I was surprised when I saw REO releasing that video as tech honestly, it was known since the original cold blooded became cancellable and F12 isn't even the optimal jail (B12 jails into the JI1 or B2 too and gives more damage).Also started using the C-REO jail tech.
I know B12 does more damage but the F12 feels more lenient for the follow-up. B12 feels really strict although I was trying to 50/50 jail not IAJIP so I'll try it later. I was trying to use ex burst because it does more damage but I couldn't get the follow-up because it pushes them too far. My main concept was about the backwards B2 allowing better combos not possible with face to face B2.I was surprised when I saw REO releasing that video as tech honestly, it was known since the original cold blooded became cancellable and F12 isn't even the optimal jail (B12 jails into the JI1 or B2 too and gives more damage).
Before the patch it wasn't worth the bar, now with how little damage the bar adds it might be worth it but I'm still using the meter mostly to extend the command grab or use EX Burst when I think the tick throw is going to be ducked.
Also: instant JI1 can land the command grab on hit and block as the advantage is too low and it won't count as a combo (depending on how far in the jump you are you will have to delay the grab on hit a bit) while also jailing into some strings for mind games).
Post it already.So i decided to jump on the UB band wagon. I found a 45% corner combo 1 bar - i haven't really seen a 1 bar posted anywhere with that much damage. Is that already known before i embarrass myself?
Hey hey im waiting for someone to confirm that a combo of that damage has or has not been found yet so i can decide if i should keep it for myself and be a selfish bastard or notPost it already.
I am joking of-course. It is (drum roll) a corner combo btwPost it already.
Oow nice so I can just squeeze my find right in the middle.So far there are only the 43% and the 50% ones. Nobody have reached the 44% and above, sonny.
What's the 50% 1?So far there are only the 43% and the 50% ones. Nobody have reached the 44% and above, sonny.
Sub Zero is unchanged. The only change he suffered is universal in game, meaning the armors and the stamina nerf hammers. He only got the upgraded speed on the 1 attacks (F1, D1, 1). Therefore, what you see there is true.If that's true he can surpass the 50% barrier with 3 bars.
It's not a reset, you can block between the grab and the final iceball in the first combo.Here's a 39% Cryomancer corner combo. It requires 1 meter and ends in a reset that could lead to 60+% overall damage without using any more meter.
B2, B2, B12~DBF3~DB2[MB], B12~DBF3~DF2 - 39%
Follow up combo: F122, B2, B12~DBF3~DB2 - 24% -> 63% total damage
Thanks to you I realized that Sub Zero can connect b1+2+polar puncture no matter the gravity after the Polar puncture ex Iceball. this add a 4% more damage after the ex ice ball restand.Here are a few cryo samples. I haven't seen anyone use the backwards B2. Haven't seen too many 40%+ midscreen combos. Also started using the C-REO jail tech.
The bold ones are known.I Post it because I don't know if those combos are known. Grandmaster max damage without clone set-up:
no bar
jip--b2--b2--d1--d1--d1--d1--b1+2+ice clone--njp--fjp--b1+2+slide = 41%
jip--b2--b2--d1--d1--d1--d1--b1+2+ice clone--njp--fjp--f1+2 = 39%
one bar impractical
jip--b1+2+ex ice burst--b2--b2--d1--b1+2+ice clone--njp--jip--b1+2+slide =46%
jip--b1+2+ex ice burst--b2--b2--d1--b1+2+ice clone--njp--jip--f1+2 =43%
semi practical
jip--b1+2+ex ice burst--b2--2+4+2--b1+2+ice clone--njp--jip--b1+2+slide =43%
jip--b1+2+ex ice burst--b2--2+4+2--b1+2+ice clone--njp--jip--f1+2 =41%
practical
jip--b1+2+ex ice burst--b2--d1--d1--d1--d1+ice clone--njp--jip--b1+2+slide =42%
jip--b1+2+ex ice burst--b2--d1--d1--d1--d1+ice clone--njp--jip--f1+2 =40%
I forgot put b1+2 In the last ones.I slipped LMAO.The bold ones are known.
The 2nd bold part ones, if you add the B12 after the B2, then it's like the impractical ones and adds more DMG.
The rest aren't very known. Will try them out.
This is the hardest part in the MK world. You need to find the timing to input the next combo. Go in practice and see very carefully the screen trembling when the Aura is up. The screen trembling is the moment you need to input the other combos, like B12, 242, 123, etc.Them unbreakable regular aura combos are really tight!
Can't connect b12 or 242 after the aura most of the time, even 1 doesn't connect sometime.