User contributions for Kaladin

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16 July 2023

28 June 2023

27 June 2023

26 June 2023

23 June 2023

22 June 2023

21 June 2023

11 June 2023

5 June 2023

4 June 2023

  • 16:1216:12, 4 June 2023 diff hist +540 N Template:SF6-GapCreated page with "<includeonly>{{#if: {{{2|}}} | {{#switch: {{{1|}}} | N= style="background-color:#224a18">{{!}} <b>{{{2|}}} </b> | S= style="background-color:#634c11">{{!}} <b>{{{2|}}}</b> | L= style="background-color:#F97F42">{{!}} <b>{{{2|}}}</b> | #default = {{{2|}}} }}}}</includeonly><noinclude> {| class="wikitable" |+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps |- ! !! 5LP !! 5MP !! 5HP |- style="text-align: center ! 5LP~DR | {{SF6-Gap|N|0}} || {{SF6-Gap|S|2}}..."
  • 15:2315:23, 4 June 2023 diff hist +4 Street Fighter 6/Jamie/Strategy→‎Frame Traps

3 June 2023

1 June 2023

21 May 2023

  • 22:3622:36, 21 May 2023 diff hist +263 N User:Kaladin/JamieCreated page with "==Jamie Notes== Tick Throw buttons: 2LP, 2MP 4HP is a strong shimmy tool AAs: 2HP: AA for if you are scouting mid-range jump. 623K: All purpose AA, obviously more versitaile than 2HP but harder to use, I've found 623MK to be the best trade off of speed to oki."

24 April 2023

10 April 2023

  • 22:5222:52, 10 April 2023 diff hist +291 N UMVC3/Captain America/StrategyCreated page with "== Incoming Mixups == ;{{clr|H|j.236H}} is the best general use case meaty for incoming mixups. : After Snap, jump back {{clr|H|j.236H}} can be used to meaty with the shield returning to Cap. Additionally, if done very close to the corner a roll afterwards can cause the shield to crossup."

27 March 2023

30 December 2022

21 November 2022

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