A lot of players have trouble juggling with moves like Kitana's Air Fan, or even Kabal's air fireball. This game was made for switches and not 360's. No fluid motion is needed and you will find your game improving as you become faster, but more labored in your direction hitting. It can work like that still, but keep in mind that all you need to do is register the BACK switch, then the DOWN switch, then the BACK switch, and hit HK. Most street fighter players interpret this as a Dragon Punch motion. For insance, Ermac's lift is Back, Down, Back HK. After a pop up combo, you can walk forward and let the run bar begin to fill up, once you get a sliver of green, you can take a "run burst" and get an extra HP before many juggle combos.Īll special moves in UMK3 are "taps". Run bar is depleted in slightly different delegations for an aaLP or HP, a little more for aaLPLP or HPHP, and on moves like the Teleport Uppercut, and Liu Kang's Bike Kick. If you hold forward run after the run bar has been depleted in any situation, the run bar will not refill until you release either forward, or run. You can hold run and tap forward repeatedly to take small, medium, and large running steps. In simplest usage, the run bar depletes when you press the run button and forward, and you continue to run by holding forward, not forward run. It is a good idea to learn how to block only when absolutely needed, so you aren't stuck in standing back up frames after releasing block, rather, releasing block at the end of the contact and standing up while unblocking. You can tap D BL on or just before the frame the sweep will connect, and your character will not have to duck, enabling them to counter faster, or sometimes duck half way, and stand back up instantly. There is a similar concept in SFA3 called "Blue Blocking" which your character turns blue and it takes away less guard stun meter. Since character sprites are behind by one tick in MK, 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. Blocking in MK is different from virtually every fighting game.
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