you can only combo the knee lifts if you are close enough to the corner. Seth said a while ago that the distance the next character has to run definitely matters.
What are your guys’ bnb for hit comfirms(most damaging into launch and super etc…), and anyone know the most damaging follow-up to jag step xx elbow? Trial has you do cr.mp jag bomb but I’m sure theres way more possibility. When I’m out of class i’ll hit the lab!
For an easier tag-in combo after a launcher, you can do early cr.lp and link into knee. The strategy guide suggests cr.lp -> knee -> cr.hp -> HP SRK. There may be more optimal combos, but it’s not bad.
EDIT: And, FWIW, in solo combos, doing Knee x3 -> cr.hp -> finisher does slightly (like 7) more damage than Knee x4 -> finisher.
Am I correct in thinking that since the timing of when King comes in on a tag from a magic series is different depending on where you are relative to the edge of the screen that the timing of the knee is also different? This could be the cause of a lot of problems.
I like the idea of hit confirming it out of something more reliable, I think this is the way to go.
Also for ex convict kick, I don’t see a reason why it shouldn’t always be done out of a magic series.
Ok so after spending some time in training I think I noticed something. I have a lot easier time launching with let’s say Marduk into King’s knee x3 than launching with Chun. Can anyone confirm that the size or hit of the launcher seems to play a role? I dunno if I’m going crazy but I can’t pull it off with Chun/King but seems to easy with Marduk/King. I don’t play Marduk I just got frustrated and decided to try him since he’s King’s official tag.
Sounds possible, I am using Julia on point and after her chain to launcher I find it hard to hit knees. But after her mp lp launch tag it is easy as pie.
Jaguar Step :mp: into :hp: :dp: :hp:
Upknee Juggle uf :mk: x3 :hp: :dp: :hp: (note that it’s 2 upknees off a launcher or in some tag situations)
Magic series ends on a cr :hp: to force standing if I can’t get a cl :mp: in it
Magic series xx Konvict Kick into Upknee juggle
Jump in against a standing into Upknee juggle
Jump in against a crouch goes magic series from any medium to cr :hp: xx Konvict Kick into Upknee juggle
How is everyone doing their wakeup game? You seem to have a decent mixup, but your command throw being so slow and not working on stand/crouch is kind of iffy
What’s the point in using EX RSC, or any RSC for that matter, as an ender instead of HP running jaguar bomb? The RJB does the same amount of damage as EX RSC, and seems to give you enough time to start your wakeup game.
The only reason to every use RASC is off a close or crouching poke when you have no meter for EX Konvict Kick AND don’t feel like you can get DDT off a Konvict Kick reliably. EX RASC is used to blow through moves with invincibility from frames 3-12, otherwise it’s useless
I’ll keep that in mind then. I watched a combo video where the person also used EX RSC as the ender instead of RJB, so I got to thinking that there was some use for it that I wasn’t seeing.
j:hp: cr:hp: xx EX Konvict Kick uf:mk: uf:mk: uf:mk: :hp: :dp: :hp:
That’s about 501 damage
For 2 bars right now I did j:hp: uf:mk: uf:mk: uf:mk: uf:mk: :qcb: :k::k::k:
543
For 3 bars, just do the first combo and replace the :dp::hp: with a cross art. Gets you low 600s damage. It’s an incredibly tight link though, so you can lose out on single digits of damage and just do quad upknees instead, makes it easy. Any of these can be started with a j:mk: for 30 less damage or so but cross up potential.
The only thing about the ex konvict kick into uf mk is that it whiffs on crouchers so I just go into magic series. Also it looks like the RASC will be good for a counter to people jumping away from command throws because it has anti air properties