Command Your Opponent’s Attention with This Commando Kano Combo Guide

Looking for a less common competitive character in Mortal Kombat XL? Perhaps you were looking into Kano–or even better, you were probably looking at his Commando variation.

If I am a mind reader and you were thinking all of the above today, then I have a treat for you! We have a Commando Kano combo guide for your perusal. Learn both beginner and advanced combos to get yourself ready, and as a bonus, there is an added tick throw guide for the character to boost you even further.

Source: Chriz

Command Your Opponent’s Attention with This Commando Kano Combo Guide

Looking for a less common competitive character in Mortal Kombat XL? Perhaps you were looking into Kano–or even better, you were probably looking at his Commando variation.

If I am a mind reader and you were thinking all of the above today, then I have a treat for you! We have a Commando Kano combo guide for your perusal. Learn both beginner and advanced combos to get yourself ready, and as a bonus, there is an added tick throw guide for the character to boost you even further.

Source: Chriz

Endless Comboz Celebrates Ultimate Marvel vs. Capcom 3’s “Infinite Creativity” with This New Combo Video

Creativity has always been a hallmark of the Marvel vs. Capcom games; with all the crazy combos and setups players have created during its lifetime, Ultimate Marvel vs. Capcom 3 has certainly been no slouch in that department.

In what may be their final combo video for the game, Endless Comboz celebrates the creativity that UMvC3 allows. The combo video below features things such as unique loops, crazy extensions, unusual combinations, as well as a lot of impractical, character-specific stuff that’s still pretty cool to watch.

Source: Endless Comboz

Squad Goals: Advanced Combos and Tactics for Jack-O in Guilty Gear Xrd -REVELATOR-

Jack-O is a wild character design. She employs several types of minions simultaneously to whittle you down. Almost like a new level of previous “puppet” style characters, but she does not directly control the minions. She’s underwhelming on her own, but if she gets going with a full squad she quickly becomes one of the most obnoxious characters to fight against.

6K (overhead) RC combo on Pot. The combo can be ended earlier for a setup, rather than max damage:

 

Close slash being +frames (hit or block) allows for links. This optimizes options against Haehyun & Potemkin, showing two oki routes off a 6P knockdown:

 

The instant air dash loop on Bedman:

 

Speaking of 6P knockdowns, a common approach is to cancel to a ghost set (minion house), pick it up, airdash and throw it. Since at many ranges the house goes over the opponent, this leaves Jack-O open. Fake ’em out with recalling the ghost in mid-air, and come down with a meaty j.K. It even functions as a safe jump in the mirror match:

We then see a strong almost-setplay sequence following it. Using 5D6 is a great way to extend combos, but beware of using it if minions are already in play. They often hit at inopportune times and interrupt your combo.

Counter-hit 6P doesn’t net much of anything midscreen, but Silva shows here that you can—given you have enough meter for several uses of 4D—waste enough time with a combo to get S and K ghosts to level 2:

 

Sometimes you don’t want to commit to a combo that will only work on counter hit (CH). This shows how CH 2S will mess up your normal combo, but can still be converted on reaction:

 

If you’re confident in the counter-hit, however, a cancel to ghost set can allow from some insane combos:

 

If you land a successful reversal with Burst Calvados, here’s how you can extend the combo to level up your ghost:

 

4D loop shown on Millia:

This is very meter-intensive, but again sometimes it’s about wasting time so that minions can approach and/or level up.
Another example of 4D/j.4D loops, good for wasting time to allow better positioning and stronger minions:

 

Tricky left-right mixup off a 2H knockdown. Don’t forget you need a little more than 25% meter because the initial j.D projectile uses meter:

 

Last but not least, don’t forget that your ghosts when recalled, keep their current level. If you get the lancers (K-version of ghosts) to level 3, the combo opportunities are insane.

For instance, a 104-hit OTG combo:


Sources: Saiga_J, Silva, dot Nova, Purepure, Min