not too sure, probably an extra 5% i'll test this out once i get back in the lab and post backI can't play for a while, but I thought the thread agreed F1,3 was a better ender than 2,1? How much would that do for these strings?
Wouldn't the 48% 1 bar only work in tempest? I've been trying it for 30 minutestNo. All of them work in buzz-saw.
Nice thank you for this. It'd be nice if you wrote the percentages. Also, if there is a higher% combo that only uses 1 bar for both midscreen and corner, I'd like to know.Are you looking for a small frame punish, low starter, overhead, or normal?
I'll get back to you but the highest damaging combos (No meter) I know of start with 44:
Midscreen:
44 RUN B3,2,1 xx SPIN xx ji3 xx d4 f1,4
Corner:
44 4 xx SPIN nj2 ji3 xx d4 f1,3
F2 into spin? Does it link? I know you can F23 though.Atleast from my experience, I've had better results punishing with F2 as it has better reach.
I too had a little problem with this combo, it needs to be done insanely fast just keep trying it.I'm new to the MK games. I have played most of them but only single player button bashing/special spamming. I wasn't even aware that there was a high level scene for MK or Injustice. I started playing around last night trying to learn some kombos and I am struggling at the most basic step with Kung Lao. I managed to pull off a decent kombo with Kenshi, I think around 23%, after a short period of trying but I just can't get it going with Kung Lao. I really want to main Kung Lao if I can get anywhere decent at the game.
I started with one of his basic kombos, 11212, and I just can't get anything past the second hit. I have tried doing it fast, slow, somewhere in between. I tried adding a slight pause between 11 and 212 but nothing. Am I missing something? I have disabled negative edge, though I don't think that would be this issue here anyway.
Any advice would be greatly appreciated. I have always loved the MK games but single player soon gets boring but nowhere near as frustrating as being owned online because I can't even get a basic kombo going in training. Thanks in advance.
If you're going for the kill then go for it. But it's always better to get a hard knockdown. F14 would be better in most cases.Is it bad to end a combo with d2? It does the most damage in most cases and is easy to pull off. Eg the end of the 44 run combo.
It isn't bad in terms of ending the round but ending with 21, B321, or B12 might put you in a better position to set up pressure or oki.Is it bad to end a combo with d2? It does the most damage in most cases and is easy to pull off. Eg the end of the 44 run combo.
Thanks for your help. I eventually managed to pull it off and you weren't joking about insanely fast. I had to use both hands to be able to press the buttons fast enough which isn't very practical, I couldn't get it just using one hand. Perhaps I am just getting too oldI too had a little problem with this combo, it needs to be done insanely fast just keep trying it.
that would be something you may have a better chance landing using a fight stick or one of those genesis style controllers with 6 buttons on the front like the pdp fight pad.Thanks for your help. I eventually managed to pull it off and you weren't joking about insanely fast. I had to use both hands to be able to press the buttons fast enough which isn't very practical, I couldn't get it just using one hand. Perhaps I am just getting too old
I like these. Not a fan of the 44 but these are good
Here are my favorite BnBs, not very difficult on the inputs, and only the last two require the run mechanic. All are meter less and the last one is just a game ender if you have an X-ray saved up.
Yeah I find 44 to be high risk high reward, I use it mainly for conditioning the opponent and if I know my jump in is guaranteed. That damage is really nice though so I would recommend people mess around with it.I like these. Not a fan of the 44 but these are good
The 44 is interruptible if the first 4 whiffs, as long as that first 4 connects then they have to take the whole string. I find using the string on jump in ensures that the whole string connects because they are forced to block the jump in overhead which leaves them standing to take the first 4 which is a high. It's a situational move, I feel people are giving up on it when it really does have a little niche where it can really help out people's game. I was playing casuals with a very skilled player and the way I was using 44 I was rarely getting interrupted and actually getting Confirms because they'd try to interrupt the string when the first 4 hit and get blown up, free 35 percent.Isn't 44 poke-able though?. I swear a lot of people d1 me after blocking the first 4.
Any tips on mixing up your opponent in the corner? Also I throw a lot because I have trouble mixing up in general, is that fine?
I like to do b2~db2 and b22~db2 for my mix up/ pressure thing because no one blocks low against him.
Also b22~exdf2 (hold)
When they get up they get hit by it meaning this can be used for set ups if you use b22 as an ender
B2 db2 is great in the footsie game, I'd say don't be afraid to do it twice in a row if the first time hits they have to take it again and try to block it, and I've notice people have a lot of trouble trying to block it. After a b2 db2 that hits, I usually (depending on the opponent) go for it again, do a f23 into a spin for a full combo (switch the spin to low hat if they block) or go for a jump 2 into 44 and try to get some big damage.Any tips on mixing up your opponent in the corner? Also I throw a lot because I have trouble mixing up in general, is that fine?
I like to do b2~db2 and b22~db2 for my mix up/ pressure thing because no one blocks low against him.
Also b22~exdf2 (hold)
When they get up they get hit by it meaning this can be used for set ups if you use b22 as an ender
Armour or backdash, 44 is a waste of a string outside of punishing tbh.The 44 is interruptible if the first 4 whiffs, as long as that first 4 connects then they have to take the whole string. I find using the string on jump in ensures that the whole string connects because they are forced to block the jump in overhead which leaves them standing to take the first 4 which is a high. It's a situational move, I feel people are giving up on it when it really does have a little niche where it can really help out people's game. I was playing casuals with a very skilled player and the way I was using 44 I was rarely getting interrupted and actually getting Confirms because they'd try to interrupt the string when the first 4 hit and get blown up, free 35 percent.