haketh
Noob
I'mma do the smart thing, what are the the ways people can get out of the setup & punish?It's obvious that you've played Subzero and know more about my options than me. I get it.
I'mma do the smart thing, what are the the ways people can get out of the setup & punish?It's obvious that you've played Subzero and know more about my options than me. I get it.
Armour, backdash or NJP if you want to punish him.I'mma do the smart thing, what are the the ways people can get out of the setup & punish?
Worth noting that some chars don't have a good enough JIP and must JIK.Its a 50/50. He can AA you with B2 or check your feet with B33. You can NJP to get out of the grab setup but if you guess wrong rip lol
Armour, backdash or NJP if you want to punish him.
thanks!Worth noting that some chars don't have a good enough JIP and must JIK.
This is a setup. You just described a gimmick.Plant don't matter, standing 2-db2 walk up throw+ back works also
Post, I guarantee you you haven't found an infinite.Tom really??? It's an infinite from what I can see, I won't post what I found yet, pm me.
I suggest you read the previous threads. These are all known and like I mentioned, unsafe.Ok not and infin. Do 12 clone walk up if you get the throw (b + throw with will connect every time off this set up) you get a free jump in 1 12 clone. So it's a loop with a 50/50 . I can test this part, but the clone is so close after 12 it looks like any attack would catch you in the clone, someone test possible escapes.
Were they teching his throws?I noticed Detroit Ballin doing this at GGA last week. His setup was different though. He ended with a njk splat.
Duck the throw.I'mma do the smart thing, what are the the ways people can get out of the setup & punish?
@Qwark28 I don't know the damage offhand for the combo I posted, sorry. If I remember I'll post it later tonight.What is the %? I always end my combos with F12 and the damage for that setup is about 22-28% off of general mixups and combos. More damage would be amazing to have considering just the inferior combos are more than enough to destroy most chars in the corner.
I understand perfectly what you are saying and again stress than it's known and tested. We've been going back and forth on this...I don't think you fully get what I'm saying. If Tom has a full combo that than finishes with a clone than that is different.
I'm just looking for the way to get the untouchable throw.
If you land 12 clone in corner, u walk up and position urself right on top of ur clone, you than can react to whatever the person does, the only escape would be jump over or and ex move which I could block. Yes the damage sux , but if you land the throw, you get a free jumpin 12 clone and can repeat process.
So land 12 clone on someone in corner and tell all the ways to escape
It didn't look like they could tech... I even made a comment about it in the chat. The clone was right next to them like in the second video.Were they teching his throws?
You can just end with F12 after the clone freezes them and it'l work as well.So I tested this out, and the following setups both work similarly:
B2,B2,D1,B12~clone,NJP,JI2,F12, baby step back clone
B33~EX Ice Blast,B2,D1,B12~clone,NJP,JI2,F12, baby step back clone
When I say baby step back, I mean I do the "DB" motion, and hold back for just a fraction of a second before hitting 2.
I've only tested on Scorpion, and this won't work on females (on whom the D1, B12~ice clone is inconsistent), but so far looks like a cool path into this out of his regular vortex (and ending the combo with NJP,JI2,F12 does 3% more damage than NJP, NJK anyway.)
Pardon if my notation is somewhat off, I'm a bit new to MK's conventions.
Correction actually, you need to do a NJP after the freeze and then F12 so you're deep enough similar to the first combo.Interesting, thanks for letting me know.