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New to fighters in general but MKX particularly

I love the game and it's been eating up most of my free time but I'm essentially useless against anyone who throws out the same combo repeatedly, and in addition I've had multiple times where people juggle me across the entire screen without once letting me touch the ground even after breaking out, and there's nothing I can do once that breaker is gone.

Basically, I've had some great games where I've done good things but I'm nowhere near as good as I'd like to be. I came on here hoping to find ways to improve. I know standard fighter notation and such but I've had a lot of trouble landing multiple combos or keeping people in the air. And occasionally my NJ2 move just cancels without any other inputs.

Finally how does one deal with Triborg? He's got some combos that I just can't block.
 

gam224

The world's least hype player
I love the game and it's been eating up most of my free time but I'm essentially useless against anyone who throws out the same combo repeatedly, and in addition I've had multiple times where people juggle me across the entire screen without once letting me touch the ground even after breaking out, and there's nothing I can do once that breaker is gone.

Basically, I've had some great games where I've done good things but I'm nowhere near as good as I'd like to be. I came on here hoping to find ways to improve. I know standard fighter notation and such but I've had a lot of trouble landing multiple combos or keeping people in the air. And occasionally my NJ2 move just cancels without any other inputs.

Finally how does one deal with Triborg? He's got some combos that I just can't block.
Watch all of these videos and then come back with more questions
 

Tanno

The Fantasy is the Reality of the Mind
None of this explains the NJP cancel I'm dealing with.
What do you mean by NJ2 cancel? Can you tell us in detail, so that we can understand what do you mean?

About the Triborg, it's actually 3 different characters being cyborgs. And there's the 4th triborg, and that's Cyber Sub Zero (select the Triborg, and press two times the up button to reveal the ??? menu, and then press 3). How to deal them? Tell us your character, and then we may tell you.
 
What do you mean by NJ2 cancel? Can you tell us in detail, so that we can understand what do you mean?
It's happening, usually in clutch situations, where I'm using my NJ2 and halfway through the animation my character lands. And I press it pretty early. It's like they just suddenly magnetize to the floor. I'm not pressing anything else at all which is just strange.

As for characters I usually play Erron Black (Gunslinger is my best record wise but I wish I could play Outlaw more) and Johnny Cage (A-List, I like charging my kick to throw timing off) and I'm not practicing Scorpion (Inferno) to learn longer combos. He's the one I'm having the NJ2 issue with.
 
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Zion, I updated the post. Check it again.
I did as well. I'm also on at the moment practicing my Scorpion combos (21db4, nj2 123 or 12bf1, I'm still figuring out how to continue it. But that's another story entirely)
 
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Tanno

The Fantasy is the Reality of the Mind
As for characters I usually play Erron Black (Gunslinger is my best record wise but I wish I could play Outlaw more) and Johnny Cage (A-List, I like charging my kick to throw timing off) and I'm not practicing Scorpion (Inferno) to learn longer combos. He's the one I'm having the NJ2 issue with.
Now that makes sense. You should have told us earlier that you have issues with Scorpion cancelling in the air. The cancel doesn't work with Neutral Jump. It works ONLY with Jump In. Check this video:


This combo is just an example to show you the JIK cancelling into teleport. It's the same with JIP. In MKX only the JIP and JIK can be cancelled into anything else, not the NJK and NJP.

If you check the youtube videos for your character, you'll be bound to learn those combos and how to make them longer. Some fellas should help you out with him. I'm a GM Sub Zero main, so I can't help you much with it.
 
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Now that makes sense. You should have told us earlier that you have issues with Scorpion cancelling in the air. The cancel doesn't work with Neutral Jump. It works ONLY with Jump In.
No, I don't mean I'm TRYING to cancel it, I'm trying to just do the NJ2, the attack doesn't fully complete the animation before I land, and as a result has zero effect which is the opposite of what I want. I can't quite tell what causes it because it happens early and late.
 

Gooberking

FGC Cannon Fodder
No, I don't mean I'm TRYING to cancel it, I'm trying to just do the NJ2, the attack doesn't fully complete the animation before I land, and as a result has zero effect which is the opposite of what I want. I can't quite tell what causes it because it happens early and late.
When you land, that's it. Anything you were doing is over (and you may even be vulnerable to a "trip guard".) Landing is an abrupt action. Empty jumps may animate smooth but that's not the case with active attacks. Those animations are just going to get cut short and convert into your landing animation.

The only thing that sound like what you are describing, that I can guess at without a visual, is that your timing is still off and isn't as early as you think it is.

Timing is one of those things you get a better and better feel for the longer you are playing. Different games and different sequences of moves have variable needs and strictness. A lot of that stuff gets wrapped up in the term "execution."

That's one area in fighters that it is good to not get discouraged in early on. Things that give you major issues can suddenly get much easier almost overnight as long as you keep giving yourself exposure to something you want to do. There are limits some people have with execution that can drive character and combo choices for them, but that's kind of a side note.

When it comes to raw NJP's specifically in this game, they tend to be pretty forgiving , so I'd say just try stuff at the height of your jump and give yourself some time to sort better timing out. If you are doing them in combos maybe omit that part if you can and get more comfortable with combo's you can do reliably. If it's your first fighter don't feel like you have to do the big boy combo's right away. Keep playing around with them in the lab until they become more natural, which will come. If you are just starting out there is no way you are anywhere close to your potential yet, so give yourself plenty of emotional slack to work your way up to where you want to be.

And for one last thing on NJP's some are better than others. Ninjutsu isn't in the same league as Kung Jin's or D'Vorah's for example.
 

Tanno

The Fantasy is the Reality of the Mind
No, I don't mean I'm TRYING to cancel it, I'm trying to just do the NJ2, the attack doesn't fully complete the animation before I land, and as a result has zero effect which is the opposite of what I want. I can't quite tell what causes it because it happens early and late.
Now I know what you mean there. You need to learn the timing to attack on the way down. Just jump, and when he starts to land down, press the 2. Since the last patch, the WHOLE Neutral Jump game has been fucked up. All of the characters do have weird jumps, which makes it hard to land a proper jumping attack. I even have a bit of a hard time landing a NJ2 on the frozen juggled opponent in the corner thanks to this. Sometimes it whiffs, sometimes not. Can't help with it. :/