- PLAYING AS Sally is an active support/survivalist who should be keeping constant tabs on everyone. Despite her flimsy health, she should always be amidst the action with a plan. Shields have a very large hitbox & priority, meaning body blocking is viable. Shields act as a parry, giving Sally huge distance & the opportunity of a double jump, should she fail. Kick is a strictly defensive tool that punishes success with a longer cooldown. It's most consistent use is mobility, acting as a double jump. Sally should only kick to stun as a last resort. Ultimately, Sally is a versatile mind-game character. Reading her enemies consistently guarantees success. - PLAYING AGAINST Sally thrives with predictability. Cancelling a spindash just before contact, baiting an attack—these are easy ways to rob Sally of her upper hand. In a chase, it's usually better to just let her hit you with her kick for the longer cooldown. If an executioner knows his way around the map, Sallys Kick mobility is negligible. She crumbles under unpredictable movements & attacks, unable to do much more than kick & try to bounce away. /////////////////////////////////////////////////////////////////////
Seerch
SALLY GAMEPLAY
https://youtu.be/u__J5nh3t58?si=n7LTr...
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https://www.youtube.com/watch?v=OvLbh...
5 days ago | [YT] | 45
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Fractured Genesis's X.
1 month ago | [YT] | 142
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Render Metal Sonic
2 months ago | [YT] | 184
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image of sonics jumpscare
2 months ago | [YT] | 72
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creams ingame sprites
2 months ago | [YT] | 132
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render sally
2 months ago | [YT] | 151
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Cheese animated by deauvepe
2 months ago | [YT] | 102
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remodel sally
2 months ago | [YT] | 110
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Seerch
New video https://youtu.be/Z52e7UHuBWA?si=ZroP5...
Sally's Information:
STRATEGY
- PLAYING AS
Sally is an active support/survivalist who should be keeping constant tabs on everyone. Despite her flimsy health, she should always be amidst the action with a plan.
Shields have a very large hitbox & priority, meaning body blocking is viable. Shields act as a parry, giving Sally huge distance & the opportunity of a double jump, should she fail.
Kick is a strictly defensive tool that punishes success with a longer cooldown. It's most consistent use is mobility, acting as a double jump. Sally should only kick to stun as a last resort.
Ultimately, Sally is a versatile mind-game character. Reading her enemies consistently guarantees success.
- PLAYING AGAINST
Sally thrives with predictability. Cancelling a spindash just before contact, baiting an attack—these are easy ways to rob Sally of her upper hand.
In a chase, it's usually better to just let her hit you with her kick for the longer cooldown.
If an executioner knows his way around the map, Sallys Kick mobility is negligible. She crumbles under unpredictable movements & attacks, unable to do much more than kick & try to bounce away.
/////////////////////////////////////////////////////////////////////
CREDITS:
Model: flarebongo, OutLaikRBLX, siguramocuzuko
Render: friedducc (discord.com/channels/1411183949761482755/146770789…)
Sounds: Roblox Marketplace, OutLaikRBLX/TD 1.3
Voice: ithinkitsangelcakes
LMS: "(Sonic.EXE: The Disaster UST) Freedom Fighter's Last Stand" - astranova (https://www.youtube.com/watch?v=pOy70...)
3 months ago | [YT] | 11
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