alexgators1
Noob
Through limited testing I think f12 does more damage and still gives you a hard knock down and clone.What would be a better hard knockdown setup into clone? NJK or F1, 2?
Through limited testing I think f12 does more damage and still gives you a hard knock down and clone.What would be a better hard knockdown setup into clone? NJK or F1, 2?
I know this was for Tom but it's because the opponent is too high off of the ground when you're doing the clone. Tom would know better for sure but you either have to get your D1 or B1 out a hair later. It'll come eventually grinding it in the lab.@Tom Brady I have problem with this combo:
Enhanced Frost Bomb > Back + 2 > Down + 1 > Back + 1,2 ~ Ice Clone > Neutral Jump 1 or 2 > Neutral Jump 3 or 4 – 32%
I can't get my target cloned... for some reason Ice clone just won't come out... even tho I can see Ice clone animation from my sub (I am sure that I did all inputs right). Sometimes I do get clone out, but that's like 1 out of 5 times... What's the trick ?
Maybe I am doing clone way too close to the target ,and than clone instant shatter?
I know this was for Tom but it's because the opponent is too high off of the ground when you're doing the clone. Tom would know better for sure but you either have to get your D1 or B1 out a hair later. It'll come eventually grinding it in the lab.
@Tom Brady I'm sorry if this hasn't been answered but I've been in the lab and I see the corner setup B2, B2, D1, B12 clone, NJ1/2, NJ 3/4 but is there any real downfall to doing Jump Forward + 2, Forward +1,2 at the end after the neutral jump punch? It does 4% more damage, says it has 4 more frames of hit advantage and does a hard knockdown unless my eyes deceive me. If you take even just the slightest step back you're able to get the clone out with no problems. Is the stepback too many frames to keep the clone safe? I'm practicing against characters wakeups with good success but would like to know what you think man. Any time you can get back to me would be much appreciated.
Yes, you are able to hit confirm B+33 but its tough at first.@Tom Brady How is it even possible to hit confirm off a b33? the cancel window isnt large and the delay between the kicks is small, so you have to have immediately confirmed off the first hit.
I also have the same question. I've seem Tom doing a 15% combo off this situation, which consists in neutral 1, jf1, f42~slide. I don't really know why he does this combo, unless its to make the opponent closer to the corner. A simple neutral1 + uppercut would do the exact same 15%.What's the best combo mid screen if you freeze the opponent in mid air?
NJP 1 123 slide is the best wallcarry combo and at around 13-15%. Your go-to combo.I also have the same question. I've seem Tom doing a 15% combo off this situation, which consists in neutral 1, jf1, f42~slide. I don't really know why he does this combo, unless its to make the opponent closer to the corner. A simple neutral1 + uppercut would do the exact same 15%.
But I'm wondering, what's the most damaging combo that is possible in this situation?
Because some chars need meter, some don't. It's a mixup.Noob question... Why cancel strings into ice clone when they r punishable? Only F+4 is safe.
Auto block will block stuff that doesn't link.I was also hoping to find some bad ass mid air combo on frozen opponent. I personally do njp, jip and slide. That hits for 16% and pushes far into corner.. I have a question though. I see that everybody is showing combos on AI in neutral stance. I tried to do the reset throw combo from one of the video clips on AI that was blocking in crouch and after the throw cancel attempt b33 doesn't connect and is blocked. Same thing goes for the jip 2, b1,2 iceball. It ends with iceball being blocked. I thought that when you set AI to block you can actually check if it is blockable or not. Just like it was in MK9. So can these strings be blocked normally ? Or is AI's blocking enhanced somehow??
And another thing. I have noticed that combos on neutral stance AI and crouching blocking AI have different timing. Can someone confirm it? I was practicing mid screen B2 int run cancel 123 slide on the AI in neutral stance and FINALLLy when I got it right each time several times in a row I was soo happy....then I set the AI into crouching blocking so I can actually use sub's only overhead on a valid target.....and it appeared that the body is being launched lower than when it's standing. Of course I don't have to say that I wasn't able to land this combo even once. Switched AI back to neutral stance again....worked like a charm. If this is the case then I don't really see value in combos which start with overhead done on neutral stance AI. It is waay too long and telegraphic. Will never work on live opponent. Please can someone confirm and explain my observations?
Yes I know but then it means that b1,2 into iceball doesn't link and I read everywhere how it is one of the only two strings that link into regular iceball. I couldn't land it mid screen with auto blocking. Does it mean that human opponent can also block it? I have seen all those great combos and many of them start with jip, b1,2, iceball.Auto block will block stuff that doesn't link.
B12 into iceball always combos. Who were you doing this to?Yes I know but then it means that b1,2 into iceball doesn't link and I read everywhere how it is one of the only two strings that link into regular iceball. I couldn't land it mid screen with auto blocking. Does it mean that human opponent can also block it? I have seen all those great combos and many of them start with jip, b1,2, iceball.
So how do I play vs them in the neutral? My problem is im playing too much like his MK9 version and I know it will get me blown up in the future. But i just dont know how to play footsies with him on his MKX version...NJP 1 123 slide is the best wallcarry combo and at around 13-15%. Your go-to combo.
Because some chars need meter, some don't. It's a mixup.
You shouldn't be taking those risks vs chars you want to lame out and rarely vs those you want to push towards the corner. Their damage tends to be better than yours and Sub is easily one of the best in the neutral game anyway.
Sub has amazing footsies with F4, D4, B2 and clone. Use those normals.So how do I play vs them in the neutral? My problem is im playing too much like his MK9 version and I know it will get me blown up in the future. But i just dont know how to play footsies with him on his MKX version...
Dude, thanks for the reply, but I just said what I want to know is the most damading one, not the best wallcarry one. I'll obviously be using the wallcarry most of the time, but in some cases, it's good to know the combo that does more damage to finish a round, for instance. Do you have any clue wich one would be higher than 15% or it's the max that is possible against a freezed air opponent? Thanks.NJP 1 123 slide is the best wallcarry combo and at around 13-15%. Your go-to combo.
I do NJP, jump 2, run 1, B12~slideI also have the same question. I've seem Tom doing a 15% combo off this situation, which consists in neutral 1, jf1, f42~slide. I don't really know why he does this combo, unless its to make the opponent closer to the corner. A simple neutral1 + uppercut would do the exact same 15%.
But I'm wondering, what's the most damaging combo that is possible in this situation?
Noob question... Why cancel strings into ice clone when they r punishable? Only F+4 is safe.
Dude, thanks for the reply, but I just said what I want to know is the most damading one, not the best wallcarry one. I'll obviously be using the wallcarry most of the time, but in some cases, it's good to know the combo in that situation that does more damage to finish a round, for instance. Do you have any clue wich one would be or 15% is the max that is possible against a freezed air opponent? Thanks.
Just tested, NJP jump 2 run 123 slide does the exact same damage ( 16%) with about a jump distance more wallcarry.I do NJP, jump 2, run 1, B12~slide