How to Properly Rushdown
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posted04/25/2011 05:47 AM (UTC)by
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TemperaryUserName
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At the moment, I've won most of matches by baiting punishable moves and basically scaring the other playing into blocking too much (and then jumping in with a high-low combo string).
That said, when I encounter a player who:
A) Doesn't do desperate mix-ups with their teleports, and
B) knows that a getting hit by a few Smoke Teleports isn't the end of the world and doesn't play overly cautious,
... I get my ass kicked. I'm still not sure how to go about the offensive part of this game. I do my dash block cancels; I try to time my jump ins right (I would say jumping is a bit safer in this game than it is in Street Fighter); I try to dish out numerous high-low strings. It's not that what I'm doing doesn't work, but it's just not enough. Most characters are all about zoning, so it doesn't seem like solid offense really pays.
Or not. How are you guys doing on the offensive side of things? What's working for you?
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SubMan799
04/23/2011 10:02 PM (UTC)
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For the short time I was able to play the game online I mostly played scrubs. Massive combos really demoralize them. Jump ins and cross ups are working just fine for me.
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m0s3pH
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04/24/2011 12:55 AM (UTC)
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TemperaryUserName Wrote:
At the moment, I've won most of matches by baiting punishable moves and basically scaring the other playing into blocking too much (and then jumping in with a high-low combo string).

That said, when I encounter a player who:

A) Doesn't do desperate mix-ups with their teleports, and

B) knows that a getting hit by a few Smoke Teleports isn't the end of the world and doesn't play overly cautious,

... I get my ass kicked. I'm still not sure how to go about the offensive part of this game. I do my dash block cancels; I try to time my jump ins right (I would say jumping is a bit safer in this game than it is in Street Fighter); I try to dish out numerous high-low strings. It's not that what I'm doing doesn't work, but it's just not enough. Most characters are all about zoning, so it doesn't seem like solid offense really pays.

Or not. How are you guys doing on the offensive side of things? What's working for you?


You really need to play to the strengths of your character in this game. If you want to rush down, play as Sonya, Liu Kang, really any fast character.
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TemperaryUserName
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04/25/2011 03:40 AM (UTC)
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SubMan799 Wrote:
For the short time I was able to play the game online I mostly played scrubs. Massive combos really demoralize them. Jump ins and cross ups are working just fine for me.

Cross ups are great because (so far) I don't think they can be punished by standard uppercuts. Need to study that further.

But yeah, I haven't fought one high level player yet. I have a ton of online wins, but it's going to be a while before that number has any weight.

(and the amount of disconnects is insane. SF4 players aren't nearly this salty)

m0s3pH Wrote:
You really need to play to the strengths of your character in this game. If you want to rush down, play as Sonya, Liu Kang, really any fast character.

Honestly, I haven't experimented with either of those characters in any depth. Let's roll with the example anyway: let's say I am using Sonya. What would be the best way to start offense? Her arc and her leg grab aren't safe, and (as far as I know) her dive kick is punishable.

Maybe my problem is that inside my head, I'm still playing Super Street Fighter 4. I'm trying to play a pressure style in a game based around zoning.
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GodlyShinnok
04/25/2011 04:21 AM (UTC)
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TemperaryUserName Wrote:Her arc and her leg grab aren't safe, and (as far as I know) her dive kick is punishable.


Her arc kick is one of the safest moves in the game.
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TemperaryUserName
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04/25/2011 04:26 AM (UTC)
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GodlyShinnok Wrote:
TemperaryUserName Wrote:Her arc and her leg grab aren't safe, and (as far as I know) her dive kick is punishable.


Her arc kick is one of the safest moves in the game.

I thought she went into a flip state upon block, but I'll double check tomorrow.
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Deathology
04/25/2011 04:50 AM (UTC)
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Her arc are kick is punishable, you're in block stun while she's in the air but she has grounded recovery frames that leave her open.
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ZeroSymbolic7188
04/25/2011 05:14 AM (UTC)
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I like built in rush moves (Rhino Charge, Blade Charge, ect) with Throws mixed in for my rushdowns.
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GodlyShinnok
04/25/2011 05:26 AM (UTC)
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Deathology Wrote:
Her arc are kick is punishable, you're in block stun while she's in the air but she has grounded recovery frames that leave her open.


Online too?
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Deathology
04/25/2011 05:44 AM (UTC)
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Yes...well... touché.
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m0s3pH
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04/25/2011 05:47 AM (UTC)
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Sonya's ground strings, cartwheel, and X-Ray give your opponent almost zero room for error because they're so fast and safe. Arc kick is fairly safe and good for covering ground and avoiding projectiles. The kiss sucks, don't bother with it unless you're trying to be tricky with the enhanced version. I played against a really troublesome Sonya tonight that abused me with these tactics. My poor Scorpion couldn't get any momentum going.

With Kang, you can parry any attack (the enhanced parry is also a launcher) and you can use the bicycle kick to cover ground if you're too far from your opponent. Mix up his two fireballs on wakeup if you're around sweep distance. Dash cancel into the parry if you think it's better than a standing block.
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