The combo you have posted is an easier combo, at least for most people. Without 112, it'll do about 22%. Now I believe 21 spin is a better alternative because you get slightly more damage. The problem is that it's harder to hit confirm 21 into spin, although i wouldn't be using 21 solely as a block string anyways, more as a punish string.I will try that bnb later and report back on it. I don't know what negative edge is.
I know and have been working on 112,spin, JK,DK, Roll, Spin...for like 26% dmg 8 hits. I'll try the other combo as well. any recommendations for the NJP on the second combo?
Yeah, the bnb i listed with three 1s does the same damage as 21 spin, jik dive kick, roll spin. If you do four 1s it does a little more damage. Four is pretty easy to do but tougher online so if you're playing online I would recommend doing three.Yeah, I been using KL seriously since Monday and have had the game since August so I can perform some good combos but not so much with KL..yet. I did not know about that negative edge thing, interesting. For my JK,DK, I always use 4 as the input and kind of just hold it down or hit it again while hitting down after I do the jk (I'm working on becoming more consistent with it.) By the way, the first time you listed the spin and njp combo you had four 1s into the grab and punch and the second time you listed it you only had three. Which one is it? Seems like four would be really hard to pull off but I guess that's just practice.
P.s. I made a KL combo the other day...tell me what you think: (Corner only) Njp, teleport+4,spin,jk,dk,x-ray,2,4,1+2,2 for 13 hits 57% dmg. I actually got off a d1 in between the spin and jk but it did less dmg..lol..14 hits 54% i think. Also, I tried jk,dk,jk,dk after the spin and got it a few times but after xray could never manage the 2,4,1+2,2..Anyway, thanks for the info and combos and I'll report back to you hopefully by tonight with results.
Come on man, go easy on him. He says he has had the game since August. And this may or may not be his first foray into competitive fighting games.No offense at all, but ive never used KL before.
I used him for 5 mins in training mode and was already pulling off 30 and 40 percents :/
I tried your 2,1,spin, 1, 1, 1, 2,4,1+2,2 and was able to get it once with the ending 2 and a few times without it. Wasn't able to get four standing 1s in though. I also did 2,1,spin,jk,dk,roll,spin for 7 hits 27%. I was able to get a mid-screen that pushed to the corner w/xray...it was 2,1, spin, jk,dk,jk,dk,xray,,2,4,1+2,2 for something like 54%. I could not get the dash 1 to come out after 2,1, spin, jk,dk. I don't understand how you do it if the DK kicks them away from you...Yeah, the bnb i listed with three 1s does the same damage as 21 spin, jik dive kick, roll spin. If you do four 1s it does a little more damage. Four is pretty easy to do but tougher online so if you're playing online I would recommend doing three.
As for your corner combo, it seems pretty fancy. Not sure how often you'll pull that off consistently. I recommend 21 xray, dash 1, jik dive kick, 112, 24 1+3 2 for 57%. The bnb is something like that.
Never used KL before, but you've used him for five minutes.No offense at all, but ive never used KL before.
I used him for 5 mins in training mode and was already pulling off 30 and 40 percents :/
To do jk dive kick, 1, 24 1+3, you need to do the dive kick instantly after the jump kick. That's why I suggested using negative edge, one of the few times I'll ever suggest it really. As you jump, do 4 d, and you should do 4 dive kick. Then you dash 1.I tried your 2,1,spin, 1, 1, 1, 2,4,1+2,2 and was able to get it once with the ending 2 and a few times without it. Wasn't able to get four standing 1s in though. I also did 2,1,spin,jk,dk,roll,spin for 7 hits 27%. I was able to get a mid-screen that pushed to the corner w/xray...it was 2,1, spin, jk,dk,jk,dk,xray,,2,4,1+2,2 for something like 54%. I could not get the dash 1 to come out after 2,1, spin, jk,dk. I don't understand how you do it if the DK kicks them away from you...
I will have to play with that negative edge and the dashing. I suppose it's going to take some practice to understand exactly how it will work. I appreciate your assistance and will let you know how I'm doing with this in the near future.To do jk dive kick, 1, 24 1+3, you need to do the dive kick instantly after the jump kick. That's why I suggested using negative edge, one of the few times I'll ever suggest it really. As you jump, do 4 d, and you should do 4 dive kick. Then you dash 1.
I recommend doing spin, njp, 1, 1, 1, 241+3 over jik dive kick roll spin. This is because you do the same damage (using three 1s) and you can potentially do more if you land 24 1+3 2. It's also a bnb you can use in any situation; sometimes when you use spin as an anti-air the opponent will be really high and you'll accidentally mistime the jik dive kick, whereas with my recommended bnb you'll land it most of the time (although sometimes you'll need to dash in before the njp).
Yeah I've tried adding two dash 1s, but I thought it was too hard to get consistently. You get like 1% more damage and a little more wall carry.Is there some reason that when people do
122 xx Spin > Jump Kick xx Dive Kick > Dash 1 > 2 4 1+3
they don't add another Dash 1 after the first? In my experience I've found it to be the same difficulty, the most difficult part would probably be landing the first Dash 1. So it would be:
122 xx Spin > Jump Kick xx Dive Kick > Dash 1 > Dash 1 > 2 4, 1+3, JUST FRAME GODLIKENESS
yup.....the way i look at it is why chance dropping a combo? when that extra hit adds no aditional damage at all.Yeah I've tried adding two dash 1s, but I thought it was too hard to get consistently. You get like 1% more damage and a little more wall carry.
I understand most of these, and by the way thank you for posting them. However, I don't get the part about simply doing a divekick. Do you mean jumpkick and divekick or just a divekick. How would that look if it is just a divekick? I'm have a bit of trouble with some of his combos from Brady's guide.Midscreen BnB no meter
JIP 112 Spin~NJP 1-1-1 24 1+3 2
Midscreen BnB 1 Bar
JIP 112 Spin Divekick 1 Ex Hat 1-1 24 1+3 2.
Corner combo no meter
112/24 Spin NJP Divekick 1-1-1-1 24 1+3 2
Corner 1 bar
JIP 112/24 Spin NJP Divekick 3 Ex hat 3 24 1+3 2.
Corner combo XRay
24/112 Xray 1-1-1-1 24 1+3 2
Midscreen Xray
112 Spin Divekick F3 Xray 24 1+3 2
Here, let me reiterate:I understand most of these, and by the way thank you for posting them. However, I don't get the part about simply doing a divekick. Do you mean jumpkick and divekick or just a divekick. How would that look if it is just a divekick? I'm have a bit of trouble with some of his combos from Brady's guide.
Reeaally off topic, but damnn is that brady's girl or something?, lookin goodIs there some reason that when people do
122 xx Spin > Jump Kick xx Dive Kick > Dash 1 > 2 4 1+3
they don't add another Dash 1 after the first? In my experience I've found it to be the same difficulty, the most difficult part would probably be landing the first Dash 1. So it would be:
122 xx Spin > Jump Kick xx Dive Kick > Dash 1 > Dash 1 > 2 4, 1+3, JUST FRAME GODLIKENESS
little off topic, but you might not only want to practice his combos. Also explore the frame advantages and tricks he has, for example, a below the knee ex dive kick is safe on block did you know that?Thanks, I will practice.
It is what it is...Reeaally off topic, but damnn is that brady's girl or something?, lookin good
LMFAO just saw your sig man.It is what it is...
You're doing the 24 too early. Either do a full dash or do dash 1, dash 1, dash 24 1+3.I'm having trouble connecting the 24, 1+3 after a dash 1. 2 hits, but 4 doesn't connect....like it just passes through his body as he falls to the ground.