So I’ve been practicing Flawless Blocks and Wavedashes in MK11. Both require precision timing, which is a good thing. Neither should be easy to do or it would make them both way too good. It takes A LOT of practice to get both down, but I wanna discuss Wavedashing.
Here’s a small clip of my wavedash training:
What I noticed is that rhythm is everything. So the best way I’ve found to do it is you press ff, blk, f, blk, f, blk repeat. If you mess up and press blk or f twice (after the initial ff), it will mess up the wavedash. Also, the f and blk have to have a kinda rhythm to them. It feels like they have to be pressed at the exact same time apart each time, but idk the exact frame science behind it.
To clarify, wavedashing is really difficult to do. There’s absolutely no reason it should be changed or worse, taken out. Even someone who has crazy execution like SonicFox isn’t able to consistently do it... yet. I think it adds depth, just like flawless block does.
Anyone else have any tips for wavedashing? It’s definitely nowhere near as easy as dash blocking in MK9 which again, I think is a good thing. I’m glad certain gameplay elements in MK11 require high execution, again, it adds depth.
Here’s a small clip of my wavedash training:
What I noticed is that rhythm is everything. So the best way I’ve found to do it is you press ff, blk, f, blk, f, blk repeat. If you mess up and press blk or f twice (after the initial ff), it will mess up the wavedash. Also, the f and blk have to have a kinda rhythm to them. It feels like they have to be pressed at the exact same time apart each time, but idk the exact frame science behind it.
To clarify, wavedashing is really difficult to do. There’s absolutely no reason it should be changed or worse, taken out. Even someone who has crazy execution like SonicFox isn’t able to consistently do it... yet. I think it adds depth, just like flawless block does.
Anyone else have any tips for wavedashing? It’s definitely nowhere near as easy as dash blocking in MK9 which again, I think is a good thing. I’m glad certain gameplay elements in MK11 require high execution, again, it adds depth.