Juxtapose
Master
Hey all,
I've been playing the game since launch, Mileena (Ravenous) is my main, and I'm looking to start leveling up my game.
I don't get to go to competitive tournaments, so typically it's just me against the AI and rarely against my friends offline. I haven't gone online with the game yet since I know it's a very different laggy beast, and like Mortal Kombat (2011) I don't expect to learn anything properly there.
Right now, I'm focusing on the Hard AI, both Single Fights and Klassic Tower, and I've got several questions I'm hoping you can help with.
Also note I'm playing on the PC version, so sadly last week's patch isn't in this version yet, and I'm also using a Hori Gem Ex Pad.
1) Low Pounce. I haven't found a solid use for this yet since the AI doesn't usually just crouch turtle there, and I find High Pounce crazy effective as an ender. What's the proper application for Low Pounce?
2) I've seen other people complain that they have issues with the game and simple back, forward motions, and I've experienced this as well. Usually with zoning after I complete a successful extended High Pounce to set up distance. Any trick to back, forward in this game; seems far less consistent than in the last game.
3) I have not noticed this in Single Fight, but in Klassic Tower it seems the AI is sometimes countering based on input reading, an old Midway AI trick that I also don't recall from the last game. With it re-actively blocking mix ups I do, this can give me a harder time opening my opponent up. Any suggestions on this?
4) Any suggestions on Corrupted Shinnok, his patterns and such? I can beat him, but it usually takes me three to five tries on this difficulty and I want to eliminate that.
5) Wake ups are, of course, very different than last game, and it seems unless you have metre for armour, the attacker is definitely favoured. So without metre for an EX Ball Roll, what are some good wake up options? Low pokes the AI seems to perfectly block and punish. Same with throws.
Right now, I only have one primary combo for higher damage, and it usually does 28% to 30% depending. It's F2,3, roll, NJP, High Pounce full extended. I've found 1,2,3, roll tends to work better against the Hard AI since it's faster, and I'm starting to adjust that.
There's no question to me too that I simply need to practice more and hit Training to learn more combos and to improve my execution, footsies, and reads, and I'm hoping answers to the above will also help.
Thanks in advance!
I've been playing the game since launch, Mileena (Ravenous) is my main, and I'm looking to start leveling up my game.
I don't get to go to competitive tournaments, so typically it's just me against the AI and rarely against my friends offline. I haven't gone online with the game yet since I know it's a very different laggy beast, and like Mortal Kombat (2011) I don't expect to learn anything properly there.
Right now, I'm focusing on the Hard AI, both Single Fights and Klassic Tower, and I've got several questions I'm hoping you can help with.
Also note I'm playing on the PC version, so sadly last week's patch isn't in this version yet, and I'm also using a Hori Gem Ex Pad.
1) Low Pounce. I haven't found a solid use for this yet since the AI doesn't usually just crouch turtle there, and I find High Pounce crazy effective as an ender. What's the proper application for Low Pounce?
2) I've seen other people complain that they have issues with the game and simple back, forward motions, and I've experienced this as well. Usually with zoning after I complete a successful extended High Pounce to set up distance. Any trick to back, forward in this game; seems far less consistent than in the last game.
3) I have not noticed this in Single Fight, but in Klassic Tower it seems the AI is sometimes countering based on input reading, an old Midway AI trick that I also don't recall from the last game. With it re-actively blocking mix ups I do, this can give me a harder time opening my opponent up. Any suggestions on this?
4) Any suggestions on Corrupted Shinnok, his patterns and such? I can beat him, but it usually takes me three to five tries on this difficulty and I want to eliminate that.
5) Wake ups are, of course, very different than last game, and it seems unless you have metre for armour, the attacker is definitely favoured. So without metre for an EX Ball Roll, what are some good wake up options? Low pokes the AI seems to perfectly block and punish. Same with throws.
Right now, I only have one primary combo for higher damage, and it usually does 28% to 30% depending. It's F2,3, roll, NJP, High Pounce full extended. I've found 1,2,3, roll tends to work better against the Hard AI since it's faster, and I'm starting to adjust that.
There's no question to me too that I simply need to practice more and hit Training to learn more combos and to improve my execution, footsies, and reads, and I'm hoping answers to the above will also help.
Thanks in advance!