There is really no use for it other than being flashy. Damage wise comboing after enders scales too much for it to be useful, and meter wise you’re spending the meter you just earned for like two extra hits, Even if you do a second battery ender after the recapture it’s not possible to build enough ender level to make up for the recapture. Still it is fun looping meter enders and recaptures in the corner with instinct. You can do it about four times.
Agreed, it’s a bit impractical. The only viable way to use it, would be to pop instinct after the battery ender, surge fireball, gain mater by HP+HK, surge fireball, then finally a recapture. Then again, I’m not even sure that would be worth the effort.
Another useful bit of tech, is to manual f-HK after any strength linker to cancel it into a throw/surge kick/or uppercut. I’ve used it to mix up so many players and has yet to fail me.
I’m decent, due to the fact I’ve been playing KI since it released and have a few thousand games played. As sad as that sounds. -_-
Awesome, glad you’re finding good uses for it.
What I’ve been doing is drop the combo while in a level 2 combo, do a reset using the f-HK, cancel into a grab, and cash out using a grab+shadow uppercut. Easy 45+percent and it looks flashy. Cause who doesn’t love flashy moves, right?
I have been playing since release too, but doesn’t mean i’m good, lol. I have never got round to using manuals mid combo. I can do it, but can’t be bothered to perfect it enough to feel comfortable enough using them online. I will never go to tourneys or anything so I don’t see the point. I enjoy the game the way I play, as is.
Dude, those were some entertaining clips!
There’s one thing I’ve figured out. After staggering your opponent with an axe kick, jump over them with a HP. It’s one tricky mixup, does a little more damage and looks badass.