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Best way to use Skeletal Boost

snort

Apprentice
Don't know if this has been discussed yet so don't flame but IMO the best way to get off S. Boost is to do it with a neutral jump punch while your in combo and there in trance. If you do back 3 1/2 into 212 trance, throw out another trace for meter then hit them with a neutral jump punch, as you can see they go flying down across screen, once there down you have a great oppertunity to throw out an EX S. Boost if your health is low or what not to build health. Now if you do it to early while they're still downed it wont register and wont work. You have to time it just right so you have the advantage to get it off before they can get up and disrupt. Now I think the only way this move is legit is when your down in health and have meter to throw out an EX Boost to give you health. If you have health advantage obviously best is to end your combo in skydrop and do rune trap or resets. Play around with it.
 

ShadowBeatz

Dropper of Bass and Bombs
I think when you say straight-up jump punch you mean "neutral jump punch"?

I dabble in Quan a bit, but this seems like it could work. Don't know if a wake-up teleport would blow it up though
 

AK Vip3r

Ghost of Vip3r
Do you mean uppercut? which jump punch sends them flying backwards? Are you talking about a hard knock down or splat? I always try to get a boost right after an uppercut. Its character dependent when I try it though.
 

snort

Apprentice
Do you mean uppercut? which jump punch sends them flying backwards? Are you talking about a hard knock down or splat? I always try to get a boost right after an uppercut. Its character dependent when I try it though.
Neutral jump punch while there in trance and yes they 'splat' to the corner giving you the best shot to get a boost off.
 

AK Vip3r

Ghost of Vip3r
Neutral jump punch while there in trance and yes they 'splat' to the corner giving you the best shot to get a boost off.
Gotcha. thanks for clearing that up. Not a bad idea indeed when you are low on health and got a bar to burn.
 

snort

Apprentice
I think when you say straight-up jump punch you mean "neutral jump punch"?

I dabble in Quan a bit, but this seems like it could work. Don't know if a wake-up teleport would blow it up though
Yes they can teleport but depending on who your fighting you can blow them up if they do. you can anticipate the teleport and do your thing to counter it
 

SLy

Warrior
You can actually do it while your opponent is in trance. Its tricky though because you have to time around the exact moment the opponent recovers from it. So by the time they recover from trance should be very close to around the exact time quan chi recovers from skeletal boost and gets it..Ive seen it done before
 
Damn i can't believe I've never thought of this before. I can see this working well against many characters, especially ones with shit for wake up, like Liu or Jax. Good stuff!
 
Reactions: SLy

Flagg

Champion
Skeletal boost is 77 frames. I think the ex version should be quicker seeing as, you know, you are using a bar and there's no guarantees you'll be doing massive damage if you get hit first.

Njp after trance so they splat sounds like a pretty good idea. How long is the opponent down for? Factor in push back and you might get some opportunities?
 

DemoniChris

Lord of the Sick
Skeletal boost is 77 frames. I think the ex version should be quicker seeing as, you know, you are using a bar and there's no guarantees you'll be doing massive damage if you get hit first.

Njp after trance so they splat sounds like a pretty good idea. How long is the opponent down for? Factor in push back and you might get some opportunities?
Yeah.. they should have knocked off 20 frames for the Ex boost. I'm sure the splat only lasts ~40 frames
 

snort

Apprentice
Play around with it and get the timing down. After the neutral jump punch do a slight pause then throw out the boost. I'd say this is more for using Ex boost and building life more then it is for doing damage.
 

snort

Apprentice
This only works if you trade trance with a projectile.


ill play around with this, thanks!
Yes indeed Boost is best when trading projectiles but trading doesn't happen consistantly, or atleast for my game it doesn't. This tech is best to get off a boost and safest.
 

snort

Apprentice
Skeletal boost is 77 frames. I think the ex version should be quicker seeing as, you know, you are using a bar and there's no guarantees you'll be doing massive damage if you get hit first.

Njp after trance so they splat sounds like a pretty good idea. How long is the opponent down for? Factor in push back and you might get some opportunities?
you will get off a boost and be safe its just a matter of timing. like i previously stated after you 'splat' them they go flying down into cornor with a wide distance in your favor to get a boost off, problem is you can't do a boost imeditely after you 'splat' them as the boost will fault out and not work. you need a slight pause, kinda like the second there about to recover from the 'splat' then you can boost. timing is so key here.
 

Flagg

Champion
I tried that wall splat and couldn't boost. Maybe it was just my timing.

I have a 'sketchy' way to boost during a match, but it is sketchy but if you use it once in a blue moon, you can get a cheeky boost.

F12 staggers. If you F12 ex skull you get quite a bit of stagger and push back, I think you are at something like +44. Here is where I try and boost. I know boost is 77 frames, but you push them to just outside jump in range. With normal skull, you dont get enough push back and I think you only get green boosts. With the ex, you push back more and you can get green or red. It's gimmicky at best, and means you have to spend a bar on a ex skull....but give it a go guys. You definitely have time to use a AA uppercut if they do jump at you straight away.
 

snort

Apprentice
I tried that wall splat and couldn't boost. Maybe it was just my timing.

I have a 'sketchy' way to boost during a match, but it is sketchy but if you use it once in a blue moon, you can get a cheeky boost.

F12 staggers. If you F12 ex skull you get quite a bit of stagger and push back, I think you are at something like +44. Here is where I try and boost. I know boost is 77 frames, but you push them to just outside jump in range. With normal skull, you dont get enough push back and I think you only get green boosts. With the ex, you push back more and you can get green or red. It's gimmicky at best, and means you have to spend a bar on a ex skull....but give it a go guys. You definitely have time to use a AA uppercut if they do jump at you straight away.
Your trying to boost to quick. Do a slight pause then do the boost. Timing is key.
 

Seapeople

This one's for you
I know this is a sort of old topic but I was messing with this a little today and it seems pretty good. You're at +60 after a njp splat, and since the skeletal boost takes 77 frames you should be around -17 afterward. I don't know if the fastest wakeups in the game could even punish that from full screen.

I don't play Quan so I can't say that this is definitely good...but if you're wanting to hold a life lead rather than using the rune trap, then this seems like a really good set up.
 

DemoniChris

Lord of the Sick
I know this is a sort of old topic but I was messing with this a little today and it seems pretty good. You're at +60 after a njp splat, and since the skeletal boost takes 77 frames you should be around -17 afterward. I don't know if the fastest wakeups in the game could even punish that from full screen.

I don't play Quan so I can't say that this is definitely good...but if you're wanting to hold a life lead rather than using the rune trap, then this seems like a really good set up.
Thanks for going into the lab and figuring out the frame data on that. I just may incorporate this into my game, especially since every time you skeletal boost your opponent gets carried away and makes stupid mistakes.
 

SCK ERR0R MACR0

Apprentice
I know this is a sort of old topic but I was messing with this a little today and it seems pretty good. You're at +60 after a njp splat, and since the skeletal boost takes 77 frames you should be around -17 afterward. I don't know if the fastest wakeups in the game could even punish that from full screen.

I don't play Quan so I can't say that this is definitely good...but if you're wanting to hold a life lead rather than using the rune trap, then this seems like a really good set up.
It will be character specific--my guess would be that characters like Smoke, etc. could punish using teleport.
 

SCK ERR0R MACR0

Apprentice
You block after you boost and blow them up.
I was saying punish as in before you're able to block--if you've tested against teleports (being that they will cover the necessary distance) than that's awesome. I haven't tried it--my guess was that certain characters could punish it.
 

Insuperable

My mom tells me I'm pretty
Insuperable Thoughts on this?
I really like the idea of the full screen knockdown splat for skeletal boost. Do you know if you're able to block all/most/some wake-ups with this around 1/4 screen? Like, the range that if you njp him after trance in the corner, your opponent won't walk under you and out of the corner. If that works, this is my top 3 favorite baits in MK :) All in all, this is extremely useful. It forces your opponent to either confront you/projectile you or respect you, depending if you get health or damage boost. Very nice find