring loaded kick which seems to be followed by a right backhand if left 2 more turns as is. This kicks the living ♥♥♥♥♥ out of the enemy and sends them waaaay back, in many cases they simply split in half.Ī rather devestating move if it connects. (Optional) extend left hip, but may also require you to cont right glute to prevent you from turnin 180 degrees. *Devils kick* Mainly WUSHU but very flexible.Įveryone has seen of felt this opener at some stage, its very hard to avoid and is a great way to destry opponents whom like to take no moves on the first turn (high chance of dissmembering the opponent). You can see the potential for a right kick followup if you simply reverse the body rotation, try it out if the option is there to land it. For twinsword the initial move will always stab the opponent, but if they dont move in the first turn it will only ♥♥♥♥♥ them, second turn will cut them in half.īegins with a fake dive and turns into a hard left kick to the face in most cases. If pulled off correctly youll be ahead in points and the game will run out of time before the opponent finally lands. Typically the uppercut is followed by the kick, extended or relaxed, which throws the player even higher beyond the initial lift. Relax right knee (or extend if the opponent is slightly out of reach) (For Twin Swords - Contract right wrist)Ĭontact with a high kick at this point will throw the enemy up, if you are in good position you can end another turn as is which will continue to lift the other player, alternatively: *Uppercut/spinkick extended opener* Excellent for ejecting players who open with medium/high kicks/dives. Note: Nothing is certain, there is a counter for everything so dont expect to win or loose, just show some style and have fun. Heres a list of some moves ive created and some community shared (tweakable) ![]()
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