Yeah, I've noticed if you rush down with Ermac with D1, 3,1 and they try to jump you can literally juggle them too midscreen(in the corner like you said you can loop them and even better if you're fast enough into TKS combos and if you can into his enhanced TKP, then reset possibilities with B2 after that.lol 3, 1 can be looped in the corner if you catch you're opponent mid air with it. Too bad anything that Ermac can loop besides b1,2,f1 scales hard.
www.colormeintrigued.com/omg/ihopethats:trueI've tested some frame data and it appears, that f+2 is +3,+4 on block.
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/CantbelieveIActuallyTriedThatLink
eh... I've heard it was safe from you and others, and knew it couldn't be ducked, but advantage? thats a different story.I've mentioned in a bunch of threads that f2 has advantage on block and can't be ducked. >_>
Good stuff, thanks for saving me the time! Did you leave out Rain and Freddy because you don't have them? If so I'll test them.About 312 hitting some chars while crouch blocking, both 1&2 hit Liu Kang, Stryker, Shang Tsung, Kenshi and Raiden (not Sheeva lol).
Last "2" hits crouching Scorpion, Sub0, Sindel, Ermac, Jade, Nightwolf, Cyrax, Noob, Smoke, Sonya, Kano, Baraka, Kabal, Cyber Sub, Sheeva and Scarlet.
On the rest both hits whiff when crouchblocked (Kung Lao ) - note I didn't test Rain and Freddy.
standing, its a tight link and doesnt work at max range. you can mash the lift twice to catch it easierhey hurling i got a question...
this combo
Midscreen:
f2, lift, dash, jump-kick~teleport, 12~push (=33%) --|-- teleport link (before wakeup) pressure, attempt grab (= 45% total if grabs successful)
is the f2 off an aa? or a jump in? or is this opponent standing?
also after the 33%, the teleport wake up pressure... is this is the same thing i posted a long time ago?
where if you tkp someone at the right height, you can do a teleport to be right in back of them as they are on the ground and you can pressure them? if so, then yes grabbing works very well after this. i have a few more set ups as well. i've been trying to find a good height where you can get this set up going but pressure with b2 after the teleport
hey hurling i got a question...
this combo
Midscreen:
f2, lift, dash, jump-kick~teleport, 12~push (=33%) --|-- teleport link (before wakeup) pressure, attempt grab (= 45% total if grabs successful)
is the f2 off an aa? or a jump in? or is this opponent standing?
also after the 33%, the teleport wake up pressure... is this is the same thing i posted a long time ago?
where if you tkp someone at the right height, you can do a teleport to be right in back of them as they are on the ground and you can pressure them? if so, then yes grabbing works very well after this. i have a few more set ups as well. i've been trying to find a good height where you can get this set up going but pressure with b2 after the teleport
can't be ducked and hits twiceQuestion: What is the point of enhanced fireball. It does 2% more damage and 2% more chip. Thats it. Hardly worth the meter. Enhanced air ball does 4% more damage. But only 2% difference? that is weak. Is it faster? Armoured? Why does it exist?
It's older news(I even remember posting about it first week here lol), but surprisingly nobody ever implements it correctly lol. I still see Ermac players hardly doing the ex tK push, why I don't know...you get a free jump in with 50/50 every time(unless you're just trying to stay away constantly) You'd have to play me to see what I'm talking about though, there's still tons of levitation mind tricks which nobody does but it's crucial from a far, I do it all the time and still fool the hell out of people lol.ty hurling for the info on standing f2.
as for the whiffing teleport after a combo on purpose, yes ruuku, just like smoke, in the same fashion am i using this.
hurling, if you like, what i also do after a whiff teleport is:
-wait
-jump over them
-f4
-3,1
-throw
-d1/d4
-b2
you can virtually do anything you want really, the best thing to do is what you think your opponent will expect less depending on how they have been reacting. most of the time a f4 is better then a grab.
and mkf30, that stuff is old news man. we all know about it. dont even need a big combo, as long as you can guarantee the move will hit you got yourself a free wakeup pressure game going on
Hold block to extend the levitation, push down down while levitating to cancel back to the ground, which upon anticipating a jump in (to knock you out of levitate or to avoid the unblockable slam) and catch with TKP. Theres not much of a window for cancelling straight into telepunch though, but mixing up the unblockable slam, the telepunch and the cancels can catch people out. Its not reliable to throw out alot because its hard to execute and also easy to punish when they expect it, but its worth using every now and then because it will catch some players unaware.I tried doing the DOWN DOWN UP mix up. I like it but I can only cancel the buttslam after the first few seconds of it into a teleport. But its not really a big mix up if I do it within the first second. Is there a way to extend the buttslam and cancel later?