up close you do your standard rj/uppercut chip/high kicks and wait for them to jump back (boomerangs) or crossup (green kick). its very basic, you can do the same tactic with nightwolf. the knee combo is good, finish it, and mix up green kick and high kick.Paralyzer said:my biggest problem with her is the upclose game, i like using the 4 hit staff combo, but i always end up doing it at the wrong time, cause it whiffs on duckers and that usually gets me, i end up having to use her 4 hit kick combo more then i'd prefer, and i try to throw that reflector thingy in there all the time.
use the uppercut for most of your chip damage, and get used to the range it puts you at after they block it. this range is key for any char, and very key for jade.sense people are starting to use block to cancel with more, i'll have to use her 7 hit to max out my chip damage, but it also starts with the staff and gets whiffed from time to time.
no real 'nice' ones, just basics. well, aside from the projectile cancel upper, you can mix in sweeps (be smart), high kicks, and green kicks. once in a while, rj xx boomerang. most of her up close game is from stopping chains early and rj/high kick/sweep/green kick.what would be some good uplcose mind games, i know she has to have some pretty decent ones cause she's got nice tools, jus no real juggles.
the real question is, why does one need more kabal tipsBiohazardR30 said:any kabal tips besides the obvious run jabs and aa spin?
most of my mixups are after a blocked knee launcher. hsmoke is pretty straight foward with his play, and ermac you have to be a little more funky. both are very defensive and play mostly at long range. hsmoke loves working in lots of crossup combos and ermac sneaks in the lifts.RollTide8569 said:cool thread.....wuts sum mix-ups w/ Ermac and H. Smoke?
Also is there any other stuff you can add to your post about Reptile from mku.com or is that pretty much it?
ya thats all good stuff. the full screen ball is great for closing the distance. stryker loves doing that w/ his dash too. i never do the tele kick unless they ding danger.Dreamcatcher said:I just want to add a little bit for Mileena: In that popup combo ending with the sais in midair, you can add a lp before the jk on a lot of chars with a run burst. And I would recommend seldom cancelling jabs into a tele kick if an opponent jumps out of your rushdown. I would follow a tele kick miss with a quick upper. If only the ball wasn't blockable before they hit the ground... it's also an excellent strat to use the ball as transport from full screen range if the opponent can't punish.
And with NW, I don't know if I would uppercut chip into shoulders much. Doesn't that distance risk too much punishment, even in the corner?
I'm glad you brought this from MKU, I didn't get a chance to say anything on there. But very nice stuff, I think anyone can appreciate it.
best thing i can suggest for him is bomb games: close bomb, run on top of it, when it explodes, shoot another close bomb, run on top of it, repeat. im not very good w/ cyrax so i generally just do basics with that bomb pattern.Konqrr said:Mileena Claw...I like that term lol
What would you suggest for Cyrax?
Also...how do you fight against the teleporting ninjas? That is my #1 weakness, they shut down everything I do with popup spam and running away.
Mix in rj's with hk start pop-up but not completing the pop-up. Just doing the hk/lk then continuing to rj and hk/lk mix-up. Then occasionally throw in a full pop-up combo, or even the 3 hit pop-up. Sneak in teleports while rushing in too. Teleport to spear works well, just don't do it too often. Also throw in some cross-up jks, or cross-up jp start pop-up as well. Just make sure you don't do it at obvious times. Random sweeps don't hurt either.RollTide8569 said:cool thread.....wuts sum mix-ups w/ Ermac and H. Smoke?
Also is there any other stuff you can add to your post about Reptile from mku.com or is that pretty much it?