LightsOut452
Mortal
His mk9 teleport was so godlike that they just had to make it worse in mkx and then completely trash it in mk11 lolI miss the glory of the mk9 tele and his 24 grab ender.
His mk9 teleport was so godlike that they just had to make it worse in mkx and then completely trash it in mk11 lolI miss the glory of the mk9 tele and his 24 grab ender.
it is doable off of the strings, the input is just difficult. I have executed them all ingame to positive effect. Also there is no advantage, it's simply a stagger mindgame that allows you to threaten overhead and not be as punishable.I don't think you can cancel these two strings into teleport. Everytime I get the teleport there's no cancel advantage. If anyone has an example of this I would love to see it as it sounds sneaky.
Yea, I said that. "12 frame or less advancing moves will interrupt"You can hit KL before he goes into the ground to teleport.
What I'm saying is it isn't a cancel. Pretty sure no cancel advantage means you're inputting the teleport after the recovery of the strings rather than canceling from said strings. That would also explain why the timing is "difficult".it is doable off of the strings, the input is just difficult. I have executed them all ingame to positive effect. Also there is no advantage, it's simply a stagger mindgame that allows you to threaten overhead and not be as punishable.
I'm pretty sure it's an actual cancel. I think the game doesn't store your teleport inputs for very long so you actually have to do the up input after the cancel window has already started. With other specials, you are allowed to do the inputs much earlier because the game will store them for you.What I'm saying is it isn't a cancel. Pretty sure no cancel advantage means you're inputting the teleport after the recovery of the strings rather than canceling from said strings. That would also explain why the timing is "difficult".
Eh, the teleports ass if you play enough Kung Laos. He doesn’t have strings that put him far away enough, so you can d4 him before he tele’s. Or just d1 if he does tele.I'm pretty sure it's an actual cancel. I think the game doesn't store your teleport inputs for very long so you actually have to do the up input after the cancel window has already started. With other specials, you are allowed to do the inputs much earlier because the game will store them for you.
Same thing happens with D4 teleport. It won't store the down input from d4 long enough so you actually have to press D4,D,U instead of D4,U - making it much more difficult to execute. I suppose this is just NRS way of making sure teleport isn't overpowered?
I only say this, because shit was getting blown up by most at an offline local this past weekend.Eh, the teleports ass if you play enough Kung Laos. He doesn’t have strings that put him far away enough, so you can d4 him before he tele’s. Or just d1 if he does tele.
I see it now, I was just too late with my timing cancelling into them. The cancel advantage does show up, my apologies fellas.I'm pretty sure it's an actual cancel. I think the game doesn't store your teleport inputs for very long so you actually have to do the up input after the cancel window has already started. With other specials, you are allowed to do the inputs much earlier because the game will store them for you.
Same thing happens with D4 teleport. It won't store the down input from d4 long enough so you actually have to press D4,D,U instead of D4,U - making it much more difficult to execute. I suppose this is just NRS way of making sure teleport isn't overpowered?
Uhhh, I never said anything about the teleport being good, I was talking purely about how the cancel into teleport works. Then I speculated as to why it works like that.Eh, the teleports ass if you play enough Kung Laos. He doesn’t have strings that put him far away enough, so you can d4 him before he tele’s. Or just d1 if he does tele.
Sorry, I took the “I guess this is nrs’s way of not making it op” part the wrong way then. Thought you were inferring they made it “harder” to execute because it’s good.Uhhh, I never said anything about the teleport being good, I was talking purely about how the cancel into teleport works. Then I speculated as to why it works like that.
Amp tele 2 will beat out a d1 after a hard knockdown from F12I see the d1 post tele so often now and I don't even know if it's worth it to mb for the longer delay, it just really seems kinda pointless a lot of the time
Yeah, I don't think it's that great. But that's the only reason I could come up with for NRS making the cancels harder. Could just be a bug with the D,U input or something...Sorry, I took the “I guess this is nrs’s way of not making it op” part the wrong way then. Thought you were inferring they made it “harder” to execute because it’s good.
No, it is a special move cancel, I can also affirm that because I did it by inputting the whole string and then special move canceling after, and it came out before the whole string completed.What I'm saying is it isn't a cancel. Pretty sure no cancel advantage means you're inputting the teleport after the recovery of the strings rather than canceling from said strings. That would also explain why the timing is "difficult".
Not sure what you mean about the teleport not showing the active frames. Active frames are only for attacks. Since the teleport doesn't have an attack built in, there are no active frames until you push a follow-up button.So the only way I've been able to get DU (1/2/3/4) reliably is to end a combo in [S3] which only has 2 active frames and the hit adv is 8 w/the du only being 1 frame start up.
Its odd because the tele doesn't show the active frames. I had a vid but i deleted it but if someone wants to try it and post it that'd be great.
So something like:
Starter~df1~string-df1amp~3-tele you can kinda hit confirm the tele after s3 someone post it im at work rn.
I edited my post take a look, the reason for it being trash is because it takes too long for him to actually tele so ending it after a basic move helps get it outNot sure what you mean about the teleport not showing the active frames. Active frames are only for attacks. Since the teleport doesn't have an attack built in, there are no active frames until you push a follow-up button.
I labbed standing normals into tele as combo enders and none gave me enough advantage to successfully stuff wakeup mashing. The best option I found was to end combos in F12 and go into amp tele on knockdown. Once you hit them once or twice with amp tele 2 when they wake up mashing, they will start to delay their wakeups. There are ways to beat that too. I made a vid about this a few weeks back:I edited my post take a look, the reason for it being trash is because it takes too long for him to actually tele so ending it after a basic move helps get it out
You can flawless block and punish with f21.. timing is strictWhats the best way to deal with shangs strings into groundskull? You can only seem to flawlessblock the last hit of groundskull wich gains u nothing.
I cant dash out of it and so far havent found any string or button to make the second groundskull whiff. Any ideas?
I can't pull it off, the pushback makes me out of range to hit f21 even if he starts his string from upclose.You can flawless block and punish with f21.. timing is strict
He probably cant punish it id say your best bet is 21 spin ampI can't pull it off, the pushback makes me out of range to hit f21 even if he starts his string from upclose.