True power, the divine right to rule, is something she was born with. ⚡ 🔥
Azula's unraveling psyche and duality turns into her greatest strength, from poise and precision to mellifluous madness.
Unlike a certain exiled prince, she settles for nothing less than perfection.
KAGURABACHI ANIME OFFICIAL GIVEAWAY
To celebrate the Kagurabachi anime adaptation, we're giving away THREE shikishi signed by Taihi Kimura, the voice of Chihiro Rokuhira!
To enter, just:
1) Follow @kb_anime_en
2) Repost this post
The deadline to enter is May 24, 2026, at 11:59PM JST.
Resolve was also adjusted to limit the amount of hits it can absorb. This varies per move, with some being able to absorb multiple hits while others can now only tank one.
#indiegame#indiedev#fightinggames#FGC#animation#gamedev
Cooking Fist is a cooking fighting game with NO health bars. Cook up the best dishes to claim victory in this simple to learn, hard to master indie fighter!
Wishlist on Steam Now! https://t.co/kkmGYkCmD1
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🍥NARUTO Shippuden × eFootball™🍥
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A collaboration between *NARUTO Shippuden* and *eFootball™* has been announced!
Check out the special trailer featuring players including Neymar!
Don't miss the goal celebrations featuring *NARUTO* characters!
#eFootball
In light of the Avatar leaks, I wanted to share a list of our visual development artists. There is so much amazing work we did on the film that we are not allowed to share right now, and it’s thanks to these people that the movie looks the way it does. Thread below ⬇️
Happy 14th anniversary to the Legend of Korra series!
Korra's aura hits the character select screen with pure confidence.
Choose from Water Tribe blues, pro-bending inspired gear, and other styles that represent her adventures.
Pre-Order on Steam, wishlist on PS5 and Xbox Series X/S.
i spent 4 dollars to make this post
Akali 3H single routing structure with positioning optimizations
these range from bnb territory to psychotic, but mainly putting together as an example for combo limits / optimization adjustments on the fly. You can always 2 hit walljump / do single hit jM to reduce some length and maintain the routing if combo time is a concern.
For the third and fourth combos, there are 2 versions - one that optimizes for limit strike damage / combo time, and one that sends in extra air normals for 5s2 oki. Just posted both as an example, but routing like this also helps bridge the gap on 5s2 damage if you'd like to use that.
Notes:
1) Corner to corner, keep in mind extra normals will increase the pushback and leave you closer to corner by the end, reducing frame adv from the tumble.
2) Nearing corner (starting about 75% of the stage away) adjustment on the ender for when the tumble has less frame adv, just cram in more air normals and save your double jump.
3) Here's where you'll start to see corner adjustments - round start position, this ends up being the starter for max damage midscreen, but if you were to reach the corner after the apex of your second jump loop arc, you can squeeze in extra minimum damage for a notable increase. Fortunately also maximizes corner carry while pushing damage.
4) In corner route. Stupid hard wrt combo time, just posting as an example of combo limits. you can probably just opt for above, but it does get an extra min damage source in. Alternatively, learn an easier combo lol.
Have similarly structured stuff for 2H, will probably get to it later.