Invincible Salads
Seeker of knowledge
necromancer needed a buff .-., flick should have a close mid and far command. un enhanced grab should be safe ish.
Meh I don't know if Flick needs a close and far command, maybe just made slightly quicker to sort it still not tracking runs against a few characters. I think DF4 should be safe(r) though so we have something safe to cancel strings into without having to spend meter.necromancer needed a buff .-., flick should have a close mid and far command. un enhanced grab should be safe ish.
Anything would make him better in Necromancer. All he needs is a safe special to cancel into since he's so meter heavy (I'd say DF4) and for his Flick to track better which could be done either by making Flick faster or by just fixing it but they haven't done it completely right already so may as well go with the first option.I really don't think there's anything they can do barring a complete revamp of the character to make him any better anyway in Necromancer.
I'm just glad we have two really good variations instead of one.
Flick -6, slightly better tracking or make it harder to jump over. That way you can stay safe but have a gap from most of your strings (or be gapless but unsafe w/o bar with amulet). Make grab MBable on hit like takedas punches.Anything would make him better in Necromancer. All he needs is a safe special to cancel into since he's so meter heavy (I'd say DF4) and for his Flick to track better which could be done either by making Flick faster or by just fixing it but they haven't done it completely right already so may as well go with the first option.
Flick being safe wouldn't matter though, the whole point of them nerfing it to -8 was to make the point that Flick isn't to be used up close. There's already a gap between most things cancelled into it anyway. It needs to be a better zoning tool. I'd also like DF4 MBable on hit.Flick -6, slightly better tracking or make it harder to jump over. That way you can stay safe but have a gap from most of your strings (or be gapless but unsafe w/o bar with amulet). Make grab MBable on hit like takedas punches.
After patch you can do more damage with this anti-Letherface combo (or any other character who we steal restanding combo extenders from).The Leatherface vortex is riiiiidiiiiiiiiiculousssssss
112xxHS (burn the 3rd), ji2xxIAnjp, 112xxchainsaw, jip, 112xxdb1
Like whaaaaaaaaaaaat, if you go for damage you're getting like 46-48% off of a full combo. You can probably hit 50%, I didn't really work at it for that long.
Does the Ji4 actually jail into the tele Ji4 into another tele Ji1???or at least into the ji1, string, etc. I couldn't get it to work)
A couple players I've played or talked to had no clue just how amazing Imposter is now. So for those not in the know about Imposter in MKXL, now you know.
Top 10 confirmed.
that was amazing
A couple players I've played or talked to had no clue just how amazing Imposter is now. So for those not in the know about Imposter in MKXL, now you know.
Top 10 confirmed.
Ji4xxtele~Ji4 is just a gimmick to build meter. Ji4xxtele~Ji1 does jail though. So to answer your question, no, Ji4xxtele~Ji4xxtele~Ji1 doesn't jail, it just looks cool. I dubbed it "The Stairway to Hell" just because it looks like he's walking downward. LolDoes the Ji4 actually jail into the tele Ji4 into another tele Ji1???or at least into the ji1, string, etc. I couldn't get it to work)
You could definitely trick someone with that though, at least once if they're unfamiliar lol that's unreal - you on PS4?Ji4xxtele~Ji4 is just a gimmick to build meter. Ji4xxtele~Ji1 does jail though. So to answer your question, no, Ji4xxtele~Ji4xxtele~Ji1 doesn't jail, it just looks cool. I dubbed it "The Stairway to Hell" just because it looks like he's walking downward. Lol
Yeah. I shouldn't be too hard to find on PSN.You could definitely trick someone with that though, at least once if they're unfamiliar lol that's unreal - you on PS4?
I mean if ji4xxtele-ji1 into string jails, once you train them to respect that you could definitely go for gimmicks like that. Although I steal can't get it to jail(You could definitely trick someone with that though, at least once if they're unfamiliar lol that's unreal - you on PS4?
Who are you using it against?I mean if ji4xxtele-ji1 into string jails, once you train them to respect that you could definitely go for gimmicks like that. Although I steal can't get it to jail(
If they weren't instant then d2/s1/armour is your best bet I would sayI'm just getting back into the game so this is probably basic stuff... What method(s) aside from armor are opponents generally using to counter Imposter's teleport attempts? Just trying to avoid it and null it out? D2? Air-to-air? Blocking?
I had my first experience earlier as Cryo Sub. D2 seemed inconsistent. NJP's weren't didn't seem to work on reaction. I had the most success by reacting and doing instant jump-in 3. Otherwise, if I felt I might be late, block and wait my turn. It worked fairly well, was just annoying having to counter 100 teleport attempts. Is that about all one should expect to get without using armor? Maybe I can work on following up even with just a Slide?
These mostly weren't instant/low-to-the-ground teleports, so consider that.
I usually practice on Cassie) but I have finally got it to work, just needed to do the Ji4 deeper and the ji1 out of the tele more instant. Now I need to grind it to make it usable in the real match)Who are you using it against?
The music fits so much)Gotta love the new buffs