Better ways to optimize combos?

DurangoDurango RangoTheMercenaryJoined: Posts: 136
I want to go beyond basic ground combo, DH, air combo into air H, Super. I've seen some crazy extensions, but just don't know how people do it.

I use Goku/Vegeta/Gohan (Adult) btw.

Comments

  • CSword123CSword123 oh god OHGOD! why did I think this was a good idea? please... just- I'M SORRY!! Joined: Posts: 1,216
    edited February 6
    You should learn which chain routes are possible for each of your characters especially in the air. Instead of doing j. L, j. M, dj. L, dj. M, dj. H. Try seeing if you can tack on an extra j.L after j.M. Another thing is that j.2H can be jump cancelled after using super dash so you can do j. L, j. M, j. 2H, dj. L, dj. M, dj. H.

    Remember that pretty much every character has a jump cancelable 5M. Try L L, 2M, 5M, j. L, j. M, j. 2H, super dash, j.L, j. M, j. 2H, dj. L, dj. M. dj. H, land, super.

    You'll also find that the properties of your specials can allow for juggling in the corner.



    Here Gokus Tatsu causes wall splat and the opponent falls into 5M which again is jump cancelable actually does 5H > super dash.

    Beyond that you can use bar to extend a combo with vanish or call assists to circumvent the recovery period on your point character's attacks.

    To put it bluntly, you want to prioritize fitting in as many specials and heavy attacks in a combo followed by mediums and then finally light attacks (least important).
    KI: Jago
    GG: Chipp/Ky
    UMVC3: Team "Rider May Die" - Ghost Rider/Vergil/Dante
    Best KI community on the webs: www.killerinstinctonline.net
Sign In or Register to comment.