I can't get the charge for the 2nd kikoken after the 1st stance canceled one.. what's the trick to that? holding charge ASAP i understand, but it's so hard
great question! maybe I should do a video on this - but it just takes alot of practice. also feel free to slow the video down and check out my inputs! for the second combo: 1. during the recovery frames of stance OD kikoken I press and hold back immediately (as soon as humanly possible) 2. while holding, I press LP and let the jab finish it's animation. it's +5 on hit which gives you enough time to charge. also - since b.LP isn't a command normal you'll still get st.LP 3. then I press forward and two punches to get the second OD Kikoken this concept applies to the first combo as well, but since you're doing st.LP st.LK you have more time to charge. I hope this helps!
Not better, I'd say overloaded. The realistic aesthetic and brutal beatdown are sure fun but the gameplay became slower compared to mkx to make it more realistic but that didnt really work out. As a die hard mk fan yes kombos are fun and all but sf6 is kinda relaxing and long combos are hard but also rewarding, in mk you either pick someone with low effort high damage or try not to drop a combo or ur good as dead... Not even talking about never ending scorpion and subzero matchups, straight hell and not fun to play... In sf6 you do get lots of chances to turn the tables even if you suck... in mk11, higher ranks you kinda die before touching the ground... But hey its personal preference. Also thanks for listening to my ted talk lol
Amazing!
thank you so much!!
I can't get the cr MK to link after second OD kikoden. Was it patched?
lmao why I choose the hardest character in the game to main 😵😵 I can't do half of this ish
Lmao same if you didn't have to charge this fireball
Are these super hard to time or just normal stressful difficulty?
these are more advanced, so it make take a few tries to get things right
how do you Light kikoken into SA3 so fast?
I can't get the charge for the 2nd kikoken after the 1st stance canceled one.. what's the trick to that? holding charge ASAP i understand, but it's so hard
great question! maybe I should do a video on this - but it just takes alot of practice. also feel free to slow the video down and check out my inputs! for the second combo:
1. during the recovery frames of stance OD kikoken I press and hold back immediately (as soon as humanly possible)
2. while holding, I press LP and let the jab finish it's animation. it's +5 on hit which gives you enough time to charge. also - since b.LP isn't a command normal you'll still get st.LP
3. then I press forward and two punches to get the second OD Kikoken
this concept applies to the first combo as well, but since you're doing st.LP st.LK you have more time to charge. I hope this helps!
@@aarminani helps out a lot, yes. I'll keep practicing and get that charge asap ... :)
@@teddywilliams2512 you bet!
mortal kombat has better combos
MK sucks no wonder why it’s the least played game at evo under melty blood this year
Not better just differentm
everyone in MK move like stick figures. the combos aint bad they be looking goofy tho
@@manwhat438 Agreed
Not better, I'd say overloaded. The realistic aesthetic and brutal beatdown are sure fun but the gameplay became slower compared to mkx to make it more realistic but that didnt really work out.
As a die hard mk fan yes kombos are fun and all but sf6 is kinda relaxing and long combos are hard but also rewarding, in mk you either pick someone with low effort high damage or try not to drop a combo or ur good as dead... Not even talking about never ending scorpion and subzero matchups, straight hell and not fun to play... In sf6 you do get lots of chances to turn the tables even if you suck... in mk11, higher ranks you kinda die before touching the ground... But hey its personal preference.
Also thanks for listening to my ted talk lol