Help with Scorpions mid-air combo?
Gameplay & Strategy
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Help with Scorpions mid-air combo?
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posted04/10/2011 04:14 AM (UTC)byKabal20Can anyone help me with the timing of Scorpion's mid-air combo the jump kick, teleport punch? For the life of me I can't get the timing down, even though I am doing it as fast as I can. Scorpion keeps missing, and over shooting the teleport punch by a frame or so, and winds up back on the starting side of of the opponent from where the combo started.
Deathology •04/03/2011 06:39 PM (UTC) •
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Well for the teleport punch, you can pre-charge it. Like you can do d,b,BK,FK. So you'd want to input down, back before you kick and use Back Kick as your jump kick so you don't just use the teleport, then hit Forward Kick immediately after Back kick. Just make sure you're holding down on the back button until you use your teleport, so you don't loose the charge.
As for timing the jump, I used to have the same problem but now I can do it without thought. To the extent that i'm not sure what I'm doing differently now. I think i'm delaying it a bit. So just try your neutral jump punch pop up, delay it for a little bit (not too long) then jump at him. Just keep repeating that until you find the right timing.
As for timing the jump, I used to have the same problem but now I can do it without thought. To the extent that i'm not sure what I'm doing differently now. I think i'm delaying it a bit. So just try your neutral jump punch pop up, delay it for a little bit (not too long) then jump at him. Just keep repeating that until you find the right timing.
TheDarkPassenger •04/04/2011 01:56 AM (UTC) •
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Deathology Wrote:
Well for the teleport punch, you can pre-charge it. Like you can do d,b,BK,FK. So you'd want to input down, back before you kick and use Back Kick as your jump kick so you don't just use the teleport, then hit Forward Kick immediately after Back kick. Just make sure you're holding down on the back button until you use your teleport, so you don't loose the charge.
As for timing the jump, I used to have the same problem but now I can do it without thought. To the extent that i'm not sure what I'm doing differently now. I think i'm delaying it a bit. So just try your neutral jump punch pop up, delay it for a little bit (not too long) then jump at him. Just keep repeating that until you find the right timing.
Well for the teleport punch, you can pre-charge it. Like you can do d,b,BK,FK. So you'd want to input down, back before you kick and use Back Kick as your jump kick so you don't just use the teleport, then hit Forward Kick immediately after Back kick. Just make sure you're holding down on the back button until you use your teleport, so you don't loose the charge.
As for timing the jump, I used to have the same problem but now I can do it without thought. To the extent that i'm not sure what I'm doing differently now. I think i'm delaying it a bit. So just try your neutral jump punch pop up, delay it for a little bit (not too long) then jump at him. Just keep repeating that until you find the right timing.
^^This. It's called buffering, which you can do for a variety of things. You can practice this by performing any normal move followed by a special move. If the game counts it as a combo, you have successfully buffered the special. This kind of move combination is known as a 2-in1.
Kabal20 •04/09/2011 04:30 PM (UTC) •
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Subzero2 Wrote:
What is the definition of "buffering" in fighting game terminology? Also, what's an Off the ground (otg) again? Been a while and I forgot some of these terms
What is the definition of "buffering" in fighting game terminology? Also, what's an Off the ground (otg) again? Been a while and I forgot some of these terms
My understanding of what "buffering" is, is that lets say you want to do sub-zero's freeze immediately after you do a normal punch, well buffering means to input the directional commands prior to or while hitting the preceding command to doing the freeze move. Since after the itial punch is executed all that needs to be done is hit the final button command to execute the freeze it allows for a quicker execution of the move.
Think of it as multi-tasking while imputing commands. Your inputting part of the following command during the preceding one. The concept is supposed to lead to short input times, and quicker command executions.
The problem I've found with the whole concept (at least in early fighting games like MK1-3, and the early SF2 games) is that it can be tricky to judge the fame window for when a command will actually register in the game. Because you run the possibility of imputing the command to early and the game not registering it because it was buffered.
FlamingTP •04/10/2011 04:14 AM (UTC) •
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I've noticed similar results. when I try to buffer consciously it doesn't work. but if I just input the commands before the move completes it allows the combo to work.
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