juicepouch
blink-182 enthusiast
maybe someday, i wanna get really solid w goro before i start branching out lolYes come back!
maybe someday, i wanna get really solid w goro before i start branching out lolYes come back!
Thanks a lot for this guide, man. I've recently picked up Jax as a "next" character as I like to at least learn the basics of them all and your thread is one of the best laid out and easiest to follow from all the guides on TYM. I do have two questions.I've updated the "General Strategies" section, and started working on the Matchups section. Right now I only have notes for Sub, Mileena, Lao, Jin, and Scorpion; please let me know what characters you want covered and I'll try to get to them sooner rather than later. Thanks!
Thanks!Thanks a lot for this guide, man. I've recently picked up Jax as a "next" character as I like to at least learn the basics of them all and your thread is one of the best laid out and easiest to follow from all the guides on TYM. I do have two questions.
Thanks in advance!
- I have a hard time landing the f212-d1d2-11-11-124~db1 in the corner on Mileena. Is this due to the female hitbox and should I avoid the combo on females or do you find that it is reliable and I'm likely just miss-timing? Is this truly the best string against her in the corner or are there safe alternatives?
- The mid screen run cancels are rough. Do the Mileena anti-air combos you listed require run cancels or just the advancing of f21? (ex: 12~MB.bf2d-f21-11-f21~db1 for 38%)
Haha, funny enough I didn't even realize the RC was suppose to be in there. I will keep trying the d1d2 combo. I seem to mess up the part between the dash and the low punches themselves and then the part between 124 and db1. I am sure i will figure it out. I havent tried doing many RC midscreens yet as that seems to be the hardest part so I want to get to that eventually but I think I'll lock down this low first. Cheers!Thanks!
1) I'd leave out the 2nd 11, so just do f212-d1d2-11-124~db1. Which part are you having trouble connecting? Overall, it just takes practice and you should be able to do it consistently on Mileena or any other character.
2) The anti-air combos do not require run cancels. Any combo that requires a run cancel will include "RC" in the combo notation. The 12~MB.bf2d combo does require a run cancel, but it's consistent on all characters.
[Edit]: Just realized I forgot to include the RCs in notation in the Mileena section. Thanks for the heads up!
Oh, there's no dash in the f212 corner combo. It's just f212, then the d1d2 to kind of pick them up so you can connect the 11 and finally the 124~db1. The 124~db1 should all be one continuous input. If the db1 is whiffing, that probably means you're doing the 11 a bit too late and she's falling too low when you start the 124.Haha, funny enough I didn't even realize the RC was suppose to be in there. I will keep trying the d1d2 combo. I seem to mess up the part between the dash and the low punches themselves and then the part between 124 and db1. I am sure i will figure it out. I havent tried doing many RC midscreens yet as that seems to be the hardest part so I want to get to that eventually but I think I'll lock down this low first. Cheers!
Got it. I meant the RC in general is something I haven't practiced and want to get to after I get the F212~d1d2 down but i appreciate the clarification. I use my old stick that I use for KoF and running will never feel very natural in MK with one of those for me it seems. ^_^Oh, there's no dash in the f212 corner combo. It's just f212, then the d1d2 to kind of pick them up so you can connect the 11 and finally the 124~db1.
Updated videos are being uploaded, and will be plugged into the written guide shortly. Thanks!The guide on youtube is dead! will it make a come back? or are your secrets meant to be kept silenced?
I said it was arguably his best string; it depends heavily on the matchup and circumstances. F21 is an amazing whiff punisher. 11 is an amazing 6-frame pressure tool. I like using f21 to get in, but it loses to low pokes, so characters like Kano, Sub, and even Jax can keep that from happening with their d4's. Typically if you are within 11 range, then that's going to be your better option. It's 7 frames faster and leaves you more advantageous on both block and hit. Just remember to mix it up and keep your opponent guessing.Awesome thread dude. Best guide I ever read on this site.
I have a question to 11 and F21.
You said F21 is his best string.
Should I start a mix up with 11, F21(because its fast) or F21,11?
No changes were made to Jax so its valid.This information still valid? Solid guide, but I don't want to pick up Jax on old info.
What do you mean by most effective 50/50?Whats the most effective 50/50 combo with pumped up Jax.
Do you prefer to end a combo with db1 or bf2d?
You can leave out the second 11 to make it much easier and you only lose 1%, I believe.After B2F2D,11,11 in the corner I never hit B34. Is that timing so fucking strict?
Pumped Up has more versatility across the screen distances, and is much less meter reliant than wrestler.I mostly see people using Heavy Weapons and the Wrestler variations. Why should I use Pumped Up over these other two?