Mikman360
Not the Milkman.
do u mean j2~b1/b2 or j2, b1/b2?
Err... I'm nto sure what the difference is between the 2 things you are mentioning.
I mean Jump, Air 2, Land, Ground B1 OR B2.
do u mean j2~b1/b2 or j2, b1/b2?
j2~b1 means canceled, j2,b1 means not cancelled.Err... I'm nto sure what the difference is between the 2 things you are mentioning.
I mean Jump, Air 2, Land, Ground B1 OR B2.
what i mean is, u can do j2 and immediately put in b2 or b1 so that it combos, pretty much what you'd do for a jump in combo, or are u saying that u don't do it the same way u would if u were trying to combo into it? thats what im trying to understand.Uhh I don't understand the distinction between cancelling air moves into ground normals as opposed to not. Seems all the same to me. Cancelling air moves into air specials I understand though.
what i mean is, u can do j2 and immediately put in b2 or b1 so that it combos, pretty much what you'd do for a jump in combo, or are u saying that u don't do it the same way u would if u were trying to combo into it? thats what im trying to understand.
alright, ur saying j2 gives a lot of advantage on block, but doesnt ji3 give +10?All moves are as tightly linked together as possible
alright, ur saying j2 gives a lot of advantage on block, but doesnt ji3 give +10?
maybe because j3 doesnt actually link on block i guess?I tested it, even if Ji3 is +10, Ji2 is more. Also, Ji3s have this weird delay in this game for some reason, something that Ji1 and Ji2 does not (for everyone actually).
maybe because j3 doesnt actually link on block i guess?
what good is ingame frame data when half of it is wrong? x.x ugh. How much is j2 on block really?
its just hte way u combo from jump ins is diff from MK, in injustice u have to do the input before u actually hit the ground, otherwise it doesnt actually combo, in MK u don't have to be quite so fast with it.You might be right about the whole "linking" thing when it comes to Ji3. Ji3s just dont flow into other moves well.
Idk how much it is on block, but it's probably equal (or close to) Ji3, but since you can move sooner out of it, it actually gives you a better chance at a follow up attack.
Jump attacks are hard to get the frame data for though, since it can vary depending on how low to the ground you were when you hit them. I can see why NRS screwed that stuff up. If you hit them on the way up, you have little to no advantage.
Agreedits just hte way u combo from jump ins is diff from MK, in injustice u have to do the input before u actually hit the ground, otherwise it doesnt actually combo, in MK u don't have to be quite so fast with it.
For jump in 1 & 2 I do it the way you described. Obviously ji3 doesn't work that way thoughso i was wondering how u were inputting the commands, if u were doing it like that or not.
yeah, were u talking about doing THAT and getting advantage? or landing frirst and then inputting moves?When it comes to comboing off of air normals, you input the following attack at the time you HIT, and not when you LAND. It's stupid, but try it. Pick a tall opponent, hit them with Ji1 on the way up, and hit 1. Do NOTHING until you land. DS will punch the opponent as soon as he lands >_>
meaning, ji1/2/3 *pause* b1u2 etc, right?No dude, just hit someone with an attack as you land and then do another one.
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dont' explain until after the patch D:, or they'll patch it!!!Sooooo... what if I told you guys I maaaaay have found an infinite that maaaaay work on specific characters?
Do tell!
dont' explain until after the patch D:, or they'll patch it!!!