Ok been messing around in practice mode. Some of you may know this but…
For the life of me I couldn’t combo after a jump-in punch consistently. I was still in the SF/MvC mindset that you need to hit deep jump-in punches in order to continue your combo on the ground. I was doing the deep punches but my standing attacks afterward were not comboing consistently at all.
Well it turns out that you don’t even need to do a deep jump-in punch at all, nor do you need to time your standing attack when you hit the ground. The game allows you to buffer your next attack after connecting with the jump-in. You can hit someone with a super early jump-in punch and input your next attack while your character is still in the air. Your character will do the buffered attack as soon as he hits the ground and it will combo. From there you can continue your combo or whatever.
So ultimately you don’t need any type of timing when it comes to comboing your first attack after the jump-in. Just an FYI for anyone who didn’t know about this!
I’m still confused at the damn special buffer window. I don’t know if I’m doing it late, or early, or whatever. I’m so confused…I should probably find a main before even bothering…
i am really digging Kung Lao… so fucking badass. I feel like he is pretty good. Fairly safe, good damage, teleport to punish projectile happy opponents, nice roll, his lariat move is super fast and seems safe, solid projectiles… yea hes the man.
IMO just input everything that chains as fast as your hands will allow. dont wait to see if you are hitting like you would in sf. the moves wont come out that way.
the window for visual hit confirmation in this game is way shorter. so you either have to do longer strings before your unsafe specials, or just stick to safe strings, and only confirm unsafe moves off of things you can see, like launchers
im no expert, but just something that has been working for me in regards to execution
Like on ground combos or the air thing that one dude was talking about who’s name I can’t remember? If on ground I kinda had to change how I play fighters in general, basically you input the combo before they even do it, and it will follow. So by the time say the second punch is coming out I’d be done with the combo. Very rhythmic how you do combos in this, I might just buy a metronome for it.
It’s weird, that and the block button are the main issues I am having butr it’s mostly minor. Oh and the fucking button mapping being retarded. No matter if I switch them around, I still need certain inputs. Fucking awkward doing X-Ray on a TE.
Glad I’m not the only one, it’s rather annoying when I try to hit my 35-40% combo that pushes them near the corner and leaves me close and instead get the 18% grab combo that tosses them full screen which is idiotic since they are usually zoners.
So basically I have to input my combo fast enough that the game registers it and let it go, but not fast enough that negative edge will mess it up and do the wrong move. Sigh I’m going to be a time expert after this shit.
Got the game now, really enjoying it thus far. 2 vs 2 is really fucking fun.
Anyone else surprised by certain characters? I thought Sektor would be slow and kinda sluggish, but he’s actually reasonably fast. I like him, I think I’m gonna devote some time to him. And I didn’t expect to like Sheeva, but when I unlocked her alt in the Krypt I was like ‘Hmm, she’s actually pretty cool.’ It seems like she’s heavily based around mix-ups and could really fuck someone up if she’s up in their guts. I get the feeling she benefits greatly from landing a normal throw, then she can begin her pressure and set-up’s. Sounds stupid, every fucking character does, but it just feels like Sheeva is built around it. I’ll have to experiment more, it may very well turn out that she requires more effort than needed, considering other characters may have an easier time of fucking people up.
I’ll stick with her though, she’s cool. Anyone else use the four-armed, dat ass freak?
Who are you trying to main? Testyourmight.com has Guides up by Tom Brady covering some basic combos and coverage on specials, they are being updated as time goes on from the looks of it.
Basically so far you just need to find one or two really good juggle combos and try to land/set those up, anything else is just filler or to throw the opponent off. So once you find that BnB that works just muscle memory the hell out of it pretty much.
For example my sole purpose with Nightwolf is to do LP, HP, HP, Tomahawk and then I have so many options open to me on what to do from there, it’s a good combo as the last two hits are Overhead and the combo as a whole is fairly safe on block if I don’t go into the Hawk. Usually I follow up with HP, Tomahawk, Shoulder to push them into the corner and keep me near them.
Lol why? 100000 more people play Scorpion and Sub Zero (I am one of them) than Liu. Besides, seems like you are somewhat new to MK like me so most of the characters (even though I know who they are) feel new because I have never explored MK characters in depth.
Yeah no, Liu isn’t starter by any means, at least not since MKII. I had a difficult time using him in Story mode just because his combos felt all wonky to me and I just wanted to Bicycle Kick all day every day.
I say just experiment with the whole cast and see who you find interesting, I’ve been doing that but I just keep gravitating back to Nightwolf. It’s like UMK3, I couldn’t get enough of psychic tomahawking people over and over.