HAHAHAHAHAHAHAHAHA!!!!! I love it.Lol actually.... Ermac is the ULTIMATE troll... Bro, i want to test this out for sure out of training, but it's looking good right now.
jip-f21d2-jik-teleport-222-hang
Thats it.
38%
Lol if you dont hit them while they hang its an added 10%!
EDIT:Mystic only! The others dont get hang like mystic so its all bad.
It doesn't. Jikxx teleport punch scales better.Use this as a starter and see if the damage scales better...
Mystic:
F21D2 F4 Lift
(I'm on pad and having serious execution issues)
Hover with them and after they fall ground slam, an extra 2% possibly??? That's so funny that shit does unscaled unbreakable damage. If they are at 9% catch them with tele hold and fuckin teabag lolIt doesn't. Jikxx teleport punch scales better.
@KamikazeJD Your troll setup works in the corner. With jip it's 40%, but without jip it's 38%
F21D2, njp, 34xx EX Teleslam, f4, teleslam *wait for the drop*
I find it most useful because one can position themselves however they like after a teleslam. If you want to continue to space/zone characters that are troublesome up close then back off, however, if you can get some mixups on them if their normals aren't too crazy then more damage awaits.Hover with them and after they fall ground slam, an extra 2% possibly??? That's so funny that shit does unscaled unbreakable damage. If they are at 9% catch them with tele hold and fuckin teabag lol
Right?? I knew mystic was the one for me. I also didnt know that you could hold after xxtelehold!! Thats a few more percents of damage. My problem is like @Temjiin im on pad and i can maybe pull shit off 30% of the time.. That shit sucks!I find it most useful because one can position themselves however they like after a teleslam. If you want to continue to space/zone characters that are troublesome up close then back off, however, if you can get some mixups on them if their normals aren't too crazy then more damage awaits.
Jkp gotta be a type. Buuuut jik is jump in kick jip jump in punch. Jk jump kick. Etc. Njp neutral jump punchSup folks. Hey I'm usually pretty solid with notations but this is my first MK game in a while. What is Jkp, Jip, Njp, Jk, etc?? I don't get it. Know it sounds noobish but ya
Oh okay, I figured but wanted to make sure. I understand neutral but what's the difference between a Jump In and just a Jump Punch/Kick then?? And does it not matter which one to use??Jkp gotta be a type. Buuuut jik is jump in kick jip jump in punch. Jk jump kick. Etc. Njp neutral jump punch
It's specified because jip leaves you standing to finish the combo where njp ground bounces. generally it makes no difference which punch/kick is used unless the combo specifies which one (ex: ji4).Oh okay, I figured but wanted to make sure. I understand neutral but what's the difference between a Jump In and just a Jump Punch/Kick then?? And does it not matter which one to use??
What do you mean by "hold"?No matter what i try, i cant get more that 32% before teleslam... Even in the corner with uppercut -___-
EDIT: seconds later in the corner i did jip-f21d2-njp-uppercut-xxtelehold-jik-teleport-hold
44%(with "mic drop")
Telehold. Do we have a standard name for it? I keep changing it... I mean db1What do you mean by "hold"?
It scales too badly. I was disappointed as well.I still havent found any rewarding use (dmg wise) for his b2, 3+4,12, in combos. Sucks he cant use it anymore after a jump in.
Yea man it sucks baaadI still havent found any rewarding use (dmg wise) for his b2, 3+4,12, in combos. Sucks he cant use it anymore after a jump in.
You use Telehold twice. Wouldn't the second one just make him fall rather than hold them, or is the first tele hold ex?EDIT: seconds later in the corner i did jip-f21d2-njp-uppercut-xxtelehold-jik-teleport-hold
44%(with "mic drop")
It scales too badly. I was disappointed as well.
Check the combos i posted above. They should be used as much as possible.Yea man it sucks baaad