Board Thread:Questions and Answers/@comment-34416894-20180127153613/@comment-31529160-20180128064910

68.41.96.241 wrote:

GBL1111 wrote: After a Parry:

Jab, Jab, Face Hook, Flying Knee.

I land the Jumping Double Knee the exact same way. There's no 100% guarantee to land either because they both take a while to execute. But I, like Berry, have more success when chaining multiple strikes and ending with the F-Knee or JD-Knee. It also looks really cool if you can chain together 4-5 strikes and end with it.

I am going to experiment using intentionally missed Jabs followed by both Flying and Jumping Double Knees, respectively. I use the "whiffed Jab" method to land spin kicks, but it should work with any move that is slow to execute (can confirm numerous spin kicks and 2 different Switch Kicks). Hmm, I wonder if I could use it to land a Spinning Backfist. I find that difficult to land, personally. For the spinning backfist, I've found the power overhand method to be reliable. Parry + jab to face + spinning backfist. For the flying knees, I use 1 or 2 body hooks to set it up. It does work best if you back your opponent down to the fence though. I've landed some crazy combos when my opponent is up to the fence. You seem to be really experienced, the intentional missed jab is something I use as well but never heard of anyone ever mentioning it before. I mainly use with the Flying Knee(Body) with an almost 100% success rate. Create ample distance and then I use the Jab(Body) which will obviously just hit the wind and boom Flying Knee Body. It's always smooth with H2H Dodson :)

I use the same Jab (Face) to land the spinning backfist and it works most of the time. Having opponents against the cage is every player's dream as the number of shots one can land in such situations is just mindblowing. Being on the receiving end of things can hurt as well