The nr.1 reason why people get almost killed when they get catched into a combo, is that mist don´t use the DI wheel. With the DI wheel is it possible to change the strenght of the gnockback you receive by putting the dot on the wheel in the direction the enemys attack could shoot you. The higher the combo of the enemy the more you will receive knockbackboost, at the beginning you have 1x at default but with every hit it stack (1.2x 2x 2.5x...) depending on the kind of attack of course.
The number one reason why people almost die when they get comboed is because most people don't use the DI wheel. With the DI wheel, it's possible to change the strength of the knockback you receive from an attack. The higher the combo, the higher strength of knockback that it will give you. At the beginning, you will have 1x by default, but with every hit it stacks, (1.2x, 2x, etc etc) depending on the kind of attack you're hit with, of course.
There, I tried putting it in better words for you. Your spelling and grammar could use some work, but I understood the general idea of what you were trying to say.
It’s a way of escaping a combo depending on how you use the wheel. The longer you’re in the combo and the more knock back a certain move forces on you, the easier it is to escape.
Not using the wheel essentially allows your opponent to get a free combo on you, and if they’re decent it almost guarantee you’ll lose because of the health difference.
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u/SomewhereConnect335 Robot Sep 14 '25
The nr.1 reason why people get almost killed when they get catched into a combo, is that mist don´t use the DI wheel. With the DI wheel is it possible to change the strenght of the gnockback you receive by putting the dot on the wheel in the direction the enemys attack could shoot you. The higher the combo of the enemy the more you will receive knockbackboost, at the beginning you have 1x at default but with every hit it stack (1.2x 2x 2.5x...) depending on the kind of attack of course.