Masquerade
Noob
Does anyone with more experience at learning a strictly timed combo have tips on getting them down? I've been throwing hours at it and I'm wondering if theres anything else i should be doing to try to get consistency.
Yea, its an aspect of how the game reads input, it can be a shortcut sometimes or it can just give you the wrong special link.has any1 had a similar problem to this... ok so i use noob saibot, i do 2,1,2 xx down back 3 (shadow upknee) but if i don't press 3 or press 3 late it uses the last button input for the special so what comes out is down back 2 (blackhole)... so again has this happened to any else ?
This is something everyone will have to be getting used to when getting good at this game, In other fighting games you aren't punished for over inputting but MK seems to be very sensitive for this and combined with the mechanic of inputting stuff in advance, it will take some getting used to.Also make sure your inputs are "clean". Do not "spam". Excess button/controller presses tend to muck up the combos. Learn to tap out the chain combo quickly in rhythm and pause before specials. If the chain and special command do not share inputs, you can quickly cancel without the pause.
I'm just curious: Which Kitana combo are you talking about? Are alternative combos available that do the same damage?The only issue I have executing my combos is the ridiculous buffer system. On longer chains, the pause method works well enough. But take Kitana for example. There are many instances in which you need to cancel a single normal into a special. If I pause, I'll drop the combo because it has strict timing. If I go too quickly, the game doesn't recognize my directional notations (I'll see the proper inputs in practice mode, but the special never comes out), and if I don't have the exact timing, the buffer system kicks in and I get the wrong special.
It's already cost me one tournamnet win, and it's enough to make me want to stop playing the game if it's not corrected soon.
Oic the issue: 2~qcf1 fan toss sometimes gets 2~qcf2 cutting fan.Basically all of Kitana's big damage combos have an instance in which you need to link a single normal into a special.
f+4,1, ff, 2~fan toss, ff, b+3,3~EX fan lift, ff, b+2~air fan, ff, ground fan, ff, 4~df+2
or
f+2,1, u+2, 4~fan toss, ff, 2~fan toss, ff, 2~EX fan lift, ff, b+2~air fan, ff, ground fan, ff, 4~df+2
Not really. Pretty much every combo Kitana has that inflicts similar damage either requires more meter (for multiple EX fans) or has a similar situation.Oic the issue: 2~qcf1 fan toss sometimes gets 2~qcf2 cutting fan.
Yeah that is a tough one. Kitana does have alternative combos that are close in damage though, right? Personally, I would avoid 2~qcf1 like the plague. [MAD][/MAD]
The inputs still work, some people just prefer doing the entire motion. You can simply do d,b or d,f though. It's just preference.Excuse the n00b question, but what do "qcb" and "qcf" stand for? Could it be quarter circle back/forward? If so, I don't understand. There are no circle inputs in MK as there are in Tekken or Soul Calibur.
NOT doing the quarter circle sounds insane to me, haha. Even on the ol SNES I did quarter circles. Had the blisters to show for itThe inputs still work, some people just prefer doing the entire motion. You can simply do d,b or d,f though. It's just preference.