I tested and recorded Johnny's midscreen optimal combos, I notice myself and a lot of players leaving a lot of damage on the table, so I decided to make this guide. Please like and share the video if it helped you (subscribe if you're feeling generous!). If you discovered more damaging options...
I found that Geras' 122 leaves the opponent in an OTG state. Letting you pick them up for followups with Sektor. You can do it with Cyrax too, but I've had no luck converting after
Combos off most strings, his sweep, grabs in and out of corner. Cool gimmicky restand in the end of the vid, AAs, Garunteed dmg off grab with goro unblockable, etc. some pretty cool stuff
Combos off most strings, his sweep, grabs in and out of corner. Cool gimmicky restand in the end of the vid, AAs, Garunteed dmg off grab with goro unblockable, etc. some pretty cool stuff
Combos off most strings, his sweep, grabs in and out of corner. Cool gimmicky restand in the end of the vid, AAs, Garunteed dmg off grab with goro unblockable, etc. some pretty cool stuff
Combos off most strings, his sweep, grabs in and out of corner. Cool gimmicky restand in the end of the vid, AAs, Garunteed dmg off grab with goro unblockable, etc. some pretty cool stuff
Combos off most strings, his sweep, grabs in and out of corner. Cool gimmicky restand in the end of the vid, AAs, Garunteed dmg off grab with goro unblockable, etc. some pretty cool stuff
I've finally made a new combo video (yaaay!) and I wanted to share this with you guys. It took quite some time to get everything together (especially the editing... !#&%$°) and I tried to include very weird and crazy combos, but here we go!
There're combos with tournament and kustom variation...
I wanted to make this its own thread so people can easily reference it instead of having to dig through the general discussion.
Fujin is capable of comboing off Cyclone meterlessly. The trick to doing so requires wasting the first second or so of the Cyclone animation to hit the opponent...
Here's a double-feature on the new Outtake Johnny variation, which has increased his anti-air damage, and made hitconfirming 12 even more rewarding. In this video, I'll demonstrate why it's important to hitconfirm 12, and how to achieve optimal damage off of your anti-air normals, using Outtake...
In a previous episode of Incredibly Important Information, I covered a Sand Clone setup that led to guaranteed powerful mixups, but that setup sacrificed too much damage. This new one hardly sacrifices any damage, and allows you to press offense, completely safe from the multitude of wakeup...
I've prepared a short version and a long version!
(short)
(long)
Terminator has some of the best anti-airs in MK11, so it's important that you're able to maximize each of your combo conversions from your anti-airs.
This video will demonstrate how to do so, in addition to showing you...
A lot of the Shang combo routes have changed since the Ground Eruption nerf. The old any Krushing Blow into S4 DB1 Amp dash DB1 (Far) does nothing on the damage it used to, neither does the old 1 bar non-KB bnbs. So here are all the new replacements. Note that the corner combos haven't really...
Sup Guys!
I leave my contribution for the players of kung lao with details of the use of interaction in combos, combos without meter, configurations, tricks and some tips that I hope will serve you. For the Shaolin ...
*Competitive mode
@KutlessMyth, @Saltea Moonspell, @Professor Oak...
Button Notations
1/2/3/4: Light Punch/Heavy Punch/Light Kick/Back Kick
F/B/J: Forward/Backward/Jump
EX: Enhanced/Amplified Special Move
xx: Special Cancel
~: Normal Kombo Transition
KB: Krushing Blow
FB: Fatal Blow
THESE ARE GOOD KOMBOS BASED OFF ONLY DAMAGE
Mid-Screen Kombos
0Bars: DB4...