Konqrr
MK11 Kabal = MK9 Kitana
Double dive kick midscreen combos... the better ones that end in 13 for hard knockdown setups... you know, the good ones? Have you read the last 3 pages of the BA combo thread? lolWut. . .
Double dive kick midscreen combos... the better ones that end in 13 for hard knockdown setups... you know, the good ones? Have you read the last 3 pages of the BA combo thread? lolWut. . .
Black Adams combo's really aren't as difficult as the flash's.Double dive kick midscreen combos... the better ones that end in 13 for hard knockdown setups... you know, the good ones? Have you read the last 3 pages of the BA combo thread? lol
why would anyone who's in range for an uppercut be using projectiles?So I've been playing around with a defensive strategy revolving around trait. It's a LITTLE gimmicky, but I've had some decent success with it.
Basically, you do a defensive shake when you either read an attack or are blocking a string you know you can interrupt. You have to pause a split second to let the attack whiff through your shake, and then you cancel shake into db3, which is i6. You then have enough trait time left that you can get 4 or 5 df1's in, ending with a 3~bf2 for hard knockdown. This is basically a no-meter counter for around 40% health. If you have full meter, you can end with 3~super for 60% damage. That's even more situational, but it's a great way to end a round quickly.
You can do similar to the above when you read and shake a projectile, but you have to use bf2 or dd2~f3 and then it's a bit trickier to figure out how to get the spacing for the juggle.
Just thought I'd share. Try it out and lemme know what you think!
using speed dodge to dodge a light attack isn't practical lolYou use the uppercut option when your shake makes them whiff a melee attack. You use the charge option when your shake makes them whiff a projectile from mid range.
i never said i was knocking it. i'm just saying it isn't very practical vs good players because the timing is way too strict. if you fat finger something on accident, say for example while superman's f2 is still going through your speed dodge you'll eat a full punish and waste your trait.You'd be surprised how effective it is when timed right. But that's not what I meant. I'm talking about a few specific situations:
1. Against lunging attacks (Superman's f2 for example) or jump-ins. When you know your opponent's aggressive and is going to try to pressure you, the shake->trait->i6 uppercut is surprisingly effective at interrupting.
2. When you're being block pressured with a string that you know has a gap in it.
3. When you read a big attack like an armored b3 or something.
Please try it out before knocking it via theory craft.
You get New 52 Shazam by completing all of Shazams missions.I know you get Lex luthors kryptonite suit if you get like 1 star in every mission IDK about others.
I just wanted to stay, theres no point of phasing banes charge. nuetral jump, Slow down time, full combo punish..Speed dodge can stop--and make punishable--nearly any one-hit attack that isn't an overhead (I can't think of an example that beats it). It'll even stop Bane's charge with level-three venom. It's only a matter of time before it's put to good use interrupting strings, i.e. in those same frame gaps out of which smart players already backdash.
I came across this tech early. It's difficult to employ, for sure, but it's absolutely viable tech on a MU to MU basis.
If you Speed Dodge Bane's charge he stops directly in front of Flash in a stunned state, waiting to be punished. With all due respect , there is no simpler way to full-combo punish the charge attack. Moreover, Flash does the most damage when he initiates his trait mid-combo. Your way, as outlined above, requires the use of Trait in order to punish in the first place. That doesn't count as a full-combo punish in my book.I just wanted to stay, theres no point of phasing banes charge. nuetral jump, Slow down time, full combo punish..
speed dodge is the best option if he venom charges you about mid screen. you can reaction dodge it and full combo punish immediately after. neutral jumping it would be a waste because he would charge to the end of the screen. neutral jump at max screen would allow a full punish though.If you Speed Dodge Bane's charge he stops directly in front of Flash in a stunned state. With all due respect , there is no simpler way to full-combo punish the charge attack. Moreover, Flash does the most damage when he initiates his trait mid-combo. Your way, as outlined above, requires the use of Trait in order to punish in the first place. That doesn't count as a full-combo punish in my book.
Full deconstruction available upon request.
oh really? thats interesting. I'll have to try thatIf you Speed Dodge Bane's charge he stops directly in front of Flash in a stunned state, waiting to be punished. With all due respect , there is no simpler way to full-combo punish the charge attack. Moreover, Flash does the most damage when he initiates his trait mid-combo. Your way, as outlined above, requires the use of Trait in order to punish in the first place. That doesn't count as a full-combo punish in my book.
Full deconstruction available upon request.
no, and he deserves a buffDid flash receive any changes in this update?
what do you think he needs? I'd like some buffs for him.no, and he deserves a buff
ill add you on xbox.what do you think he needs? I'd like some buffs for him.
Don't have it for xbox yet.ill add you on xbox.