Yes, but it's much harder to execute the rest of the combo afterwards. Plus you need a little dash forward. Doing the NJP adds so much room for error. Better safe than sorry, you know?Hey Tom can't you get extra damage by using a NJP after a Spin for most combos? I use it and it gives me 2-3% more damage per combo.
That's true. I find that if you just walk a slight bit forward, then jump as soon as land. Execute the NJP as low as possible. I just practiced it a lot.Yes, but it's much harder to execute the rest of the combo afterwards. Plus you need a little dash forward. Doing the NJP adds so much room for error. Better safe than sorry, you know?
jump kick dive kick. and only if you really want to nail some extra damage, ex hat adds only like 5-7% to the meterless BnBWith every combo should I attempt to do just a dive kick 2 enh hat or do jump kick~dive kick 2 enh hat?
no trick, just timing and practice.Ok, i hate to sound like the new kid, but is there a trick to getting the dash 1, dash 24 part of these? do you just mash out the direction button once you divekick? i mean i imagine it mostly just takes practice, but every time i've tried they hit the ground well before i'm close enough to continue the combo.
just spin 1 1 1 1 1 24by trick i meant like some way to practice quicker than having to go through the whole combo. i mean i have no doubts i'll get it eventually, but there's times when i may mistime the airkicks or something and have to start over. i mean it's seconds, but that adds up when you're practicing. but it's cool.
I dont even know what that is....I need some help with his no meter corner combo. I'm trying the one below but the 2nd JK does not connect after the JK~tele~3. Full combo is:
112~spin, JK~tele~3, JK/DK, 1, 24, 1+3, 2
Does the first JK have to hit as low as possible or as high as possible?
Do you jump forward for the DK?
Does the DK have to be delayed or does it make no difference?
I can't do this at all currently...
That combo is weird, on the right side, you can get the JK / Tele / 3 to hit, but on the left you teleport to the other side and corner yourself if you're not careful. I suggest you switch the JK / DK and JK / Tele / 3 around. Also for the JK / DK, it's best if you delay the Dive Kick so that there's a better chance that you don't drop the combo. Make sure when you JK / DK that you DO jump forward and then for the JK / Tele / 3 that you jump back. One more thing, after the Tele / 3, instead of just doing 1, practice using 1, 1, 2, 1 then go for the finish, It's easier than what it seems to be.I need some help with his no meter corner combo. I'm trying the one below but the 2nd JK does not connect after the JK~tele~3. Full combo is:
112~spin, JK~tele~3, JK/DK, 1, 24, 1+3, 2
Does the first JK have to hit as low as possible or as high as possible?
Do you jump forward for the DK?
Does the DK have to be delayed or does it make no difference?
I can't do this at all currently...
hmm im thinking you land the JKDivekick too slow, try hitting the Divekick after the JK Instantly. if you do JK divekick too slow the opponent will fly really far, and its impossible to catch him.Hi guys i have a question in any combo that goes ...Spin jik dk dash 1... How in the world i can connect a hit after jik dk because the opponent lands to far for me to catch on...I barely f3 roll to get to him...
Try to input the dash early before you land on the ground following JK/DK. Also make sure there's no delay between JK and DK. Input both of the in very quick succession.Hi guys i have a question in any combo that goes ...Spin jik dk dash 1... How in the world i can connect a hit after jik dk because the opponent lands to far for me to catch on...I barely f3 roll to get to him...
lol at the ending to that vidhmm im thinking you land the JKDivekick too slow, try hitting the Divekick after the JK Instantly. if you do JK divekick too slow the opponent will fly really far, and its impossible to catch him.
Watch my Divekicks after the spin
hope this helps
he was mocking earthrealm "See raiden, earthrealm is Free!"lol at the ending to that vid
maybe youre just not used to it, go to training mode and set the computer to jump, as the opponent is in the air try to do 2 cancel into ex hat, its an easy way to practice it.Thank you guys i will practice more.Also in some combos i for example spin dash 2 ,ex hat toss ... Well after dash 2 the hat dont connect but if i use dash 1 or even dash 1,1 i can toss the ex hat.What am i do wrong with dash 2 ex hat.??
I use cross over deep jumpkick into roll spin 1,1,1, 24. the jumpkick is easy to hitconfirm if you follow up with rollHas anyone been working on late jiks? I have one so far that I liked, not sure if someone's already found this:
jik, dash in, spin, 2~Ex Hat, instant dive kick, 1, 2, 4, 1+3, 2: 37% w/out successfully timed 2, 40% with. If someone could get back to me with a better one that maybe requires no meter, that would be great, thank you.