Awesome! What's up KAG, hope this helps! The combo flow applies to most of the cast. So if you nail this, you'll be able to do 70+ with most using the same basic flowchart.
The Spirit Move goes deeper than this too. Some moves among the cast can juggle Jago from anywhere. Leading to infinite hits in some cases. I'm not a huge fan of getting high scores this way though. It's like setting all scores using the KI1 Broken Ultra against Orchid. Feels a little lame. I know how the 80 hits and 100% Damage stuff is done, but prefer to stick to combos like this. But it is fun to mess with.
@@vettenutt0534 The SUPER LINKER is very picky and if not done to its liking, you'll get his MK ENDER instead. It can be frustrating. But that's the hardest part imo. Good luck!
Truthfully, Sabrewulf MIGHT have the most videos lol. But I'll record some more KI stuff soon! I still need to make a video on the KI2 Sabrewulf statue
I just need to find the linkers between the super linkers to keep going- is it as simple as following the combo pattern and using the button to the left
Unfortunately no. Ultra is 14 hits by itself with 0 to 1 Enders. Then each ender after that adds 4 hits. After the 5th Ender, the Ultra is 30 hits long. But the mini doesn't add any hits.
So...I am exploring what makes you drop a combo and what doesn't in the combo system. And I have a hard time understanding how come you are able to do 3 super linkers. It's the Special Opener used after a Parry that unlocks that? Because even when I do it (with TJ Combo), the combo still drops sometimes. Is it possible that it also requires you to use the double manuals between each super linkers as well? Because let's say u do: Parry, Special Parry Opener, Pressure Move (Forward Fk), Super Linker, Pressure Move, Super Linker the combo drops 100% of the time...at least with TJ. I have a really hard time integrating the double manuals so it's hard to test out this theory lol thus why I am asking. In other words my question is do you also need the ''autodouble+manual+manual'' in between the Super Linkers as a condition for using 3 super linkers in one combo, or there are other ways?
Sorry for the late reply. Honestly, it just always seemed that you could only do 3 or more Linkers if they were at the end of Health Bar 2. If you do the big 70+ ULTRA start up on Health Bar 1, it drops before the 3 bar. And even if it's at the start of Health Bar 2. I can't say that's 100% fact but that's how it always worked out for me. But no, you don't have to do the Double Parry Opener Glitch to make it work, but you do need the regular Parry Opener. Hope that helps. As for the Auto>Manual>Manual... you don't have to do that but it's 4 hits instead of 2 from the Pressure Move, but it will only work twice. So that's why most big Ultras incorporate the PARRY OPENER, 4 Super Linkers, 2 Pressure Moves and 2 sets of Auto Manual (for the most part). If you ever find a way to do 4 Super Linkers outside of the last part of Health Bar 2, let me know.
@GlaciusXL hey thx for the reply! Yea I finally got it on tape! Tj's 73 hits 😁 I discovered that super spinfist will stop the Combo if done when opponent has no health??! 😅 Such a weird game sometimes lol. Thx for all the info but yea..I didn't find anyways to extend a killer Combo over what's already possible so far.
Haven’t even watched it all yet but I’m excited to try it tomorrow!
Awesome! What's up KAG, hope this helps! The combo flow applies to most of the cast. So if you nail this, you'll be able to do 70+ with most using the same basic flowchart.
Goosebumps, man... goosebumps.
Thank you for this :)
Sure thing!! Thanks for the comment!
I didn't know how to do the double opener on purpose, or about the spirit pounces!! 🤔 Thanks man.
You can hold back and mash QP to get a parry instead of holding it, if the opponent's health is flashing red. Releasing QP will trigger his no mercy.
The Spirit Move goes deeper than this too. Some moves among the cast can juggle Jago from anywhere. Leading to infinite hits in some cases. I'm not a huge fan of getting high scores this way though. It's like setting all scores using the KI1 Broken Ultra against Orchid. Feels a little lame. I know how the 80 hits and 100% Damage stuff is done, but prefer to stick to combos like this. But it is fun to mess with.
Thanks for This brother 🎉❤
For sure!! 😊
Trying this one for sure
@@vettenutt0534 The SUPER LINKER is very picky and if not done to its liking, you'll get his MK ENDER instead. It can be frustrating. But that's the hardest part imo. Good luck!
please upload more videos of sabrewulf!
Truthfully, Sabrewulf MIGHT have the most videos lol. But I'll record some more KI stuff soon! I still need to make a video on the KI2 Sabrewulf statue
Amazing!!! Almost 1k subs :D
Yeah man, getting close!
Very cool! 👍👊
Right on Pax!
I just need to find the linkers between the super linkers to keep going- is it as simple as following the combo pattern and using the button to the left
Doesn't the mini ultra add hits to the ultra too?
Unfortunately no. Ultra is 14 hits by itself with 0 to 1 Enders. Then each ender after that adds 4 hits. After the 5th Ender, the Ultra is 30 hits long. But the mini doesn't add any hits.
So...I am exploring what makes you drop a combo and what doesn't in the combo system. And I have a hard time understanding how come you are able to do 3 super linkers. It's the Special Opener used after a Parry that unlocks that? Because even when I do it (with TJ Combo), the combo still drops sometimes. Is it possible that it also requires you to use the double manuals between each super linkers as well? Because let's say u do:
Parry,
Special Parry Opener,
Pressure Move (Forward Fk),
Super Linker,
Pressure Move,
Super Linker
the combo drops 100% of the time...at least with TJ.
I have a really hard time integrating the double manuals so it's hard to test out this theory lol thus why I am asking. In other words my question is do you also need the ''autodouble+manual+manual'' in between the Super Linkers as a condition for using 3 super linkers in one combo, or there are other ways?
Sorry for the late reply. Honestly, it just always seemed that you could only do 3 or more Linkers if they were at the end of Health Bar 2. If you do the big 70+ ULTRA start up on Health Bar 1, it drops before the 3 bar. And even if it's at the start of Health Bar 2. I can't say that's 100% fact but that's how it always worked out for me.
But no, you don't have to do the Double Parry Opener Glitch to make it work, but you do need the regular Parry Opener. Hope that helps.
As for the Auto>Manual>Manual... you don't have to do that but it's 4 hits instead of 2 from the Pressure Move, but it will only work twice. So that's why most big Ultras incorporate the PARRY OPENER, 4 Super Linkers, 2 Pressure Moves and 2 sets of Auto Manual (for the most part). If you ever find a way to do 4 Super Linkers outside of the last part of Health Bar 2, let me know.
@GlaciusXL hey thx for the reply! Yea I finally got it on tape! Tj's 73 hits 😁 I discovered that super spinfist will stop the Combo if done when opponent has no health??! 😅 Such a weird game sometimes lol. Thx for all the info but yea..I didn't find anyways to extend a killer Combo over what's already possible so far.
Dude most ppl MASH buttons...