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Help with running in combo

alot of my characters high damaging combos require running to continue the combo. I can get the run but I always seem to get there a second late. Any tips on this. Also I heard there was a video made can someone link me?
 

RelentlessOhio

Divekick x 1000
I have trouble run cancelling too. A lot of these combos require it, no matter what character. I end up just doing Kung Laos b23, spin, j2 to dive kick.
 

Zoidberg747

My blades will find your heart
My guess is you are probably starting the run late. Try and keep practicing so you can start the run quicker in the combo.
 

Barrogh

Meta saltmine
MKX really makes me feel like I'm back to square one lol. I remember how hard it was for me to even dial strings and dash inbetween back in MK9 (was my first FG)... Now MK is back with new moves? inputs and movement and I feel like a total scrub again :p

...which I always was, but that's beside the point :D
 

Bucketfeet

Apprentice
One thing to remember and I'm still getting used to this too it's that once the run sequence is initiated, your character will keep running, so you let go of forward and block and focus on what the next button inputs are to extend your combo.

So far the timing I use is pretty much the same as the dash was used in mk9 only with that added block button.

Also instead of pressing f,f,bl try f, f+bl so instead of 3 inputs it's only 2.

Again I'm still trying to practice this myself and I'm no expert So I may be doing it totally wrong too....
 

infamy23

FireBeard
There is a period of leniency when it comes to running. You can input your run like 10 frames before the animation of the previous move is finished. (I'm just estimating that it's 10 frames, that isn't a factual number).

Anyway, you need to practice inputting your run before the animation is finished, so that it comes out on the first possible frame. After you master that part, it's pretty easy.