NÃO COMPRE UM ARCADE ANTES DE VER ESTE VÍDEO
❤️ RATE, COMMENT AND SUBSCRIBE ❤️ 💡 USE MY SUPPORT CODE IF YOU PLAY THROUGH EPIC GAMES: DARKMELOCOTON ☑️ FOLLOW ME ON SOCIAL MEDIA: @DARKMELOCOTON ✔️ INSTAGRAM: / darkmelocoton ✔️ BLUESKY: https://bsky.app/profile/darkmelocoto... ✔️ DISCORD: / discord ❌ TWITTER: / darkmelocoton 00:00 INTRO 00:35 MYTHS 02:24 DON'T BUY 05:17 DIY Arcades 06:42 Brands Brazilian 11:08 8bitdo Arcade Stick 13:17 Madcatz Fighstick PRO 'SF x Tekken' Edition 14:45 MadCatz T.E.S.+ SHADALOO EDITION 15:25 BRANDS AND ARCADES 15:57 LOOKING ON OLX 18:53 FIGHTPADS 19:38 FINAL CONSIDERATIONS ✉️ COMMERCIAL CONTACT: [email protected] 📝MULTIVERSUS GLOSSARY: 0-9: 50/50 = Moments where you are forced to make a guess and if you are wrong you will be punished 0TD = 0 to death (eliminate the opponent with them going from 0 damage to expulsion) 0TD TRUE = same as above, but here it is impossible for the opponent to escape or dodge A: AA = Anti-air Air dash = dodge with jump Air Dodge = Dodge with jump B: Buff = Enhancement Buffering = preparing an attack in response to the enemy. Ex. getting ready to perform an AA knowing that the opponent will jump soon C: D: Dash = Dodge Dash attack = Dash attack D.I. = Directional influence (influence of direction during a combo) Dodge = Dodge E: Dodge = Dash/Dodge F: FGC = Fighting game community Footsies = Mid-range from the opponent/precision to avoid putting oneself in a risky position G: H: I: I.A.D. = Instant air dash (technique to perform an aerial attack without leaving the ground) Input = Button pressed J: Jab = Forward attack/common weak attack of your character K: L: Read = Guess/imagine what the opponent will do next and punish them M: N: Nair = Neutral in the air Nerf = Bad Neutral = Attack button without any directional input O: On hit = When the attack hits the opponent On whiff = When the attack hits empty space OP = Overpowered (very strong or overpowered) P: Parry = Parry the attack at the correct moment Punish = Punish the opponent's action Q: R: Read = Reading S: Exit = Side air/forward attack in the air Stun = When the character is stuck in the animation of being hit/stunned T: Tech = Practiced attack or technique / Roll mechanic (Tech roll) Tech Roll = somersault after bouncing twice on the ground True = True U: Upair = Up attack in the air V: True = when it's not possible to dodge or perform a D.I. in the combo W: Whiff = Attack that misses/attack in the air Whiff Punish = Hitting the opponent while they recover from an attack EX.: hitting Jake's arm before he can retract it

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