Yes, jump kicks do 90 damage, f4 only does 70. All things being equal it will alway do more damage.Does the ji2, ji3~bf3 ender do more damage than the ji2, f4~bf3 ender?
Yes, jump kicks do 90 damage, f4 only does 70. All things being equal it will alway do more damage.Does the ji2, ji3~bf3 ender do more damage than the ji2, f4~bf3 ender?
Raiden combos:
A bit more optimal than some of the other stuff I have been seeing out there. I did miss one combo though
Any starter that's NOT back 31 into stormcell, you can go jip2 (deep) f2, 12, superman. Since back 31 launches it begins the gravity scaling and it wont work for that. Timing is tight though fair warning.
Very reliable, just make sure you do jumping 2 deep. If you do it too early you won't get jump kick.Nice vid . How reliable is the Ji2 Ji4 for you? the 2 jump ins is doable but i miss height for the superman constantly.
good one, basically the rule after db2AMP is: deep j2 midscreen can be replaced by deep j4 in the corner1 Bar, Corner -for 326.38
b+31~db2 (amp), j4, j4~BF+3
(The first jump 4 should land as late as possible)
I think ji3-ji3-bf3 is easier to do online as well. Hard to pull of the f4 online.Yes, jump kicks do 90 damage, f4 only does 70. All things being equal it will alway do more damage.
List then out
Maybe he means the button RB that you amplify with on XboxWhat's the RB part of the db2AMP RB?
I considered this, I hope it's not this.Maybe he means the button RB that you amplify with on Xbox
Oh yeah sorry about that lol RB=Right Bumper on Xbox or I guess R1 on PS 4 and Switch? But yeah the button you hit to amplify combos.What's the RB part of the db2AMP RB?
I like to use the specific buttons and not leave anything out to confuse people. Like someone new may not know AMP means without realizing they have to hit Right Bumper/R1 to do so.Considering that every single instance of AMP in the post is immediately followed by RB...
Well, again if you're a noob you may not know what AMP is if they hadn't done tutorial yet keep in mind. Lots of noobs on here learning when the game hit. But anyway, you understand what the terms mean so it's all good. I'll post vids soon. Like when I was new back in Mk 9 learning terms, I wanted people to post every button literally. If I read "jip into ex shadow kick, delay dash 1134" I want to know what the hell EX means and delay dash. Sometimes tutorial doesn't always tell or explain everything as well as players do. Though MK 11's is top notch. I trust you see my point but appreciate the feedback.If someone sees "<special move>AMP" and doesn't understand what amp could be, they haven't done the tutorial yet. If you know how to read 1234 etc and are browsing this forum, you know what amp means.
I was asking because it makes no sense to me to include the button for how to amp, but if you really want to be clear it should be written 1+2, but that would also be unnecessary.
I appreciate you want to not confuse people, but I think it's more confusing the way you did it.
Any good anti-air combos? What do I use for anti-airs? Usually I just stick out f1 and it hit pretty high, but I can't convert off it Got to stop losing to jumping beans onlineHere's my combo dump. I'll try to clean it up by putting stuff in spoilers.
Raiden combos
SC = super cell (d,b+2)
SM = superman (b,f+3)
JO = Jo Push (b,f+2)
LS = Lightning Strike (d,f+2)
KB - Krushing Blow
FB - Fatal Blow (L2 + R2)
Corner Starter: Any two hits or 2,4,3,
Corner 1 Meter - SC amp, ji 4, 2,4,3, SC/SM = 318 to 350 dmg
B+1,2 / 2,4 / f+1,1 / 3,2 / 1,2
1 Meter: B+1,2~SCamp, ji1~F+4~SC - 278 dmg
1 Meter: B+1,2~SCamp, ji2~F+4~SC - 291 dmg
1 Meter: B+1,2~SCamp, ji1,ji~4~b,f+3 - 281 dmg
1 Meter: B+1,2~SCamp, ji2,ji~4~b,f+3 - 294 dmg
1 Meter: B+1,2~SCamp, ji1~F+2, 1,2,1 - 284 dmg
1 Meter: B+1,2~SCamp, ji2~F+2, 1,2,1 - 297 dmg
1 Meter: B+1,2~SCamp, ji1~F+2, f+3,2 - 286 dmg
1 Meter: B+1,2~SCamp, ji2~F+2, f+3,2 - 299 dmg
1 Meter: B+1,2~SCamp, ji2~F+2, 1,2,1 - 297 dmg
1 Meter: B+1,2~SCamp, ji2~F+2, 1,2~JO - 302 dmg
1 Meter: B+1,2~SCamp, ji2~F+2, 1,2~SM - 311dmg
1 Meter: B+1,2~SCamp, ji2~F+2, 1,2~FB - 436 dmg
2 Meter: B+1,2~SCamp, f+4~SCamp, f+4~FB - 451 dmg
1 Meter: B+1,2~JOamp f+2 1,2,SM - 292 dmg
1 Meter: B+1,2~JOamp f+2 1,2,JO - 281 dmg
1 Meter: B+1,2~JOamp f+2 f+3,2 - 279 dmg
1 Meter: B+1,2~JOamp f+2 1,2,1 - 276 dmg
1 Meter: B+1,2~JOamp f+4~SC/SM - 268 dmg
2,4,3
No Meter: 2,4,3~LS = 155
No Meter: 2,4,3~LSamp = 203
No Meter: 2,4,3~JO = 172
No Meter: 2,4,3~SM = 189
No Meter: 2,4,3~SMamp = 240
F+4
1 Meter: F+4~SCamp, ji4~SM - 290 dmg
1 Meter: F+4~SCamp, ji2~f+4~SC - 315 dmg
1 Meter: F+4~SCamp, ji2~ji~4~SM - 318 dmg
1 Meter: F+4~SCamp, ji2~F+2, 1,2,1 - 321 dmg
1 Meter: F+4~SCamp, ji2~F+2, f+3,2 - 324 dmg
1 Meter: F+4~SCamp, ji2~F+2, 1,2~SM - 336 dmg
1 Meter: F+4~JOamp, f+4~SC/SM - 292/291
ji4
No Meter: ji4, f+4~SC/SM - 239 dmg
1 Meter: ji4, f+4~SCamp, f+4~SC - 345 dmg
1 Meter: ji4, f+4~SCamp, ji4~SM - 351 dmg
1 Meter: ji4, f+4~SCamp, ji2, d+2 - 360 dmg
1 Meter: ji4, f+4~SCamp, ji2, b+1,2~SM - 364 dmg
2 Meter: ji4, f+4~SCamp, f+4~SCamp, ji4~SM - 423 dmg
2 Meter: ji4, f+4~SCamp, f+4~SCamp, f+4~FB- 525 dmg
B2 KB
B2 (both hits KB)
No Meter: B2 KB, f+4~SC - 382
1 Meter: B2 KB, f+4~SCamp, f+4~SC/SM - 472
2 Meter: B2 KB, f+4~SCamp, f+4~SCamp, ji4~SM - 537 dmg
2 Meter: B2 KB, f+4~SCamp, f+4~SCamp, FB - 605 dmg
2 Meter: B2 KB, f+4~SCamp, f+4~SCamp, f+4~FB - 624 dmg
Corner No Meter: B2 KB, 2,1, 4~SC - 390 dmg
Corner No Meter: B2 KB, 2,1, 2,4,3~SC - 407 dmg
Corner 1 Meter: B2 KB, 4~SCamp, ji4, 4~SC - 481 dmg
Corner 2 Meter: B2 KB, 4~SCamp, ji4, 4~SCamp, d2 - 517 dmg
Corner 2 Meter: B2 KB, 4~SCamp, ji4, 4~SCamp, f+3,2 - 511 dmg
Corner 2 Meter: B2 KB, 4~SCamp, ji4, 4~SCamp, FB- 572 dmg
D2 KB
No Meter: D2 KB, b+1,2~SM/SC - 309 dmg
No Meter: D2 KB, 4~SM/SC - 314 dmg
No Meter: D2 KB, f+3, 1,2~SM - 335 dmg
No Meter: D2 KB, f+3, d+2 - 336 dmg
1 Meter: D2 KB, 4~SCamp, ji2, f+2~SC - 421 dmg
1 Meter: D2 KB, 4~SCamp, ji2~ji4~SM - 423 dmg
2 Meter: D2 KB, 4~SCamp, f+2~SCamp, ji4~SM - 460 dmg
Corner No Meter: D2 KB, 2,1, 2,4,3~SC - 348
Corner No Meter: D2 KB, 2,1, 2,4,3~FB - 461
Corner 1 Meter: D2 KB, 4~SCamp, ji4, 4~SC - 427 dmg
2,1
No Meter: 2,1~SM - 140
No Meter: 2,1~LS - 117
1 Meter: 2,1~LSamp - 151
Corner No Meter: 2,1, 2,1, 2,4,3,SC - 202
Corner No Meter and FB: 2,1, 2,1, 2,4,3~FB - 292 dmg
Corner 1 Meter: 2,1, 2,1 2,4,3,SCamp, f+3,2 - 233 dmg
Corner 1 Meter: 2,1, 2,1 2,4,3,SCamp, ji4, f+3,2 - 251 dmg
Corner 1 Meter: 2,1, 4~SCamp, ji4, 4~SC - 265 dmg
Flawless Block/Wakeup U+2
U+2, d+2 - 169 dmg
U+2, f+4~SC/SM - 191 dmg
U+2, f+4~SCamp, f+4~SC - 291 dmg
U+2, f+4~SCamp, f+4~SCamp, ji4~SM - 364
U+2, f+4~SCamp, f+4~SCamp, FB - 440
U+2, f+4~SCamp, f+4~SCamp, f+4~FB - 461
Corner No Meter: U+2, 2,1, 4~SC - 199
Corner No Meter: U+2, 2,1, 2,4,3~SC - 218
Corner No Meter with FB: U+2, 2,1, 2,4,3~FB - 338
Corner 1 Meter: U+2, 4~SCamp, ji4, 4~SC - 302
Corner 2 Meter: U+2, 4~SCamp, ji4, 4~SCamp, f+3,2 - 335
Corner 2 Meter: U+2, 4~SCamp, ji4, 4~SCamp, f+4~FB - 417
Will post here again with updates and edits and changelogs.
Standing 4 is a pretty good anti air and converts directly into SC for full combo. I’ll work on some other anti air combos this weekend.Any good anti-air combos? What do I use for anti-airs? Usually I just stick out f1 and it hit pretty high, but I can't convert off it Got to stop losing to jumping beans online