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General/Other - Lasher Lasher Discussion Thread

Montanx

Thats why they call this thing bloodsport, kid.
Thank you for that. Another noob question if I may, how do you cancel exactly? I can't seem to get the combo to work.
It's just inputting the special while the normal animation is happening. It takes a bit of practice but it's not hard. Wich combo exactly is the one giving you trouble?
 

Montanx

Thats why they call this thing bloodsport, kid.
B21 xx bf2.

I seem to be getting the hang of it now, thank you
Poifect. I'll use that as an example for anyone else maybe having trouble. It's as simple as inputting each command in order regardless of what's happening on screen. If you wait for the 1 animation to finish, the bf2 won't come out. you need to just put all the inputs in. Even if they are early the move will come out, since you dialed it up.

Now one may say, "well I don't want to commit to the special unless I know the b12 connected. That's why I'm waiting for the animation to finish". But that would be a hit confirm, and most combos in mkx are not confirmable. You must commit to the combo for it to come out in most cases.
 

JoeX0rX

Noob
Having a hard time connecting his neutral jump 1 after ex whip trip. Any pointers?? Timing seems extremely tight
 
Sometimes I would add a db1 throw after bf2 to prevent wake-up, without armor, forcing them to use meter next wake-up move. Is this a viable strategy?
 

Derby

Noob
Having a hard time connecting his neutral jump 1 after ex whip trip. Any pointers?? Timing seems extremely tight
A combo's damage in an actual fight is really just (% Damage * % Chance of Success). Landing the nj1 after an EX Whip Trip seems like it needs to be done within 3-5 frames resulting in a high margin for error. I've been fairly successful doing it a few frames right after the animation for Whip Trip ends.
 

Sensator

Noob
I found a really simple combo for the fellow newbs out there. It's not the most damaging but it can get the job done.


44 xx bf2MB, 44 xx bf2

It can also be done from a jumping overhead punch and probably plenty of other starters too.
 
On my first practice run I came across a not so safe 37% with the Lasher variation. This is my first time spelling out a combo so I hope it's clear:

44 exDB2 33 exBF2 D2

It's kinda hard to connect the initial kicks and it does use up 2 bars, but it is a lovely power house if you catch the opponent off guard (especially if they can't break).
 

JoeX0rX

Noob
On my first practice run I came across a not so safe 37% with the Lasher variation. This is my first time spelling out a combo so I hope it's clear:

44 exDB2 33 exBF2 D2

It's kinda hard to connect the initial kicks and it does use up 2 bars, but it is a lovely power house if you catch the opponent off guard (especially if they can't break).
Wouldnt advise 37% with two bars. One bar is probably 32ish%??? Bars are extremely important here. Unless you can kill the guy it may not be worth it
 
I agree. This is why I wasn't too excited to be pointing it out. It's interesting that many people found it very easy to build up combos with Shirai Ryu whereas I was completely unable to get it to go above 25%. Lasher seems to be something that is worth exploring more.
 

Black Knife

AKA Blank
I've been maining lasher and I have a hard time finding real damage. I don't want to spend more than one bar since Takeda's so meter dependent - two in one combo feels like a waste unless it'll kill. I've been doing (starter) EXdb2 44 bf2 for my B&B. Or just (starter)db2 and that's that.

I feel like this will just be a low damage variation. The tradeoff is that the amount of mixup is GODLIKE. Takeda has so many overhead strings and you can throw a Whip Trip anywhere in them. It's great.
 

JoeX0rX

Noob
I've been maining lasher and I have a hard time finding real damage. I don't want to spend more than one bar since Takeda's so meter dependent - two in one combo feels like a waste unless it'll kill. I've been doing (starter) EXdb2 44 bf2 for my B&B. Or just (starter)db2 and that's that.

I feel like this will just be a low damage variation. The tradeoff is that the amount of mixup is GODLIKE. Takeda has so many overhead strings and you can throw a Whip Trip anywhere in them. It's great.
Both SR and lasher are good variations. I feel the issue with takeda is that he's so slow once you get to know him and his combos you can block them and punish accordingly. His recovery times are ridiculously slow on almost all of his strings. I don't know about lasher, but in Shirai Ryu, unless you end in kunai you're screwed against someone who knows what they're doing. There's a million takedas out there so im already running into people blocking all my strings. They'll take the kunai hit sometimes but I'm having a hard time starting combos and doing real damage as well.
 

dvtr-

Noob
Is anyone else having issues connecting after 44? I press 44 and then bf2 and takeda performs a tornado strike. The game thinks im doing bf4....
 

JoeX0rX

Noob
Is anyone else having issues connecting after 44? I press 44 and then bf2 and takeda performs a tornado strike. The game thinks im doing bf4....
Maybe your "negative edge" is on???? or after 44 give it a beat then start your BF2. BF2 after 44 I i fnd is one of the easier combos to pull off online.
 
Having a hard time connecting his neutral jump 1 after ex whip trip. Any pointers?? Timing seems extremely tight
Neutral jump punch is the same regardless of which punch button you use, so try drumming, or "plinking" across both buttons to give yourself an extra chance to nail the timing.
 

Immortal Kombat

almost moderate success
I noticed the scaling for whip flurry is being slightly buffed in this next patch.
Will we finally get decent damage in Lasher now?
 

dubson

Noob
Hey fellow Lashers, I am playing Lasher as one of my characters right now and have a question

I am finding I use his NJ Punch to be a decent amount of my game as far as just throwing it out naked not in a combo to control space as thats a big part of his game.

My question is, what are some good/decent damage combos/set-ups out of a non-combo neutral jump punch? Mostly mid-screen, but near corner and corner also...

Sorry if this has been discussed elsewhere or has another thread it is being discussed in, I did search, I just assumed this was the best place and my question specifically pertains to Lasher. I guess I could post this in the BnB thread too since I assume thats for all variations but again I am only asking about Lasher. Thanks
 
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Pandamoniumz

Don't Listen, Save Money
Nobody seems to be labbing this, so decided to see if anything neat can be done in the corner. Found this:

starter string (44, 112, f21, b21, whatever you want), ex bf2, 4~df1, ender (on males you can do 112~bf2, females you have to do d1~bf2)

Nets damage in the 35-40% range I believe.
 

ryublaze

Noob
Hey fellow Lashers, I am playing Lasher as one of my characters right now and have a question

I am finding I use his NJ Punch to be a decent amount of my game as far as just throwing it out naked not in a combo to control space as thats a big part of his game.

My question is, what are some good/decent damage combos/set-ups out of a non-combo neutral jump punch?

Sorry if this has been discussed elsewhere or has another thread it is being discussed in, I did search, I just assumed this was the best place and my question specifically pertains to Lasher. I guess I could post this in the BnB thread too since I assume thats for all variations but again I am only asking about Lasher. Thanks
njp 44 whip assault (meterless, don't remember how much damage)
njp 44 EX whip assault f3 27% (hard knockdown)
njp 44 EX whip assault 4 whip assault 29%

Might have to walk forward a bit after the njp depending on where you hit it
 

dubson

Noob
njp 44 whip assault (meterless, don't remember how much damage)
njp 44 EX whip assault f3 27% (hard knockdown)
njp 44 EX whip assault 4 whip assault 29%

Might have to walk forward a bit after the njp depending on where you hit it
Nothing out of like xx ~ EX Low Toss into something else (maybe combo ~ whip assault) ?

Thought maybe he could string more together but is it not possible? Is there like a pop-up type of protection or hit limit after the NJ punch to prevent long strings/EX low toss into more damage potential?

Cant complain about 27% and a hard knockdown for only one bar though
 
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Been labbing and this is what I found.


Meterless:

F12 + 24 xx Whip Assault or Whip Trip - 17%
F21 xx Whip Assault or Trip - 18%/16%
33 xx Whip Assault or Trip - 18%/16%
44 xx Whip Assault or Trip - 22%/20%
B3 xx Whip Assault or Trip - 16%/13%


Midscreen one meter:

Low Slash xx EN Whip Assault, NJP, run, 44 - 30%

F21 xx EN Whip Assault, NJP, 44, Whip Assault - 35%
F21 xx EN Whip Assault, NJP, Low Slash xx Whip Assault - 30%

33 xx EN Whip Assault, NJP, 44 - 35%
33 xx EN Whip Assault, Low Slash xx Whip Assault - 30%

B21 xx EN Whip Assault, NJP, run, 44, Whip Assault - 35%
B21 xx EN Whip Assault, NJP, run, 44, Whip Trip - 35%

B21 xx EN Whip Assault, B21, Whip Trip - 29%
B21 xx En Whip Assault, 44, Whip Assault - 33%

B3 xx EN Whip Assault, NJP, run, 44 xx Whip Assault - 33-34%

B21 xx EN Whip Assault, NJP, B21 xx Tornado Strike - 33%
F21 xx EN Whip Assault, NJP, B21 xx Tornado Strike - 33%

Two Meter Combos (I don't really see a lot here):

B3 xx Tri Kunai, Run, 44 xx EN Whip Assault, D2 - 39%

Wake up:

EN Whip Assault, NJP, run, 44 xx Whip Assault - 30%
EN Whip Trip, F3 - 17%
EN Whip Trip, Run, Throw - 18%
EN Whip Trip, 33, Whip Assault - 22%
EN Whip Trip, F21, Whip Assault - 21%
EN Whip, NJP, Throw Opponent into corner - 25%

After a NJP
33 xx Whip Assault
F21 xx Whip Assault
44 xx Whip Assault
FJK3 xx BF4

Didn't list any corner combos, but they the meter midscreen ones can apply in the corner.

I think Lasher takeda is kind of better to use when you're playing against characters with good pressure (cassie, kotal, etc). Whip Assault, Whip Trip, and Whip Strike all armor on wake up and you can combo into 2 out of the 3. You lose the unbreakable damage from SR takeda (as explained by Zyphox), but you get better wake up options.
 
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Iced_Taz

Characters loyalist :)
The strongest thing in lasher are not combos but mix ups. You can mix up your oponent after just every move !!! I will write few mix up options:

The most important is that Kunai is +20 on hit. If you hit your opponent with Kunai you can continue your attack and switch between low, overhead or throw

1. B2 close kunai or b21 close kunai or b21 2+4 (mix up and trick your opponent. Use b2 kunai, b2 kunai and then when oponent expects second hit low then use b21 ex db2)
2. B21 db2 or B21 2+4
3. f21 into close bf4 or f21 into db2 (or close kunai)
4. f12 2+4 or f12 low kunai or db2
5. 33 low kunai or 334
6. d3 into bf4 (very risky)
7. d3,d4 close bf4)
8. b112 or b11 db2

The mix up potential is very strong !!! :)