I know, the towering smexiness of the first replay laid it's shadow on the two less orgasmic replays after it. Usually I wouldn't do that, but since it was the namesake of the thread, I had to.
I've started having an urge to always add a second hit to a "one hit wonder" type replay unless it's something extra special. and actually, if you thing of it, that replay would've been rather mediocre without the second hit, and I couldn't have balanced it either
. the second hit did take many tries, but if somebody wants hints, inertia is the key. As did the balance, but it still didn't work out right. always when I move something, no matter higher or lower, it either pushes me to the wrong direction with it's inertia or shifts my center of balance to the wrong side, slowly tipping me over.
Anyways, these aren't quite as good as the first one of the first post but, I think, about the level of the second one. anyways, you decide, not me.
glass ladder: This is pretty basic use of inertia, but looks more than a step on nothing than usual, so I think it's a bit better than average.
crescent kick clean edit: it messes up the style of the original a bit, but since I usually like to keep decaps decaps or make them all out combos, I had to also make a purely decap version of the crescent kick.
sentrifuge punch: OK, not the best possible name for this one, and I typoed it too, but anyways, this is the best attempt at using the prep of "crescent kick" for it's original purpose: a punch. sorry in advance for the spasms