111, xx mbBoswing, nj 2, jiDivekick, b2 1, bo swing. 40% mid screenI've been looking and messing around in there... How do I know which ones are the ones to have down? I see tons of different ones.
I've had that one down. Next ones?111, xx mbBoswing, nj 2, jiDivekick, b2 1, bo swing. 40% mid screen
super easy combo
when you dont have meter for mbBoswing just use bo swat instead and do the same combo.
Bojutsu...
Learn all his mix ups for combos....I don't like his run combos ATM because they only do what...2-3% more and I can execute the others 100%?
Also I think doing a jump in kick is safer than doing a njp and I THINK it gives you 1% more. Also if you do an overhead the range can be way off, so i just stick to a jump in dive kick.
For instance learn this:
low string: b14, bf4, jik, dive kick, b21, db3. AND b14 ex db3, jik, dive kick, b21, db3.
overhead: f24, bf4, ji dive kick, b21, db3. AND f24, ex db3, jik, dive kick, b21, db3. IF YOU DO AN OVERHEAD NOT CLOSE OR MAX RANGE YOU **MUST** USE A FLYING KICK AFTER. I haven't tried running in.
dive kick f24, db4.
34 bf4 jik, dive kick, b21, db3. AND 34 ex db3, jik, dive kick, b21, db3.
b214, bf4, jik, dive kick, b21, db3. AND b214 ex db3, jik, dive kick, b21, db3.
111, bf4, jik, dive kick, b21, db3. AND 111 ex db3, jik, dive kick, b21, db3.
Those are my main's I learn 100% I don't bother with the run combos since they barely do extra damage.
Before or after, familiarize yourself with the spacing of his normals and also you MUST work on HIT CONFIRMING your strings. An easy one is 34, if it hits do bf4, if the 34 is blocked than if the data is correct you are at neutral. etc.
All of these combos are SUPER easy....then work on your corner game. There are higher % combos though.
This is all in the thread you know of already, but maybe this is more direct.
this is directly from the living guide thread...Really appreciate this!!! Totally agree with the runs in kombos.
What corner kombos should I move onto after these?
IF you can open up on them. Blocking a string isn't rocket science. His strings aren't guaranteed....he has multiple strings that work as mix ups, but knock the opponent down. Getting that knock down and applying pressure is very important which CAN lead to a max % combo. When you play vs advance players doing a combo string they will most likely recognize it, this is why you need to play the knock down game and since MKX doesn't guarantee wakeups you have advantage as long as they don't have meter.Why would anyone do combos that weren't the most damaging? I guess I don't understand. Can you explain why? The mixup comes from the starters, so why wouldn't you do the 38-41% combo everytime you open them up?
I guess this is the type of thing I need to really learn before going further. So how exactly do you mix up into opening people up without using strings? A Normal, into a string? Then combo it out?IF you can open up on them. Blocking a string isn't rocket science. His strings aren't guaranteed....he has multiple strings that work as mix ups, but knock the opponent down. Getting that knock down and applying pressure is very important which CAN lead to a max % combo. When you play vs advance players doing a combo string they will most likely recognize it, this is why you need to play the knock down game and since MKX doesn't guarantee wakeups you have advantage as long as they don't have meter.
So it's more about chipping little by little in order to confuse your opponent so it's EASY to land a big % combo. If you play with noobs aka most people right now at this state of the game, sure it's easy to land everything.
FYI I edited my post a little.I guess this is the type of thing I need to really learn before going further. So how exactly do you mix up into opening people up without using strings? A Normal, into a string? Then combo it out?
As far as the knockdown game goes you're saying advanced players knock someone down then go into a combo while they're down? So it's best to know multiple combos to mix it up so people can't block your combo/string while standing?
Is that why knowing multiple 30% combos is important?
Do you learn this type of thing from playing matches a lot? Seems like a lot to understand. Ever since landing a combo it's been great though.FYI I edited my post a little.
I'm not the best player, I'm just trying to help you out. And Yes that's why knowing multiple 30% combos is important.
Ok say your opponent is only blocking low BECAUSE you're ONLY doing low starters. How does that help you? Well you can do overheads, you can do a overhead in to low aka F2d1? or it's F2U1...which will knock them down, you will be in their face, don't do a combo unless they have ZERO meter. If you start a combo that is a mix up say low high high, they will just lay on the ground and watch you whiff it. This is where the mind games of fighting games comes in to play...should i ex wake up, should i lay here, should i get up and block etc...
If you mix up strings it leaves the opponents guessing which can LEAD to taking more of a chance on string A to do a full combo.
Yes, make sure your combo hits before canceling in to the special move because if you do the special and it's block than you are at massive disadvantage.Also, I'm not 100% sure wha hit confirming is. Is that just making sure your strings fully hit before canceling into specials?
Makes sense.not only practice, but adapting on the fly is very important because not everyone plays the same which is why not everyone goes for X combo every single time.
Yea, go start this same exact thread in every single character section and than input what they tell you in to the ai in practice mode, and block. wha la!Makes sense.
Any tips on getting better at blocking/knowing how to punish? My block game is weak
Haha! I guess my blocking will just have to get better through playing.Yea, go start this same exact thread in every single character section and than input what they tell you in to the ai in practice mode, and block. wha la!
Haha! I guess my blocking will just have to get better through playing.
Punishing is waiting for them to do a special move then using your punish string & taking it to a full combo right?
Thanks a lot for your help!
Yes and no. This requires you to learn frame data...if they do a string and it's unsafe you can either full punish it if it's really negative, or you have to play the 50/50 game which is where the mind games come in to play. 50/50 being overhead or low. Even if they don't do a special their string could leave them negative, neutral, and some may even have positive.
I'm pulling the plug / burning the bridge here.