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Having Trouble Pulling Off Juggle Combos

Having trouble with strings involving juggle combos, to be precise. When I launch an enemy into the air, I can't catch up to him to complete or continue the combo (not talking about neutral jump). I've heard that it has something to do with run cancel. Can you elaborate on that?
 

xWildx

What a day. What a lovely day.
Having trouble with strings involving juggle combos, to be precise. When I launch an enemy into the air, I can't catch up to him to complete or continue the combo (not talking about neutral jump). I've heard that it has something to do with run cancel. Can you elaborate on that?
This is really hard to answer without knowing which character you're talking about, and what combo you're trying to do.
 

Sonho

POTH makes me question my sexuallity
Ermac and Reptile, mainly. For Ermac, f2d2.
I havent played Ermac much, but after a f2d2 you can run cancle. A run cancle is when you use the run mechanic (dash+block to start run) and then press a button to end the run. So it would be f2d2 run 1 (example)
 
I havent played Ermac much, but after a f2d2 you can run cancle. A run cancle is when you use the run mechanic (dash+block to start run) and then press a button to end the run. So it would be f2d2 run 1 (example)
Yeah, that's the problem. When exactly do I input the ff+block?
 

Sonho

POTH makes me question my sexuallity
you do the ff+block input directly after the f2d2. You dont have to run far at all (less than a second). If you want to try somthing easier run cancle (to get the hang of it) try Jacqui for few minutes in training mode and do b2 MB db2 run 33. It's alot easier and it will help you get a hand of it
 
Here's a trick with run combos:

You can buffer the majority of the input (the two forward :r:r inputs), so long as you press :blk only after the moves you are buffering against are completed.

So for Sonya, one of my BnB's is:
[whatever juggle launcher],:fp:bp:r:r:blk:fp:bp:bk

I need to do the run :r:r:blk REALLY quick between the first :fp:bp and the second part of the combo :fp:bp:bk or it won't connect, so inputting the run fast is important. So what I do, is WHILE I'm doing the first :fp:bp I'm already inputting :r:r. So by the time :fp:bp is finished, I just need to press :blk and I get my run. So in terms of timing, it feels more like I'm inputting this instead:

:fp:bp:blk:fp:bp:bk

Because I'm doing the :r:r motion before, and not after :fp:bpis finished.

You can apply this to alot of things. For example, if you need to do a run after an air-to-air, input the :r:r as you character is falling towards the ground, so as soon as you hit the ground, you only need to input :blk to get your run. You literally hit the ground running :)