And he came up with some crazyness that i'm sure no one as ever seen before.I think Momochi's understanding of footsies and zoning is really remarkable. It's almost like watching art when he plays, so godlike!
I wish there were more vids on topic in question rather than "check out these swag 4 bars MK combos that do 35%!!"I have a feeling it will be more prevalent with MKX. With content in general, a lot of streams have been popping up lately.
Generally- not all the time- d3/d4, d1's have advabtage on hit. If you sneak in a d3, it's basically your turn to attack. The opponent has to respect what you do and be under pressure, if he doesn't respect your advantahe and tries to attack out of disadvantage, he could be in a world of hurt.I apologize if this isn't necessarily the place to ask questions, but I'm hoping someone could explain the use of d3/1 in neutral, it seems like I see them used as just really fast normals to help you get advantage and start offense after you block something that's neutral or negative. My problem is that I come from a SF/Arc Sys backround and can't seem to actually gain advantage very well. Is it best for me to only stick one d1 or d3 and cancel it into something? Or do I throw out multiple to help me confirm into something?
No problem man!Nice, this is awesome. I have just started getting into fighting games and it took me a loooong time to find all that information. I have 3 friends that just got this game, and when I try to explain the "basics" it gets confusing for everyone.... Thanks for putting it all in one place
A lot of your threads are the sources used in this thread. We need more arbiters of high level play and mentality like yourself!Glad this thread was made, hopefully we will see more threads like this when mkx drops regarding normals to use in the neutral game. I would also like to see more neutral game video tutorials for mkx as well. I know @Evil Eddy Wang was doing something like this for skarlet for mk9, it would be great to have more for the rest of the cast straight out the gate. It would level up the new player base tremendously.
High starting combos are useful for punishes and after hit confirming down 4 to start hit/throw mixups.So I have a question being reintroduced to the franchise, when is a high starting combo useful? Seems like every time I try to use one I get poked out of it.
Follow ups after a D4 on hit are character specific (unlike MK9 where you could follow up with pretty much any string or throw) and spacing dependent. If the opponent is in the corner you can follow up with pretty much anything, but mid screen (where the opponent can stagger back pretty far) you'll have to use a combination of reading the frame data to get a good idea of what you can follow up with and testing it in training mode.Yeah the problem is that usually a d4 pushes them too far away to land a standing high string. And if I do d1 or d3 first and then a say 1,1,2. I'll get poked because they are ducking the first hit making it a whiff
To perform a whiff punish you need to be outside of the opponent's punishing range, if he miss judges his range you won't even need to backdash.Question regarding whiff punishing in neutral. Should I use back dash right before or after a string starts. I seem to struggle with spacing and my back dash gets caught often. Is spacing best serve as more of an eyeball test?
On whiff, you don't look into specific frame data except for startup of moves. You aren't in block stun, you only should care if your opponent will be able to hit you with next normal if you move. Moves within strings tend to come out pretty fast and characters tend to move forward while making many normals, so be careful. Usually trying to hit opponent in the middle of his string on whiff is impractical even if possible.Does whiff punish begin after the first whiffed hit or do I have to force the entire string to whiff? In other words, if the first hit misses, would I be using that normal's frame rate data or would I still be looking at the entire string's frame data?
Thanks. I was thinking I could poke them out. I appreciate the clarification.On whiff, you don't look into specific frame data except for startup of moves. You aren't in block stun, you only should care if your opponent will be able to hit you with next normal if you move. Moves within strings tend to come out pretty fast and characters tend to move forward while making many normals, so be careful. Usually trying to hit opponent in the middle of his string on whiff is impractical even if possible.
Sometimes you technically can, especially if you have something that, say, low profiles second hit. It's just almost impossible on reaction to hit your opponent out of the string with standing normal most of the time IMO. If he is positioned so that entire string whiffs though, you will have a lot of time to react and it's reasonable thing to do I suppose.Thanks. I was thinking I could poke them out. I appreciate the clarification.