Gesture Required Ahead
Get on that hook
Jump early when doing J3, so you're falling down when you hit the opponent. Kind of like a DJK in MK9.also how is it possible to connect an air j2 after an air j3?
Jump early when doing J3, so you're falling down when you hit the opponent. Kind of like a DJK in MK9.also how is it possible to connect an air j2 after an air j3?
Screwing around with interactable background bounce. These are compatible with the Flying Ninja Vortex, and boost damage by quite a bit, so pay attention to your positioning when you're doing that vortex.
ji3, 12, 1+2, b3, ji3, 323, f2, Sword Flip - 46%
ji3, 12, 1+2, b3, ji3, 323, f2, EX Quick Fire - 49%
ji3, 12, 1+2, b3, Super - 50% (lol)
I mean the starter is part of the Flying Ninja. So you use the vortex to push them towards the interactible, and then if you see that they're aligned with the ineractible, you can just confirm into the extended combo instead of finishing the 123. I don't mean to continue the vortex off the interactible combo, since that scales horribly like you said.I really like the idea of using background bounce in the Flying Ninja. However, my understanding of it is that it doesn't really work reliably after Sword Flip, only off a 123 ender?
Okay, I have not been in this thread for some time. Kinda forgot I made it, lol. u___u
Anyway, can some compile a list of all the useful combos created so far that has not been added to the first post yet? If so, then when the task is completed tag my name in your post, or send me a private message. Thanks!
Also, I know it's supposed to be my job to do this considering I created the thread, but I've been working and painting on my free time. Haven't had a lot of time to sit down and skim through all the pages of comments. Sorry guys, lol.
So what do we have in the way of unclashable combos? I can't seem to come up with much outside of "bounce them and shoot them with guns."
So what do we have in the way of unclashable combos? I can't seem to come up with much outside of "bounce them and shoot them with guns."
In the spirit of this post, I've started fiddling around with interactable combos. Just a taste for now before I go back to the lab, but I've found a very nice and consistent way to combo off the giant swinging thing on Ferris - use the interactable, immediately backdash, then ji2, 323, f23, df3. You can also do ji2, 123 for vortex using the same setup.Screwing around with interactable background bounce.
In the spirit of this post, I've started fiddling around with interactable combos. Just a taste for now before I go back to the lab, but I've found a very nice and consistent way to combo off the giant swinging thing on Ferris - use the interactable, immediately backdash, then ji2, 323, f23, df3. You can also do ji2, 123 for vortex using the same setup.
Are you asking or telling? lol
As a potentially more useful addendum to this, doing ji2, 3231, df1 leaves you in very good position to follow up with the tool chest, if it's still there.In the spirit of this post, I've started fiddling around with interactable combos. Just a taste for now before I go back to the lab, but I've found a very nice and consistent way to combo off the giant swinging thing on Ferris - use the interactable, immediately backdash, then ji2, 323, f23, df3. You can also do ji2, 123 for vortex using the same setup.
How about unclashable gimmick combos? As to my experience and observations, people only clash after a launcher or any other combo extending state.
So since I can't test ATM would anyone be kind enough to test the damage of the following? (or if they're even doable):
B22 x F3MB , B3
B22 x B3MB , F3
Air-to-Air J3 , F2 x F3MB , B3
B1U2 , F3 , Super
B22 x Super
Air-to-Air J3 , 3 x Super
While we're on interactables and all that fun stuff, has anyone figured out any reliable ways to set up satchel bombs? I've been playing around with the crossunder setup that TONY-T demoed in the Corner of Death thread, but it seems to only work when you don't autocorrect after the crossunder, and I can't for the life of me figure out how to make that happen consistently.
I've tried various HKD setups into satchel bomb, but they either whiff completely or catch the wakeup and cause a hard knockdown rather than a pop up.