XxSYNDROISxX
For the Shokan since Mk3
although I wish people would upload some dang high-tech gameplay like actual matches not tech
Your Jacqui is solid, I enjoyed watching those matches.Hey guys. I'm new to playing Mortal Kombat and would like to share a recent set of offline casuals. I've decided to make Full Auto Jacqui my main and I'm trying to learn this game as best I can. I occasionally make dumb decisions and play sloppy, so I am willing to hear any criticisms or advice. Thanks for watching.
Thanks for the feedback. I really do appreciate all the info you gave me and will put it to good use. A few things I guess I should comment on about my matches:Your Jacqui is solid, I enjoyed watching those matches.
Would use absorb more for free meter at least against those full screen sai's. Wouldn't use meter in the corner [unless it's gonna kill], just 1212, BF4 when punishing. Definitely more hand cannon on oki, until they stop waking up with armor, then, have fun with your oki. More B2~BF2 Run, 12~BF4 meterless midscreens. B1,4 is really good into B1,4, DB3, Run, 1,2,1,2~BF4. Can use B1's into cross up in order to not have them expect the low. When your opponent is good at blocking the D,D4's from the air... Which by the way maybe good also off jip's. This is good because then you can start canceling it into throws or 7 frame starters like 114 on block into hand cannon or continued pressure, and on hit into BF4, Or 1,2,1,2's you know the rest of that one. Also can add that njp into your 1,2,1,2, DB MB 2 combo. Just reg dash into the njp before finishing it as you normally would. And last but definitely not least. More F4B4/F3B4 and F4B2/F3B2 cancels.
All around good Jacqui so far. Sure I'm missing some tips but there's so much good info in these Jacqui forums, and a really nice bunch of peeps too.
I haven't watched the full video but optimize your corner combos and mix in ground pound cancels are my suggestions.Thanks for the feedback. I really do appreciate all the info you gave me and will put it to good use. A few things I guess I should comment on about my matches:
- I have reservations about using tech shield, because of the slow startup and if I'm not mistaken it gives only like 1/10th of a bar? I suppose it's worth spamming on your opponents projectiles until they decide to come in?
- I felt like I was getting very predictable with ground pounds and F4s (and not using F4B4 like you said). I also have trouble getting njp after low rocket in combos, so I'll have to work on those. I dash and then just barely miss the punch right after jumping so my timing must be too late.
- I was getting good free damage off blocked specials, but I wasn't even doing the optimal punishments. You get 33 after roll, B2 after after tele-kick. B2 always avoids any sais she chucks after the kick is blocked and hits her clean outta the air w/ a full combo, but the timing is not easy.
The njp combo is slightly harder on Mileena than the usual suspects, definitely doable offline though. Start your dash earlier than you think, kinda buffered. And yeah, not much from the tech shield but when she's zoning full screen it's all good to throw out, might make her teleport afterwards.Thanks for the feedback. I really do appreciate all the info you gave me and will put it to good use. A few things I guess I should comment on about my matches:
- I have reservations about using tech shield, because of the slow startup and if I'm not mistaken it gives only like 1/10th of a bar? I suppose it's worth spamming on your opponents projectiles until they decide to come in?
- I felt like I was getting very predictable with ground pounds and F4s (and not using F4B4 like you said). I also have trouble getting njp after low rocket in combos, so I'll have to work on those. I dash and then just barely miss the punch right after jumping so my timing must be too late.
- I was getting good free damage off blocked specials, but I wasn't even doing the optimal punishments. You get 33 after roll, B2 after after tele-kick. B2 always avoids any sais she chucks after the kick is blocked and hits her clean outta the air w/ a full combo, but the timing is not easy.
dat literal corner-to-corner combo carryhere are some of the BnB's and Reset options I use for Shotgun, its nothing special in there, but I havent seen any Shotgun tech since the patch.
I didnt show ALL the reset options at all times, but you get the idea. you can always go for the f4~b4 or f4~b2 mixup after resets
Please, stop enjoying this. As you know, uprocket whiffs - and is full combo punishable - on crouch blocking opponent. And 1212 does not jail into stand block. 1212~machine gun is indeed very good against characters who can't outright punish it.Daks, just wanted to expand on your post above. I'm enjoying this.
I can't get this to work.
Must finish with an x-Ray, opponent must be dead (no life left) by the second hit of the X-ray and you have to hold down by the second hit of the X-ray.I can't get this to work.
Any idea what the conditions are?