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2nd net combo finisher with advantage

NariTuba

disMember
Havent seen this around, if its old news my apologies. I am currently without a ps3 and have been getting my mk fix at a friends house. Found this the other day but unfortunately I havent been able to test it thoroughly because we usually want to spend the time with casuals and not testing stuff. This was tested pre pratch so itd be nice if someone can confirm if its still there... the saw hitting overhead complements this very well.

I noticed that the following corner combo leaves the opponent standing and grants advantage:

jps,1,2,1~net, 3,3~net

The advantage is enough for an uninterruptible u4. This was tested against Cage d1 and beat it every time, so this means that the opponent needs to stand block it or be splatted and bomb trapped. You can also go for d4, which is obviously guaranteed as well, and cause a stagger into pressure, tick command grab, d4~saw, etc.

There are some weird rules regarding the second net giving advantage or being neutral. The following combo does NOT grant advantage for example: 3,3~net, 1,2,1~net. Id like to test jps,1,2,1~net, 1,2,3~net for example or something along those lines. Im pretty sure that any combo that involves an Ex bomb will make the 2nd net go to neutral. Now that the saw hits overhead it can also be tested after this. It sounds like both u4 and saw are minus a few frames on stand block, but saw pushes Cyrax back while u4 does not so they might serve different matchup specific or situational purposes.

This is usefull for a meterless situation or to force a breaker for those opponents that wait for your Exbomb to hit them before breaking.

EDIT: another thing to test would be a close bomb... free bomb and no wake up?
 

NariTuba

disMember
Awesome let me know what you find!

I noticed I was able to gain some meter by using the advantage. Crouch blocking basically means death because of the threat of u4 and saw so my friend started stand blocking more often which opened up 3,3,4 on block. It jails so if they are caught by the first 3 they are stuck in stand block giving you chip, meter and a free d1, d3 and good chances to land a d4 (2 frame window to input the fastest d1s in the game in order to interrupt your d4). Stand block facilitates command grab as well. Another thing is that 1,2~saw jails (which is useful in general, not only for corner game) so you can hit confirm it to saw or continue with pressure.

EDIT: I just realized something obvious: After jps,1,2,1~net, 3,3~net they cannot interrupt another 1,2 so they are forced to stand block it to avoid 1,2~saw hit confirm so everything mentioned above opens up... BUT on hit you can go for 1,2,1~net, 3,3~net again which will force them back into the same situation plus you get another chance to Exnet net!

They are basically forced to take the chip damage and have to guess when you will interrupt pressure while you build meter.

EDIT2: Just found one to replace the one in the OP jps,1,2,1~net, jump back, jk, 3,3~net 32%