Way off topic here, but I just discovered that I haven't paid rates and taxes.
Uh... Anyone know how I register to do that. I'm guessing I'll have a bill for
two years or something.
Sent from my Windows Phone
From: Ryan Williams<mailto:ryan820509@xxxxxxxxx>
Sent: 2015-04-22 10:04
Subject: Re: DRE: CTS community mail
Yeah, he has that 2,2 in all of his variations. Good for putting the opponent
in the corner if you have a punish opportunity, and you can still cancel into
He doesn't have much in the way of mixups in Balanced, because he's meant to be
played defensively. What he does have are safe strings with pushback (if you
use b,f+2, the force push move) which creates enough space for him to bait
attacks and whiff punish. In Kenjutsu, he has a strong mixup game but his
damage output sucks. Shit like b+3 (low) into d,f+1 (sword overheads) can be
very difficult to deal with. Try blocking that on reaction every single time.
He also gains an overhead (f+2, he has another one (b+2) but it's ass) in
Kenjutsu that can be cancelled, and he also has a cool string that is unique to
Kenjutsu (3,1,1 - last hit is a low). So that covers his bases with regard to
defensive and offensive play.
Possessed has high damage output (with meter) but I'm not a fan of it. From
what I've read, people share my opinion of Balanced being the best variation
overall, because of meter efficiency (being able to do 30+ without meter). Pig
of the Hut, a top US MK player, feels that the two strongest variations are
Balanced and Kenjutsu.
On Wed, Apr 22, 2015 at 9:48 AM, Nicholas Robertson-Muir
2 hours of trying seems to indicate that, yes.
Corner may be a different matter.
I love his 22 btw, so styling. Makes me think of Iori. He has real easy 25%
consistency, but he's so honest, lol. He doesn't nearly have the high low
mixups that the others have.
On 22 Apr 2015 09:28, "Ryan Williams"
*lol* I take it you believe me now when I said that you wouldn't be able to do
40% meterless midscreen in Kenjutsu. But a pat on the back you have earned
On Wed, Apr 22, 2015 at 8:05 AM, Nicholas Robertson-Muir
I'll take that pat on the back now sap.
On 22 Apr 2015 07:41, "lindsey kiviets"
this is pretty cool tech.
I blocked overhead is not punishable with a normal launcher spin with kungloa
but im sure you can ex spin through it.
Date: Wed, 22 Apr 2015 00:23:44 +0200
Subject: Re: DRE: CTS community mail
Ok i just understood how that works...
basically it's sort of hit confirming?
normal string into special xx on block? input the rest of the string xx on hit?
let the combo begin.
right? that's pretty odd. Does it have to be a command from the string or i can
just mash any button during the string into special into _______.
On Wed, Apr 22, 2015 at 12:12 AM, Di Lhong
usually unsafe normals into special are either interrupt-able or can be
especially if the special is slow. fast specials are usually unsafe.
On Tue, Apr 21, 2015 at 11:25 PM, Ilitirit Sama
Oh man, how could the developers not see this one coming...
So in MKX, impact freeze on block is different than on hit. Now that's bad.
But the bigger problem is that on block, impact freeze is longer. THIS IS
STUPID. What this means is that you can use buffer Option Selects. If you
buffer a normal into a special, usually what happens is the normal will cancel
into special on hit. But, you can cancel the special by inputting more
commands after you inputted the special move. Basically, it clears the input
buffer if you input input another move before the special comes out. What does
this enable you to do?
normal xx (unsafe) special xx (any safe input)
On hit, you get the normal into special. On block, the longer impact freeze
gives you more time to cancel the special, so the special move will not come
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