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MK Juggle Physics - What falls faster than a feather but slower than a leaf?

CompletelyJaded

Whiffmaker
MK Juggle Physics - What falls faster than a feather but slower than a leaf?

A Fighting Game Character in free fall of course! I'm not sure if this belongs under the Frame project or another game but it would be divine for learning all those juggles, to figure out where a high, mid, low hit has to hit a character for it to fall or stay up high, fly fowards or keep going back straight down and so on.
My personal problem is connecting Jade's 23f2 (High mid high) into a juggle mid-air, but I've heard people not understanding when to start a move or how to connect one thing after the other, where to buffer a dash cancel and/or similar issues.

Hit properties depend on 3 things apparently. Speed, Height and Nature of the attack.
Speed or Frame: the fewer the frames the faster the attack and the more likely to keep the opponent in the air.
Height: how high the opponent has to be in the air for it to hit. Tricky because there are fall heights where two hit-heights apply such as you can hit them with either a high or a mid hit... it's kind of obscure at the moment.
Nature: I noticed that there are "knockbacks", "knockdowns" and what i call "pecks" which damage but do not knock back or down at all, these latter are best applied for chains where you want to keep the opponent in the air to administer extra % of damage.

Any thoughts?
 

Somberness

Lights
To be honest, I don't get what you're saying. :hump:

All I can say is gravity increases the more hits you do (or in a lot of cases, what moves you use) and if something is too difficult to add in a combo, try doing it earlier so at least you can get the motions down. Remove the 1,2 from the combo and see if that helps.
 

CompletelyJaded

Whiffmaker
To be honest, I don't get what you're saying. :hump:

All I can say is gravity increases the more hits you do (or in a lot of cases, what moves you use) and if something is too difficult to add in a combo, try doing it earlier so at least you can get the motions down. Remove the 1,2 from the combo and see if that helps.
XXZ hits the nail on the head. I did try to remove the 2 first and then the 1 too, but the problem remains the same. 23f2 seems to work in mysterious ways somehow.
The 2 at the start appears to be a hit that goes out in front but hits somewhere above/infront Jade as if it was intended to stop people from jumping over her head. But then that 3 is too low to land into an opponent that is in the hit-range for 2 and the f2 just wooshes past by a mile. :eek: O_O X_X T_T
That's why understanding how the character float works would be better... more hits is reasonable, yes, but it still doesn't help with the issue.
 

colt

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NetherRealm Studios
The bigger combodered they are, the harder they fall?