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BnB, Max Damage, & Setup Combos Discussion [OLD THREAD. OUT-DATED]

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xKhaoTik

The Ignore Button Is Free
GGA 16 Bit said:
Yeah I might switch to f+1,1,2~4 too. At least until I get better at f+1,1,3~daggers into slide, if I decide to play KF long term.
I usually buffer the slide during the recovery frames of dagger. Its work offline most of the time. But yea, f112 4 is a lot easier. Less damage but the 50/50 is guaranteed I believe
 

16 Bit

Mash d+1~Cat Claws
Premium Supporter
NetherRealm Studios
Nothing makes me more emo in this game than when I fuck up, they jump, then blow me up. KF's own brokeness coming back to bite her because I screwed up. :(
 

Primiera

Wonderful Woman
I honestly think in regards to U3 loop timing and the input, the weirdo DBF motion in her BnB, and the tight timing of her oki, she's one of the hardest to play properly online. My friends online occasionally cry foul of her slide, but they never cry foul when I'm getting a jump after slide, or drop her BnB, or they jump out of her oki setup.
 

Turnbull

Noob
Hey guys, I'm about two days in with the game now. First off this thread has been really helpful already so thanks everyone for contributing. I was wondering what you guys using as the fastest/main punish with KF? Also, does anyone else ever have trouble executing the basic f1,1,3 ~slide string? I can't seem to get the slide to come out 100% of the time. Seems like the buffer window is weird relative to mk, any tips?

Edit: Never mind, just realized i can't get away with being sloppy with the back down input. But I would still like to know what you guys are using for punishers
 

Primiera

Wonderful Woman
Punishing what? d+1 is her best overall punisher in terms of speed and some range. f+113 has some of the best range and probably the best damage of all her starters on the ground, but it's 13 frames to start up.
 

Turnbull

Noob
Punishing what? d+1 is her best overall punisher in terms of speed and some range. f+113 has some of the best range and probably the best damage of all her starters on the ground, but it's 13 frames to start up.

Ahhh yes thanks, I forgot d+1's link in this game =) derp. The standard is probably then d+1, slide...etc...? I was also playing around with:

d+1, iceberg, 1,1,1, slide, 2,2, iceberg = 37% (pretty fickle whether the 2,2 hits or whiffs)
d+1, iceberg, 1,1,1, slide, 1 (or 2), iceberg = 36% (consistent)
d+1, iceberg, 1,1, slide, 1,1, iceberg = 32% (very consistent)
You can also MB Iceberg, iceberg at the end for more dmg. (Eg. d+1, iceberg, 1,1,1, slide, 2, MB iceberg, iceberg = 39%)

No MB command grab setup, but not bad for no meter. I use iceberg mainly because I never mess up d+1, iceberg; but sometimes i screw up d+1, slide.
 

Primiera

Wonderful Woman
I'd probably just do d+1 xx slide, much safer if you fuck up your punish or if you're not sure you're really gonna punish them in the first place. Damage should be similar or better if you go for optimal U3 amounts.
 

Turnbull

Noob
I'd probably just do d+1 xx slide, much safer if you fuck up your punish or if you're not sure you're really gonna punish them in the first place. Damage should be similar or better if you go for optimal U3 amounts.
It's about the same. d+1, slide, u3, u3, u3, 1,1, iceberg = 37% but is pretty damn hard to execute consistently imo. I agree though that d+1, iceberg is more risky.
 

NinjaGrinder

A living, Breathing Piece of Defecating Meat
I just uploaded this combo, please read the description for more info. And as I say in it, I don't see this combo happening in a real match, but it's awesome nonetheless

 

TimTim

Don't Hate
So can someone layout all of her combos? I've been searching the threads and I don't know what her BNB's are from every starter.
(BY BnB's I mean the best combo thats practical)
And also metered combos if thats ok.
 

Primiera

Wonderful Woman
Damn thanks so much. Is there a place to go for her neutral game? I'm trying to pick her up but don't have a clue as to what to do for example. Post knockdown setups and good strings.
I can't help you too much with her neutral game, but in terms of pressure, she's got f+113 (whiffs on crouching Grundy and crouching Catwoman, maybe more crouchers) and 111 (canceled into 4 on block). Other than that you'll probably be using b+1 or d+1 canceled into slide, or raw/MB cancel f+3. IMO she's more of high/low character because people have to respect her slide at any time during pressure, so her f+3 is super potent.

She doesn't really have setups, at least not known. Best she really gets off of d+3 or f+23 is a J3 or high/low. Most of her combos should end in a standing reset or death, so she's not really a setup character like that.
 

TimTim

Don't Hate
I can't help you too much with her neutral game, but in terms of pressure, she's got f+113 (whiffs on crouching Grundy and crouching Catwoman, maybe more crouchers) and 111 (canceled into 4 on block). Other than that you'll probably be using b+1 or d+1 canceled into slide, or raw/MB cancel f+3. IMO she's more of high/low character because people have to respect her slide at any time during pressure, so her f+3 is super potent.

She doesn't really have setups, at least not known. Best she really gets off of d+3 or f+23 is a J3 or high/low. Most of her combos should end in a standing reset or death, so she's not really a setup character like that.
God bless you thanks so much. My final question (hopefully) is who should I watch?
 

Konqrr

MK11 Kabal = MK9 Kitana
I've found that 22 is really great in footsies to hit confirm to slide when standing 1 won't reach (Grundy matchup).

111~4 is pretty much a free throw attempt, even midscreen.

111 after blocking a jump-in that is negative on block (ie: batman J2) and hella easy to hit confirm to slide for full combo. Don't try to anti air moves like Batman J2 when you can just block it and pressure him for free after. Use it like Sektor's standing 1 as it is 6 frames.

Batman with bats out gets a FULL COMBO punish on blocked slide by releasing the bats before KF recovers.
 

Seapeople

This one's for you
I've found that 22 is really great in footsies to hit confirm to slide when standing 1 won't reach (Grundy matchup).

111~4 is pretty much a free throw attempt, even midscreen.

111 after blocking a jump-in that is negative on block (ie: batman J2) and hella easy to hit confirm to slide for full combo. Don't try to anti air moves like Batman J2 when you can just block it and pressure him for free after. Use it like Sektor's standing 1 as it is 6 frames.

Batman with bats out gets a FULL COMBO punish on blocked slide by releasing the bats before KF recovers.
That's crazy about Batman. Bats might be the best defensive move in the game next to Aquaman's trait.
Did you know the last two hits of KF's 111 have a backwards hitbox? I'm not sure it would work too good as an AA but still kind of cool
 

Konqrr

MK11 Kabal = MK9 Kitana
Did you know the last two hits of KF's 111 have a backwards hitbox? I'm not sure it would work too good as an AA but still kind of cool
I knew that actually... hit with the third hit last night and we were like WTF?!?! and had a good laugh lol
 

Ulturas

Noob
Been trying to figure out a midscreen combo that doesn't require using U3 like 50 times because for some reason my controller is super touchy so does a NJ3 :p. Best I can come up with is like 50% ish with 2 Bars but I suck at command grabs so can't really post a vid for it xD.

Inputs: JI2, F113, DB2 MB, B3, JI3, 22 xx DBF2 MB, NJ2, F113, BD3, small pause, 2, BF1 (I think for daggers?) can use either daggers or another DB2 same damage.

I'll try get a video up at some point this week but yea using an xbox dpad to land command grabs = facetodesk >.<.
 

Rancour

Noob
Hi guys, can someone make a good youtube video with the stuff below?

1) {against Black Adam with the lightning wakeup} j.2 f113 bd3 u3 u3 u3 1 db2[mb] (step forward) 3 4 (hold ~85% and backdash a lightning)
2) {against Black Adam with the black magic wakeup} Same as 1) but hold to 65-70%, block, db2[mb] dash forward u3 3 bd3 u3 22 db2
3) {no roll} j.2 f113 bd3 u3 u3 u3 1 db2[mb] b3 (delayed to be as low as possible) slide -> iad back j.3 (crossup) 22 dbf2[mb] j2 111 bd3 u3 2 db2[mb] (step) 3 4
4) f3 u3 3 bd3 u3 22 db2
5) b1 u3 u3 3 bd3 22 dbf2[mb]
6) {slide on max range: start position - backdash - step back; when u3 whiff after slide, you can show it too} bd3 22 dbf2[mb] b+3 j.3 11 db2

also looking for better combo last one situation, thx =D

upd: forgot about:
7) {corner} f3 3 db2 22 bd3 u3 1 db2[mb] b3 (stage change) <- this combo for deep corner when after f3 u3 KF doesnt swap looking position
 

Konqrr

MK11 Kabal = MK9 Kitana
Anyone else having troubles landing the trait U3 combo in the corner? I get 2-3 volleys then she does the U3 in the wrong direction LOL ... it's actually starting to piss me off.
 

Jer

I'm a literal Sloth
Anyone else having troubles landing the trait U3 combo in the corner? I get 2-3 volleys then she does the U3 in the wrong direction LOL ... it's actually starting to piss me off.
This happens to me a lot when I get a slide then try to do U3 U3 in the corner. You have to kinda wait to do the next U3 so it correctly does it
 

NinjaGrinder

A living, Breathing Piece of Defecating Meat
Anyone else having troubles landing the trait U3 combo in the corner? I get 2-3 volleys then she does the U3 in the wrong direction LOL ... it's actually starting to piss me off.
Yeah, it happens a lot. I guess if you do them too quickly, she's not "ready" yet and she throws her kicks in the "wrong side". The timming is not that hard, but you can't mash your way in hehe

just like Jer said
 
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