zoofs
bless
yeah I'm assuming soHm. Must be a distance thing, right? Shouldn't have anything to do with cancel-advantage.
yeah I'm assuming soHm. Must be a distance thing, right? Shouldn't have anything to do with cancel-advantage.
I use Unbreakable for Dvorah. As for Quan I stick with GM. Keeping Quan in the corner is going to dominate him. It's just those 50/50 shenanigans that could make this match up feel so one sided lolAny thoughts on how to approach the Quan Chi/ Dvorah matchups?
For example@I GOT HANDS
I didn't want to clutter that Kotal thread. You mentioned Shatter combos after NJK. Which combos are those? I only mess with Shatters at b3,3,d4 range.
I guess I'll have mess with those Shatters when I'm home. I don't think I've gotten Shatter combos off of NJK before.For example
B2,B2, 1, 1, B12xxClone, dash forwards, tap backwards once while in dash animation, NjP, NjK, sets up the spacing for a Clone instantaneously as you are coming down from the final NjK and is 100% safe, and perfectly positioned to threaten a 50/50 into Shatter combo, while F12 ain't safe against everyone, Reptile and Kung Lao at the very least.
NjK is a point less damage or so but the spacing is really consistent and easy which is nice.I guess I'll have mess with those Shatters when I'm home. I don't think I've gotten Shatter combos off of NJK before.
And when you say f1,2 isn't safe, you must mean when setting up Clone at Shatter combo distance only, right? Cause normal f1,2~Clone placement is a lot more advantage than NJK.
Ok, it makes sense to me now. NJK is better for Shatter combos, but then it seems f1,2 is better in every other way.NjK is a point less damage or so but the spacing is really consistent and easy which is nice.
And yeah, only for Clone placement. You have to step back Clone to threaten a Shatter 50/50 after F12 ended, and you will be caught by Reptiles exDash every time, whereas NjK ender lets you go straight into Clone as you land. Jump immediately after the NjP but delay the NjK as long as possible for max + frames
Hell F12 is arguably better for Shatter combo's I believe against the majority of the cast, just some you need NjK to make it safeOk, it makes sense to me now. NJK is better for Shatter combos, but then it seems f1,2 is better in every other way.
More damage, more advantage, more oppressive against the corner and then more ways to knock the opponent into Clone and loop.
I guess the only time I would use NJK is when I can't safely set up after b3,3,d4 for Shatters.
Up to now, I've just been trying to learn to play the game in general (I'm late), not worrying so much about optimizing. That said, when I decide I want to take a shot at a Shatter combo, that's the only time I don't end in f1,2, but b3,3,d4 instead.B33d4 ender sets the distance for shatter as well, right? This is a fairly common ender for me.
Try these to start yourself out. I've tweaked them a little since then but it's still a good start.Up to now, I've just been trying to learn to play the game in general (I'm late), not worrying so much about optimizing. That said, when I decide I want to take a shot at a Shatter combo, that's the only time I don't end in f1,2, but b3,3,d4 instead.
If I keep on working on optimizing and find that I can Shatter combo off of f1,2 like Hands mentioned... I don't know why I'd continue to end in b3,3,d4.
If you practice the timing you can F12 on females with out having to step back at all.The corner throw into clone combo I use ends in b33d4, works reliably on females, easy execution. Throw (freeze) ji2, b2, 242, b33d4, clone.
If you're just starting I'd say Grandmaster is a safe choice. The Klone helps people make themselves safe when learning. After that I'd graduate to Cryomancer and then Unbreakable.Sooooo, nobody ready to help a brother out....