Also watch for some misbehaving frames with Kung Lao, Sonya and the Female Ninjas especially. Sometimes you can stick one in for free after an upper as people tend to jump away, or sticking in an extra slide after one because often times people do not anticipate a second slide. It's the fastest of the three slides with the most range, so it's easier to link into juggle combos. The Slide is good for adding damage to combos, as a wake up, but don't over abuse it, as it's easily punishable. The real factor here is their actually collision box, which moves slightly back and forth during their stance, and sometimes you can let them stand there, do a ground freeze, and nothing will happen several attempts in a row, but then it will work. The ground freeze cannot be done if your opponent is within a certain distance from the wall with their back facing it (about a character body width), so if you are trying to do ground freezes and they aren't coming out, that might be why. If you already have one hit out before the freeze, and go to glitch break a second hit on the frame it connects, the game never sees them as unfrozen during the time the ground freeze would be activated, and a frame too late means the game has accepted 2 hits and locked the ground freeze. When you freeze them, you cannot ground freeze. You cannot do freeze, aaHP, freeze, aaHP ground freeze because the game looks at it very mathematically. This move also has a hit limit of 1, but breakable at 2, and it's very difficult to do for some reason. You can try doing something like, 4 hit pop up, deep JK, let them hit the ground, run jab LP to get them blocking and semi stuck, ground freeze. You might be able to get away with this once a match, maybe even once a round if you do one early on and then late in the last match, but it's probably better to do it when they have less than 50% life left because that will be a guaranteed victory if they do manage to not avoid or counter it. It's always counterable, and harshly at that. Sometimes the person will lock up and wind up slipping, but it's their own fault. A common tactic I see over abused is run jab, run jab, ground freeze. The Ground Freeze is a neat and somewhat unique move. It doesn't work quite as well as unmasked Sub-zero but still useful. Sub can freeze within the amount of time it takes for them to land, and even if they block, he's relatively safe. This will either work almost every time, or they will stop doing random jump kicks altogether, making them chance their strategy and psychologically giving Sub the upper hand. This is useful because it's rare a person does a jump kick and lands and doesn't continue pressure, the chance of them landing and just blocking are slim, and often time it happens more than once. If a person does a JK, block it and instantly do a freeze as soon as they hit the ground. Take note that sometimes characters can be nabbed by a freeze when ducking, especially in close range, especially Shang and Kano. It will look like you should do an aaHPHP combo, but really you should go for a JK starter into his pop up combo. Often times the freeze will hit in a situation where they are physically standing on the ground but cannot block, so watch for these situations. The freeze is OK for zoning, watch for jumping backwards opponents and freeze as you see them jump. It's got a little more start up than unmasked Sub-zero's freeze and that hurts it a bit. Scout a cross up jump kick, perhaps in a run jab situation, and run under their jump, and do the freeze as they kick, it'll freeze them in air and set up a decent combo. You can use the freeze as an anti cross up. Some characters are easier to glitch hit counter rule break than others, like the Robot Ninjas, Jax, and Stryker. It has a hit limit of 1, but breakable to 2, allowing up to 3 freezes per combo, but it's tricky timing and usually not worth it. The Deep Freeze is an age old move that still has some benefits to it. Sometimes they tend to miss in situations where you wouldn't expect them to and this is due to kara canceling with run to speed the last hit up, in this situation, often you can do aaHP, LP and it'll work, with slightly less damage, otherwise, always take an extra small step in before doing aaHPs. The only thing that can be weird about them is their aaHPs. The Male Ninjas have excellent basic moves, good height and range on everything in relation to their sprite proportions, their roundhouse is extra wicked and can connect in almost any situation.
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