Yeah. It's 39%. I do this since I saw you do it on the match up against Krayzie. 47% though... Damn.not sure if it's more but you can do
JK xx Tele > JK xx Tele > d1 xx Lift > B12F1 > Dash Push
That's why I was asking too. I didn't know you kould do that much from his B2 B1 starter off the air.Don't remember LOL. Metzos does, since he discovered it
You can imagine this shifts some of the MU numbers slightly....Yeah. It's 39%. I do this since I saw you do it on the match up against Krayzie. 47% though... Damn.
That's why I was asking too. I didn't know you kould do that much from his B2 B1 starter off the air.
Don't remember LOL. Metzos does, since he discovered it
ah found itYeah. It's 39%. I do this since I saw you do it on the match up against Krayzie. 47% though... Damn.
That's why I was asking too. I didn't know you kould do that much from his B2 B1 starter off the air.
He claims meterless TBH I don't remember if it was indeed meterless, but I'd trust this guy. Maybe you'll catch it on stream in 3-4 hoursBoth.You can even go for the unblockable and if they try to jump out they will get hit. It can only be stuffed by fast armored moves, but there is no need to go for the unblockable. 47% dmg meterless is just fine. No need to take risks.
He said Meterless. That's why I kouldn't find it. That Swag kombo I made up is 47% Meterless but it only works on grounded opponents.ah found it
just B2B1 xx EN Lift > JK xx Tele > 22 xx Push is 46% but it costs a bar. So 7% for one bar, it's up to you.
Both.You can even go for the unblockable and if they try to jump out they will get hit. It can only be stuffed by fast armored moves, but there is no need to go for the unblockable. 47% dmg meterless is just fine. No need to take risks.
Yeah.. That's what I was thinking. But they were talking about Mileena.LionHeart Red Reaper
I think what he's talking about there is a punish for roll animations that are vulnerable on the ground like Raiden Superman or Lao Dive Kick.
There's no way you're getting more meterless off of a charged B2B1 xx Lift that catches Mileena out of the air. There's almost nothing that you can follow up two air hits into lift with that can add that much damage. Best I've found off of it is:
It's just the uppercut combo I was showing you the other day that I said could punish lao tele.Yeah.. That's what I was thinking. But they were talking about Mileena.
I decided to give him the benefit of the doubt.
Good Kombos.
Yeah. I know.It's just the uppercut combo I was showing you the other day that I said could punish lao tele.
Mileena is the only one, i think, B2 starter does not work, except if you catch her on the air during the roll animation. The combo i use is B2 (charge a bit), B1, lift, jk, tp, dash, 2, 2, TKP. If you charge the B2 correctly, you deal 47% dmg. I will test it against a blocked Mileena roll and post the dmg tonight.Kan you get 47% against Mileena's Roll? She doesn't land..
yeah I know we were talking about punishing mileena rollMileena is the only one, i think, B2 starter does not work, except if you catch her on the air during the roll animation. The combo i use is B2 (charge a bit), B1, lift, jk, tp, dash, 2, 2, TKP. If you charge the B2 correctly, you deal 47% dmg. I will test it against a blocked Mileena roll and post the dmg tonight.
EGP Wonder_Chef, you dont have to use meter to go for that dmg. Charging correctly the B2 alone, increases the dmg of the particular combo. And if you are not sure 22 TKP will connect, you can always finish the combo with 12 TKP for 45% dmg. Works everytime.
Because it catches her in the air. Damage scaling changes if you catch someone in the air and start a combo. Or if you wanna think crazy about it, perhaps it was specifically designed like that, just for Mileena, cause that combo hurts. A lot. Or maybe its because of her stupid hit box, i dont know.yeah I know we were talking about punishing mileena roll
for some reason catching her out of the air scales it considerably worse. even with the max amount of possible charge to still punish her, it gets 39% I have no idea why it does 6% more for the same combo on the ground
yeah 100% sure, B21 out of the air won't even combo into lift, it knocks them too far.Because it catches her in the air. Damage scaling changes if you catch someone in the air and start a combo. Or if you wanna think crazy about it, perhaps it was specifically designed like that, just for Mileena, cause that combo hurts. A lot.
EDIT: Also you are 100% sure you are using B2B1 and not B21 yes ? Just saying cause there were ppl confusing the string not long ago. B21 does much less dmg than B2B1.
it IS meterless, did it myself after i saw it for the first timeYeah dmg output depends on how much you charge the B2 I believe. Let me quote Metzos here
He claims meterless TBH I don't remember if it was indeed meterless, but I'd trust this guy. Maybe you'll catch it on stream in 3-4 hours
Probably cause of the number of the hits. Still though, 40% dmg off a blocked Mileena roll is too much. I cant think of anyone else who can punish a blocked roll for that much dmg without meter.yeah 100% sure, B21 out of the air won't even combo into lift, it knocks them too far.
Just tested it more, your combo on mileena works but is scaled to deal 40% maximum. Same combo on the ground definitely does 45-49%
it's also impossible to end with 22 push on mileena because the juggle is weighted more by b2b1 hitting her airborne. ending with 2 xx push does 40% and 12 push does 39% strangely.
I know we were talking about Mileena roll punish, and 47% meterless is impossible off of that.it IS meterless, did it myself after i saw it for the first time
Scorpion, Rain, Sonya, Kitana I think off the top of my head. Not many though.Probably cause of the number of the hits. Still though, 40% dmg off a blocked Mileena roll is too much. I cant think of anyone else who can punish a blocked roll for that much dmg without meter.
Oh yeah totally forgot about Rain (although catching her in the air drastically reduces his dmg) and Kitana. Scorpion ? How ?I know we were talking about Mileena roll punish, and 47% meterless is impossible off of that.
Also technically 52% meterless is the max if you do charged B2B1 xx Lift > JK xx Tele > JK xx Tele > d1 xx Push
Scorpion, Rain, Sonya, Kitana I think off the top of my head. Not many though.
B2 > JK xx Teleport > JK xx Teleport > D1 xx Spear > JP F21 xx Teleport. 41% into free pressure, super strong!Oh yeah totally forgot about Rain (although catching her in the air drastically reduces his dmg) and Kitana. Scorpion ? How ?
B2 or a double teleport d1 spear comboOh yeah totally forgot about Rain (although catching her in the air drastically reduces his dmg) and Kitana. Scorpion ? How ?
Solid 5-5. Ermac can deal with Teleport better than most characters, as well as deal more damage.Ermac is a 6-4 Lao i.m.o, could be 5-5.
Is that on regular roll or ex? I can never get a high enough launch from regular blocked rolls.LionHeart Red Reaper
I think what he's talking about there is a punish for roll animations that are vulnerable on the ground like Raiden Superman or Lao Dive Kick.
There's no way you're getting more meterless off of a charged B2B1 xx Lift that catches Mileena out of the air. There's almost nothing that you can follow up two air hits into lift with that can add that much damage. Best I've found off of it is:
Charged B2B1 xx Lift > JK xx Tele > 2 xx Force Push. 40%
I have no idea how you would add 7% damage to this considering the combo weighting.
ALSO: 50% one bar punish for Mileena roll:
Uppercut > EN Lift > JK xx Tele > JK xx Tele > d1 xx Push 50%
meterless gets 40%
Uppercut > Lift > JK xx Tele > 2 xx Push 40%
Both are pretty easy.
His damage is great, his answer for tele is good. But Lao wins the Poke battle and Ermac can't pressure Lao very effectivevly without being risky. I think Laos should win this mu, but I could easily see it being 5-5.Solid 5-5. Ermac can deal with Teleport better than most characters, as well as deal more damage.