HTOTM: FUSION
Originally Posted by TamaKuu View Post
I'm always yelled at for not relaxing my neck in spars.

People suck.

Anyway, could someone provide an explanation for how a skeet-dm is pulled off. I can barely skeet pretty okay, but I can never get a dm. No matter how hard I think I'm throwing it.

A replay would do fine, but it'll probably just piss me off and make me jealous.

The key to a good skeet dm or boom is pretty much all in the windup, and the wrist.

When I go for a skeet dm I try and have a pretty decent windup so I can ensure that my projectile will go as hard and far as possible. You are going to want to get as much motion and speed as you can so you can transfer that speed into the thing you're throwing.

I always try and keep the speed of my skeets going pretty fast probably 30-40ish on the speedometer.

Also a thing to note is that, when skeeting always try and have the fist part hit your target, because not only will it look better, but the fist will break joints much easier than a wrist would.

I'll post a replay to show you. (this is a kickskeet, but the concept is pretty much the same)

Originally Posted by dupbuck View Post
I have a simple question, how can you maximize flow in a replay? I can never get proper flow and they kinda just flehfleh.

To maximize flow, always look at your ghost and see how much speed is being transferred to your next move. Also try and keep the flow going by pushing your self in the direction of where the energy is going.

This is probably most notable in breakdancing replays, because the replay maker makes his body move in a fasion where he is keeping the flow so he can keep his tori spinning whether that be in the air, doing windmills, flares, etc.

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Attached Files
50 Shades of Red.rpl (313.3 KB, 18 views)
Last edited by MrJingles; Sep 10, 2013 at 01:10 AM.
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