An example of the exception to the rule would be a thing like a capture-state move like Sub Zero’s freeze or Kollector’s bolas. There are also things that just don’t look like they should kombo but they do, like D’vorah’s AA df2 attack when it hits as a Krushing Blow: it thrusts the opponent on the ground standing stunned, but they are in a comboable state enough to allow a jump-in to hit into a full kombo.
So that guarnteed pressure is “jailing”?
If they can’t crouch and they block my first hit high are the boned if i go low next? Or do they have to release block then reblock low?
When you’re blocking, you can freely switch between low and stand block, but “jailing” in most uses of it wrt NRS means that if you do a high move, even crouch blocking doesn’t avoid it.
An example with a character I play is that Johnny Cage can do his 124 string, which is high, mid, high, and if you block the 2, the mid, that jails into the 4 on most characters, which leaves me at +6 and makes my followup f4 or f3 tough to avoid. He can also do things like f322 and throw his amplified forceball, also +6, and this will jail on most crouching opponents.
Females are generally the exception to these rules, and Cage himself, whose hitbox is wonk city
If you want to avoid high attacks in MK you need to not be blocking anyway. If you’re crouch blocking high attacks will still connects with your block like it’s Street Fighter.
To navigate under fireballs in MK11 you have to crouch but without blocking. It’s weird like that.
Ok im back to not getting it can someone link me a visual aid.
UltraDavid did a vid on it.
The basic summary is that NRS is retarded and only god knows why people hype up that nonsense.
Yes that’s jailing.
If they block the first hit high they can then stand or crouch freely. So they could block low while holding the button.
There are a few mixups built into strings, but they are mercifully few, and usually have skewed risk/reward.
This explains some things.
So most highs (including throws) can still hit a crouch+blocking opponent. This means that if you are just turtling you will have to deal with the highs like normal. But you have the option of crouching without blocking, this basically let’s you hard head any high attack (including throws) and punish.
Most fireballs are highs.
First match is why Jacqui is my secondary.
My shitty attempt at a visual aid. I do a pedestrian kombo, than break it down a little.
-1st part shows that while you can combo after jump-ins, it’s not “linking” per se. When I do a jump in, you can see the frame counter say I’m at +22, but I cannot wait to see the jump hit and then confirm into a combo like I would in SF. Think of a jump-in as the first part of a string, and then you’re dialing in the next part before you land. I show that by doing a jumpin and immediately going into b32 xx freeze
-2nd part shows off how you can use hit advantage for offense. When I do the second kombo I end with Sub’s standing 2, which as you can see in the frame calculator is a whopping +22. As an example I do jumpin, stand 2, then his 19f overhead, from which you cannot escape from, even with the armor of a Fatal Blow. That is one way of using frame advantage for offense
-Last part, after I cycle through some menus, is how the “jailing” works. As Kitana, when I get hit by Sub stand 2, I can’t duck his normally high starting 12 string. I can’t even neutral duck it, because I’ll get hit. When you have high levels of frame advantage, you essentially can run your whole game on someone. This is why a poke like a d4 is so important, because you usually get high + frame advantage on hit and can dash up into pressure, although that is spacing dependent.
Now as @FlyingVe said, there’s lots of nuance here. Crouch blocking in MK is like doing it in SF, where (usually) your character is considered wider, although in MK it’s more like “taller.” Crouch blocking will get you hit by high strings, high fireballs, throws, etc., which is why you have to neutral crouch sometimes lest someone just go nuts on you. While this can be risky, the reward of landing a poke into frame advantage or, heaven forbid, a down 2 (which is a universal Krushing Blow if it whiff punishes a high attack and does HUGE damage) is enough to work it into your game.
I know it’s konfusing, but I hope that helps!
So you not going to buy Neutral Kombat 11 tomorrow?
Yeah, we’re forced to change form mid combo or doing that straight from OZ, I don’t think I would be able to pull that off in real match, but that’s good to know. I’ve also founded a new oki from EX Palm:
TC xxEX Palm,HP Hozanto xx Change xxV-Skill
After that a dash +cr.lp is a perfect meaty vs 3f, against quick rise we can just walk st.MP.
@Frost ggs bro. I had some problems against Kolin jumps, I wasn’t able to understand when she goes for crossups or not. In general I’ve felt like de-sync sometimes, the connection felt good, but I wasn’t able to punish obvious things up close i.e. EX Parabellum. I’ve used a 5f button, but got blocked every time, even in the other matches I wouldn’t be able to punish properly or the normal just didn’t come out What sorcery is this?
Buy bbtag. Update and dlc coming mid may
I had some problems with inputs in that lobby too, we had a moment where we both fucked up like 4 punishes in a row lmao.
Wish I could see YZeku backrise. Worse than S3 Ibuki.
Gotta pay for teacher cert stuff this summer, PS+ and SamSho already gonna eat some of that.
Kind of scared of SamSho. Spending 60 grills on a game with not much online precense feels terrifying.
I think I heard that SamSho won’t be sold at full price, but I’m not quite sure.
I’m most likely getting a free ride to Sam Sho and if it’s like KOF14 I’m already prepared for the only one month of being able to play ranked online and then having to PM/social media people for games. It is what it is with SNK.
SFV servers are damn bad here tonight.
Two random disconnects, taking 30 minutes to log back in, disconnecting in the middle of a match.
Alas, road to ultra plat will continue tomorrow.
And I am hoping SamSho netcode won’t make it be dead even before it releases like what happened to “pretending to be KOF but failing badly at that” XIV.
Unfortunately most of that shit is what I was hoping the game wasn’t going to be. If the game is just going to be more string fishing into 30 40 and 50 percent combos then it’s basically just another game with anime neutral and conversions pretending to SF. I was hoping for a shorter combo NRS game like was advertised, but this is more of that long ass shit before you get to play again stuff and fishing back into it.
If that’s mostly the case then I’m ready for Sam Sho even sooner than I figured.