There is a similar concept in SFA3 called "Blue Blocking" which your character turns blue and it takes away less guard stun meter. Character sprites are behind by one tick in MK, so you can block things upon the frame they connect. A not so obvious concept about blocking in MK is frame update. Obviously, there is a button for block, rather than holding back, which eliminates the need for proximity blocking entirely, and you can buffer moves easily while blocking. This is a lot better than completing the initial ground combo and pushing the victim back, allowing them to counter attack easier, and continue assaulting them.īlocking in MK is different from virtually every fighting game. Restart the leg combo, stop at the 3rd hit, then mix it up, maybe stick in a standing HK or a dash kick. The reason for this is you can get more guaranteed damage from the chip hits and continue rush, resetting the trap, and to make sure they are blocking throws and not trying to counter attack. Stop on the 3rd hit to remain close, and then go into run jabs. When someone is blocking, run in and do her knee combo (HK, HK, LK, HK). 99% of all ground combos push the opponent back on the last hit. Stopping a ground combo before the last hit keeps you close so you can continue the rushdown. You should almost never finish a ground combo unless you want to use the last hit as a positional setup of some kind. Blocked ground combos are very good for two reasons, chip damage and position.
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