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Opening people up to combos

Varion

Mortal
Let's say you're blocking and you want to do a combo... do you go into a string, or do you do a normal to open them up? I've been going into strings and then into combos, but I haven't been successful at doing a normal, then into a string, then into a combo...

I'm new so any and all tips are greatly appreciated. I've mastered some combos for a fighter, and now I'm trying to learn the next thing which would be to apply them, block, punish, ect.

Thanks a lot.
 

DaiHuu

Nightwolf Mourner
The window to do strings in this game is pretty tight so it's usually better to do your string and confirm into a special. Or if you have a three hitting string like Kano's 112, you can do 11, wait for it to be hit or blocked, end in 2, then you can still confirm at this point if you want to do a special move. Keep in mind this game isn't like SF where it's heavily one hit based with the occasional target combo mk string. You're gonna have to use strings as one of the tools to get in.
 

Varion

Mortal
The window to do strings in this game is pretty tight so it's usually better to do your string and confirm into a special. Or if you have a three hitting string like Kano's 112, you can do 11, wait for it to be hit or blocked, end in 2, then you can still confirm at this point if you want to do a special move. Keep in mind this game isn't like SF where it's heavily one hit based with the occasional target combo mk string. You're gonna have to use strings as one of the tools to get in.
Thanks! that's a lot of help...

As for normals, what are they good for? Just knockdowns/poking/harassing?
 

DaiHuu

Nightwolf Mourner
Thanks! that's a lot of help...

As for normals, what are they good for? Just knockdowns/poking/harassing?
Generally normals are good for either maintaining space, or trying to get into their space. If you ever played the game Slapsies before this is footsies in a nutshell.
Basically, both hold their hands as if praying but with arms stretched in front and fingertips touching. Each person takes turns to try and slap the back the others hands before they can withdraw them. If they succeed a slap they get another go. If they miss, their opponent has their turn. And that my friend, is fighting game footsies.
 

Varion

Mortal
1
Generally normals are good for either maintaining space, or trying to get into their space. If you ever played the game Slapsies before this is footsies in a nutshell.
Basically, both hold their hands as if praying but with arms stretched in front and fingertips touching. Each person takes turns to try and slap the back the others hands before they can withdraw them. If they succeed a slap they get another go. If they miss, their opponent has their turn. And that my friend, is fighting game footsies.
Controlling space, lets say I get a hit on them, maybe knock them down. What's stopping them from just blocking right away before I get into my string and combo?
 

DaiHuu

Nightwolf Mourner
1


Controlling space, lets say I get a hit on them, maybe knock them down. What's stopping them from just blocking right away before I get into my string and combo?
Blocking after the knockdown? Well that's where you have to start pressuring them with throws, Overheads or lows, or just doing safe strings to make them antsy enough to stop blocking.
 

chemist4hire

I Got Guiled
1


Controlling space, lets say I get a hit on them, maybe knock them down. What's stopping them from just blocking right away before I get into my string and combo?
You cannot hit confirm a string off of the first hit of a normal. In this game you have to commit to the string. That is why you either want to use safe strings or cancel into a safe special from a string if blocked.

Opening people up with a string involves mixing up the strings you use, low vs overhead. Only guaranteed strings are quick strings you use to punish blocked unsafe moves.
 
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cyke_out

Warrior
1


Controlling space, lets say I get a hit on them, maybe knock them down. What's stopping them from just blocking right away before I get into my string and combo?
Nothing.

You gain the advantage and have the right away to attack. Your attacks may be blocked, or they may not. If they are blocked, unless you used moves that are plus on block, you lose the advantage and now need to defend. This is why hit confirms are important. If the move hits, you need to instantly recognize it and go into your combo.

The only times you are ever 100% guaranteed a combo is off of a punish.
 

Varion

Mortal
Interesting.

I'm so glad I started playing fighting games, they give so much more enjoyment than others.

Thanks all for your input.
 
Try to poke to open them bit up close. I love abusing D1s, d3s, and d4s. Go into a string if you hit one that gives enough advantage to pressure.
 

Varion

Mortal
Try to poke to open them bit up close. I love abusing D1s, d3s, and d4s. Go into a string if you hit one that gives enough advantage to pressure.
I was in a match earlier that I swear, he didn't know how to crouch block.... I abused d3s/4s and probably hit him like 10 times.