Professional Documents
Culture Documents
- You still take damage while (super) armored. This means that attacks that
would knock you out and finish the round will still do so even through an
(super) armored attack. What (Super) Armor will do is prevent you from
flinching or being grounded by enemy attacks.
- In order to perform a Wake-Up attack, you will need to input the command
as your character is rising from the ground. Each section details a bit about
wake-up attacks, and tends to mention which ones have invincible start-up. If
an attack does get invincible start-up, it is 8 frames.
- Each character, supposedly, has a secret technique. Some are listed, and
some are still undiscovered.
- You will see frame data mentioned for certain characters, but not others.
This is because we do not yet have frame data available for all characters.
It will be added as I sort through it and it becomes available.
- Frame Data Note:
jP - 7f
jK - 8f
njP - 9f
njK - 10f
Throw - 10f
Air Throw - 9f
These are universal for all characters.
- Resets or other information confirmed to be removed in the next patch will
not be included.
Character Table of Contents
You can easily navigate to a particular character section by using CTRL+F and
searching for the character tag listed below.
Baraka
[MKBAR]
Cyber Sub-Zero
[MKCSZ]
Cyrax
[MKCYR]
Ermac
[MKERM]
Jade
[MKJAD]
Jax
[MKJAX]
Johnny Cage
[MKJON]
Kabal
[MKKAB]
Kano
[MKKAN]
Kitana
[MKKIT]
Kung Lao
[MKKUN]
Liu Kang
[MKLIU]
Mileena
[MKMIL]
Nightwolf
[MKNIT]
Noob
[MKNOO]
Quan Chi
[MKQUA]
Raiden
[MKRDN]
Reptile
[MKREP]
Scorpion
[MKSCO]
Sektor
[MKSEK]
Shang Tsung
[MKSHA]
Sheeva
[MKSHE]
Sindel
[MKSIN]
Smoke
[MKSMO]
Sonya
[MKSON]
Stryker
[MKSTR]
Sub-Zero
[MKSUB]
===============
Baraka
===============
Gwaaah!
[MKBAR]
Special Moves
Blade Charge (8%)
Blade Rush (13% - Phasing, Armor)
D, F, 2
Spark (8%)
Sparked (14%)
D, B, 2
Chop Chop (11%, 7 Hits)
Chopchop Shop (17%, 9 Hits)
B, B, 1
Blade Spin (9%, 2 Hits)
Spinner (15%, 4 Hits)
D, B, 3
Blade Slice (10%, 3 Hits)
Slicer (14%, 4 Hits)
D, F, 1
X-Ray: Nail and Impale (32%, 4 Hits)
Baraka s X is light on damage, but it s easy to work into his BnB combos
(usually replacing Blade Charge/Rush) and it serves as a good punish. It
should also be noted that it will catch airborne opponents within range that
are not at the very peak of their jump.
Secret Technique: Cancel It!
Not a secret technique, per say; but, Baraka can cancel pretty much ALL of
his normals into specials. This makes him pretty hard to read at times. He
can also do most of these cancels mid-string. If you re not doing a special,
you can almost guarantee you can cancel into one. This offers good screen
control and the ability to confuse opponents.
This also means that Baraka s X-Ray is available off of any hit. Very useful
indeed.
Basic Combos
2, 1, xx Blade Spin (16%, 4 Hits) or Spinner (22%, 6 Hits)
F+2, Chop Chop, (buffer FF), D+4, Blade Charge (25%, 10 hits) or Blade Rush
(29%, 10 hits)
F+4, 4, step forward, 4, xxBlade Charge (25%, 4 Hits) or Blade Rush (29%, 4
Hits)
B+3, 1, dash, B+3, 1, dash, F+2, 4 (29%, 6 Hits)
B+3, 1, dash, B+3, 1, dash, B+3, 1, dash, 4, Blade Charge (35%, 8 hits) or
Blade Rush (38%, 8 hits)
2, 2, 1+2, xxChop Chop, (buffer FF), D+4, #Blade Charge (30%, 12 Hits) or
Blade Rush (34%, 12 Hits)
2, 2, 1+2, dash, B+3, 1, dash, 4, xxBlade Charge (32%, 8 Hits) or Blade Rush
(35%, 7 hits)
[Corner] 2, 2, 1+2, B+3, 1, B+3, 1, 1, 2, 1 xxChop Chop (40%, 18 Hits)
X-Ray Combos
F+4, 4, (Buffer FF), 4, xxX (42%, 7 Hits)
B+3, 1, dash, B+3, 1, dash, 4, xxX (44%, 9 Hits)
F+2, Chop Chop, (buffer FF), D+4, xxX (45%, 13 Hits)
B+1, F+2, xxChop Chop, (buffer FF), D+4, xxX (50%, 14 Hits)
Playing as Baraka
Preferred Gameplan: Counter
Baraka has slow movement speed, but all of his attacks hit quickly. This
makes him a good counter-style character but a poor rushdown character. He
has a particularly hard time with combatants who can keep constant pressure
against him (Johnny Cage, Kabal, Kung Lao, Liu Kang, Scorpion, Sonya) as well
as those adept at zoning (Kano, Kitana, Noob, Sindel, Mileena, Sub-Zero). For
this reason, Baraka is going to be relegated to Counter status. He HAS to
react to the opponent, but this doesn t mean you can t still control the pace
of the match. Should you see an opening for one of his combos, take it, but
don t force anything.
Any time you land a Chop Chop, follow it up with Blade Charge for extra
damage. Blade Rush is the only EN move Baraka has access to that is worth
using meter for, but this is definitely a move he should use and use often.
It even has the added bonus of causing some push back, which is great because
Baraka can absolutely devastate a cornered opponent in no time. Baraka should
never use meter to boost combo damage unless it will win him the round. His
meter should be saved for naked Blade Rushes to get through projectiles
because, without it, he is incredibly easy to zone out. Blade Spin makes for
a good counter to aerial attacks, but Chop Chop fits this bill even better
and allows follow up with a Blade Charge for extra damage. Note: If you catch
an airborne enemy with Chop Chop, you CANNOT follow up with D+4, Blade
Charge/Rush. You can use just Charge/Rush without the D+4, though. Slices is
an excellent tool for building meter, netting nearly 1/3 of a bar on block.
Baraka has a few decent mix-up options at his disposal. F+2 hits medium, and
B+3 hits low. Keep these in mind should you attempt to mount an offensive.
Perhaps his greatest mix-up tool is his B+3, 2, 2, string (LHM). If an
opponent reads the second 2, you can always cancel into Chop Chop or Blade
Spin.
Defensive Wake-Up options for Baraka are somewhat limited in Blade Spin and
Chop Chop. Once again, Chop Chop is superior, but has greater cooldown should
it whiff. Blade Charge can be used should you want to advance or Blade Rush
if an opponent decides to throw projectiles.
D+4 is an essential weapon in any Baraka s arsenal. It lowers his hit box to
prevent cross-ups, it enables a safe F+4 string starter, it can even be used
in the middle of Baraka s combos.
Baraka has quite a few bad match-ups, but he is absolutely a contender. He
just has to be played thoughtfully. Get in there and apply these tips and
you ll be slashing your enemies to ribbons in no time.
Fighting Baraka
A competent Baraka is NOT going to make the first move. He s going to try and
force you into making mistakes and then he s going to punish you for it. Keep
this in mind. If he tries to rush you down, chances are you re either (a)
better at rushdown than him or (b) a character with a teleport/pseudoteleport and better zoning skills. If you re (a), then show the tarkatan what
rushdown is all about and apply more pressure. Just be mindful of Chop Chop
as it can be chained into Blade Charge or even X-Ray. If you re (b), then get
outta there and zone him out, his projectile is one of the worst in the game.
With fairly standard damage (8%) and horrible cooldown, he s not likely to
win any zoning wars any time soon.
Be aware that his counter game is fierce. If you whiff a combo starter, you
will pay for it with around 30% of your life total (without X-Ray). Never
jump in on him. His blade spin is quick to start-up and will punish any jumpins; but, at only 9%, it s not too scary. The real danger of jumping in comes
if he gets in Chop Chop. In which case, he can follow-up with D+4, Blade
Charge for ~20%.
Stay out of the corner. Again, stay out of the corner! Baraka s real
potential shows through when he corners an opponent. He will shred you
without mercy if he can back you up against the wall. Don t let him. Remember
that his rushdown is not so good, so if you get close to the corner, switch
it up and start pushing him back. Just watch out for Blade Rush as it has
===============
Cyber Sub-Zero
===============
You are not so fearsome.
[MKCSZ]
Special Moves
Ice Ball (Capture. 7% if done while frozen.)
Ice Beam (Capture. 7% if done while frozen.)
D, F, 1
Ice Bomb (Close, Medium, Far, 8%)
Cryo Bomb (Close, Medium, Far, 8%)
c. B, B, 1
m. F, F, 1
f. B, B, F, 1
Slide (9%)
Cyber-Slide (12%, 2 hits)
B, F, 4
Teleport
Bangport (8%)
D, B, 1
Ice Parry (8%)
Frozen Parry
D, B, 2
Dive Kick (Close, Far, 7%)
PowerKick (Close, Far, 18%, 3 hits)
c. D+3 (In Air)
f. D+4 (In Air)
X-Ray: Cool Down (36%, 3 Hits) [In Air Only]
Cyber Sub-zero's X is done while in the air. It comes out quite fast and
ranks above average in damage. It also auto aims on the spot the enemy was
standing on when it's activated. At full jumping height, it's almost
impossible to miss with this X, but it can be blocked.
Secret Technique: Unknown as of now
Basic Combos
jk, c.Dive Kick (13%, 2 Hits) or c.PowerKick (21%, 4 Hits)
F+2, 2, Slide (15%, 3 hits) or Cyber Slide (18%, 4 hits)
===============
Cyrax
===============
Safeties disabled. Combat mode engaged.
[MKCYR]
Special Moves
Bomb (Close, Medium, Far, 8% - Unblockable. Launches)
Stickybomb (8% - Launches)
c. B, B, 4
m. F, F, 4
f. B, B, F, 4
Net (Capture)
Electro-net (Capture and drain 1 bar)
B, B, 3
Teleport
Bangport (8%)
D, B, 1
Buzzsaw (8%)
Saw Blade (15%, 2 Hits)
B, F, 2
Reverse Kick (7%)
Donkey Kick (11%, 2 hits)
D, F, 3
Ragdoll (10%, 2 Hits)
EN Ragdoll (15%, 3 Hits)
D, F, 3, xx1+3
Anti-Air (8% - Only on airborne opponent)
Power Anti-Air (10% - only on airborne opponent)
D, F, 1
X-Ray: Cyberdriver (3 hits, 30%)
The range of Cyrax X is very lackluster. Not that it matters as Cyrax X-Ray
will always be used in combos. The best part about Cyberdriver is that it can
be comboed into and out of with proper timing. Being near the corner makes
following it up easier. Of note is the fact that Cyrax X can be used as an
anti-air if need be.
Secret Technique: Unknown as of now
Basic Combos
B+2, dash, #1, 2, 1, m.Bomb (20%, 5 Hits)
B+2, dash, #1, 2, 1, Anti-Air (23%, 7 Hits) or Power Anti-Air (24%, 7 Hits)\
1, 2, 3, Buzzsaw (20%, 4 Hits) or EN Buzzsaw (26%, 5 Hits)
1, 2, 1, xxRagdoll (23%, 5 Hits) or EN Ragdoll (24%, 5 Hits)
F+2, xxc.Bomb, dash, 3, 3, Net, njP, dash, B+2, dash 2, 2, F+1 (33%, 10 Hits)
m.Bomb, 2, 2, njP, dash, B+2, dash, 2, 1, Net, dash, 3, 3, Anti-Air (40%, 13
Hits) or Power Anti-Air (41%, 13 Hits)
[Corner] c.Bomb, 3, 3, 4, jK (back), dash, 3, 3, Net, 3, 3, Buzzsaw (35%, 11
Hits)
[Anti-Air] 1, dash, 1, dash, 3, 3, xxNet, dash, B+2, dash, 1, 2, 1, m.Bomb
(25%, 10 Hits)
Enhanced Combos
c.Bomb, 2, 1, Anti-Air, njP, dash #B+2, dash, xxSticky Bomb, dash, 3, 3, Net,
dash, 3, 3, 4 (43%, 14 Hits
1 Bar)
2,1, xxSticky Bomb, m.Bomb, Uppercut, B+2, dash, 1, 2, 1, Ragdoll (57% 12
Hits 1 Bar)
[Unbreakable] Sticky Bomb, #Sticky Bomb, Buzzsaw (24%, 5 Hits
2 Bars)
X-Ray Combos
f.Bomb, F+2, #B+2, dash, 2, xxX (47%, 9 Hits)
m.Bomb, 2, 2, njP, dash, B+2, dash, 2, xxX, (Buffer FF), 1, xxRagdoll (56%,
13 Hits)
Playing as Cyrax
Preferred Gameplan: Juggle//Zoning//Mix-Up
Differences between Cyborg and Human Cyrax: (1) Human Cyrax has a safe
Teleport & (2) Human Cyrax has slower Bombs and a slower Net. You will need
to adjust the timing on your combos accordingly.
Cyrax is one of the Grapplers of MK9. He sports an unblockable command
throw in B+1, 2, 1, 2 that causes stagger, has an Anti-Air Throw, and the
Ragdoll toss. His standard throw does 12% damage and his B+2 hits medium.
This combines to give him deceptively good mix-up. He even has Donkey Kick,
an EN move leading into Ragdoll that hits low. Cyrax Teleport is HIGHLY
unsafe and should only be used to close space after a net or to build meter;
however, EN Teleport can be used against an opponent trying for cross-ups,
but keep in mind it will cost you a bar of meter and Cyrax REALLY needs it
for wake-up and bomb set-ups. Even still, the option is there.
When it comes to normals, 1, 1, 1
2, 1, 2, & 1, 2, 1 are all safe on
block. 1, 1, 1, and 2, 1, 2 also end with overheads. 3, 3 is also safe on
block, but should primarily be used during combos due to lack of mix-up
potential. Keep in mind that 1, 1 and 3, 3 are your combo starters of
choice. Both are safe and block. 1 is 9 frames. 3 is 10. Cyrax D+1 is great
for applying pressure and can force an opponent into crouch-blocking, which
allows your B+2 to grant full combo.
Cyrax functions better when played at a deliberately slow pace. His actions
are very stop-and-go, but once he gets going, the momentum is hard to deal
with.
Basically, the goal with Cyrax is to land a net and let the explosions begin.
Do NOT blindly throw nets. Each one has to be tossed deliberately. It works
better if you work it into combos. Once Cyrax nets an opponent, he can trade
1 Bar for 45+% damage. m.Bomb, 2, 2, njP, dash, B+2, dash, 2, 1, Net, dash,
3, 3, Anti-Air (40%, 13 Hits) is the Bomb Trap. A successful command throw
can be followed up with m.Bomb, 2, 2 to force the opponent back onto the
bomb. This is not completely safe as teleporters can get out of it easily,
and X-Ray attacks will prevent it as well as some uppercuts. Opponents can
even jump out of it now, but a blocking opponent will be trapped. The end
result will be ~40% with no meter usage. Another way to achieve this is with
the Net: Teleporting behind a captured enemy and then waiting about .5sec
before throwing a medium bomb and then performing 2, 2. This is much safer,
but requires the opponent be captured, and requires precise timing. To
achieve this goal, Cyrax will need to use his bombs wisely to control space
well enough to force the opponent into making a mistake and getting captured.
He will also need to manage meter effectively. One way to help build meter is
through the use of Teleports and by throwing out bombs after safe attacks (1,
2, 1; Uppercuts; Reverse Kick). One string to keep in mind is 1, 2, 1 which
you can cancel into a medium bomb and then throw a Net. This puts the
opponent in a very precarious situation as the bomb is unblockable and
jumping would surely mean getting caught in the Net. Keep both of Cyrax B+2
combos in mind as you can njP and go into the first on an airborne opponent
caught in a Net. This ends with the m.Bomb//Net pseudo-trap discussed above.
If an opponent is launched off the Bomb, Cyrax can juse njP and the second
B+2 combo for damage. You should also mix it up some with f.Bombs after the
1, 2, 1 string as most opponents will begin tech-rolling backwards to avoid
the bomb after being trapped once by it. Another good tip concerning Cyrax
Teleport: use it any time you net an opponent. You will notice there are no
jP in combos after Nets listed above. This is because you should almost
always Teleport in to build meter instead. The small amount of meter Cyrax
gains from this is worth tons more to him than the 3% damage from a jP.
Having said that, there will be times when you can manage both, but it is not
consistent. If you can though, by all means, go for it.
Cyrax is beastly against a cornered opponent. He can utilize a pseudo-trap in
the corner by using his corner combo that ends with a Buzzsaw repeatedly
using the knockdown to drop the c.Bomb and repeat the full combo. Cyrax can
make it difficult for an opponent to escape his corner pressure. Other good
knockdowns to consider using to set-up the corner loop: 2, 1, 2, 1,2,1 3,
3, Buzzsaw, B+2, njP, B+2
One thing you don t want to happen is for Cyrax to get cornered. He has no
armored moves making it very difficult for him to fight back. Be aware of
your position on the field at all times, and keep his Teleport in mind if you
start to drift towards the corner. Yes, it is unsafe, but a cornered Cyrax is
already dead.
Teleport, Anti-Air, Buzzsaw, and Reverse Kick are Cyrax wake-up options.
Keep in mind that Reverse Kick and Buzzsaw both hit high with Reverse Kick
being your Wake-Up of choice. In fact, there s very little reason to use
Buzzsaw much at all. Note that Donkey Kick hits low and then high in EN form
making it a great wake-up, and it should be used often; however, bear in mind
that EN Ragdoll deals 15% and costs one bar of meter, which Cyrax can get
~50% out of otherwise.. Cyrax has no armored EN attacks, but Donkey Kick has
a few invincible frames on wake-up.
Applying all of this will make Cyrax an explosive force.
Fighting Cyrax
You have to be aware of the presence of bombs and the threat of a net at any
time. If you are caught in a net and Cyrax has at least 1 bar of meter,
you re likely to eat ~50%. Note that you can take >35% off of a net even if
he is without meter. The Net is blockable, but his Bombs are not. This can
create some sticky situations as jumping the bomb is often tricky due to the
huge vertical space the net encompasses and blocking the net will only insure
that you are blasted by the bombs. Dash block to move about.
Should Cyrax go for a command grab, be quick to hit 1 as this will counter
it.
Keep in mind that Cyrax teleport is unsafe and use this to your advantage.
His teleport always puts him close to you meaning within striking distance.
Cyrax is an offensive monster with great juggles and good mix-up game to go
with it; however, his defenses are frail. Rushdown is the bane of this
robot s programming, so go on the offensive. Be aware that his EN Donkey Kick
hits low, so if you dash in on him, duck and block, all the while watching
for the start-up animation of B+2. If you can manage to corner him, you
should be able to take the match from him. Just don t get careless with your
rushdown as a single Net can spell disaster for anyone with less than
health remaining if Cyrax has access to EN attacks.
Basically, you ll need to employ a guarded rushdown strategy to effectively
handle this guy. Use this information wisely and you ll snuff out Cyrax
firepower.
Fatalities
Buzz Kill: F, D, F, B, 2 (close)
Nothing but Net: B, D, B, F, 1 (jump)
Stage Fatality: D, U, Block
Babality
D, F, B, 2
Cyrax Frame Data
Normals:
1 - 9f
2 - 18f
D+1 - 6f
D+2 - 10f
B+1 - 14f
B+2 - 30f
F+2 - 29f
U+4 - 14
Specials:
Bomb - 18f
Reverse Kick - 22f [EN - 9f]
Buzzsaw - 17f [EN - 18f]
Teleport - 11f
Anti-Air Throw - 9f
X-Ray - 15f
===============
Ermac
3 - 10f
D+3 - 9f
B+3 - 16f
4 - 19f
D+4 - 13f
B+4 - 18f
===============
We are many; you are but one.
[MKERM]
Special Moves:
Force Ball (8%, on ground only)
Focus Ball (10%, 2 hits, on ground only)
D, B, 2
Airblast (8%, in air only)
Force Blast (12%, in air only)
D, B, 2 (In Air)
Force Port (8%, also in air)
Teleport (10%, 2 hits, also in air)
D, B, 4
Forcelift (5%, 2 hits)
Telelift (9%, 3 hits)
D, B, 1
Hover Slam (8%, unblockable)
Levitate Smash
D, D, U
Force Push (11%, 2 hits)
Tele Push (15%, 2 hits)
B, F, 1
X-Ray: Cannonball Slam (35%, 3 hits)
Ermac lifts the enemy for this one. It's about mid range (a jump and a half
away) or closer and can be blocked or jumped over. It can also be substituted
in combos with Forcelift. Note that the hitbox extends over Ermac s head,
Secret Technique: Hoverport, Hoverblast, and Cancel
Ermac can actually cancel his Hover Slam or Hover Smash at the very peak of
the jump into a Forceport/Teleport. This can be good for confusing enemies.
As Hover Slam is unblockable, it requires the opponent to jump in order to
avoid it, and Forceport grants full combo if it hits an airborne opponent.
Another option is Hoverblast, which consists of using Ermac s Airblast at the
peak of a Hoverslam. This is rarely going to actually hit an opponent, but it
does help with the mind games as it is basically a cancel of Hoverslam
without forcing a teleport or cancel.
Hover Slam can be cancelled by tapping D, D adding to Ermac s full screen
mind games.
Basic Combos
jK, xxForceport, dash, 3, xxForce Lift, dash, 2, 2, xxForce Push (35%, 9
Hits)
Forcelift, njK, Forceport, dash, 2, 2, xxForce Push (31%, 8 hits) or Tele
Push (34%, 8 hits) [TP]
Forcelift, njK, Forceport, dash, 3, 1, dash, F+4 (31%)
1, 2, Forcelift, jK, Forceport, dash, 2, ,2 Force Push (36%, 10 Hits) or Tele
Push (38%, 10 Hits)
B+3, 4, Forceport, dash, 3, xxForcelift, dash, 2, 2, Force Push (32%, 10
hits) or Tele Push (34%, 10 hits)
B+1, 1, 4, xxForcelift, jK, Forceport, Force Push (40%, 10 hits) or Tele Push
(42%, 10 hits)
F+1, 1, 4, Forceport, dash, 2, 2, xxForcelift, dash, 2, 2, Force Push (36%,
12 Hits) or Tele Push (37%, 12 Hits)
B+1, 2, F+1, dash, #Forcelift, jK, Forceport, dash, 2, Force Push (42%, 11
Hits)
[Reset] 1, 2, Forcelift, jK, Forceport, dash, (reset) B+2, dash, Forcelift,
njK, xxForceport, dash, 2, 2, xxForcepush (23%, 6 Hits ; 31%, 9 Hits) [Total:
54%, 15 Hits]
X-Ray Combos
Forcelift, dash, 2, 2, xxX (44%, 7 hits)
B+1, 1, 4, X (46%, 7 hits)
B+1, 1, 4, xxForcelift, dash, 2, 2, xxX (54%, 11 Hits)
B+1, 2, F+1, dash, #Forcelift, #X (50%, 9 Hits)
Playing as Ermac
Preferred Gameplan: Zoning//Counter
Ermac has many tools at his disposal: A great teleport, specials with large
invisible hit boxes, and a fast projectile. He isn't easy to play, but he is
fun once learned.
In terms of normals, Ermac is far from quick, but his 1, 2 combo starter
clocks in at 10f, which is solid enough, especially for a zoning character.
B+1 and F+1 are too slow to use as pressure strings, but lead to some very
high damage punishment combos. F+4 hits low and causes stagger state. It's
not enough of a stagger to generate a safe-jump situation, but it is enough
to allow Ermac to follow up with a dash and any of throw, 1,2 string, or
another F+4. This gives Ermac another interesting trick up his sleeve.
Utilizing his F+4 and his reset effectively will have Ermac keeping any foe
on his/her toes. Also note that F+4 can be used in serveral combos, not just
the one BnB listed.
3, 1, 2 grants HUGE advantage on hit, enough to allow a safe-jump. Keep this
in mind. Against careless opponent s Ermac can actually get a few chains of
jP, 3, 1, 2 or he can mix up 3, 1, 2 and F+4 with jump-in punches along with
his throw to create a bit of a mix-up game upclose.
Ermac s Reset is a very valuable tool in his arsenal. It should be noted,
however, that it is easily avoiding by tech rolling backwards, so be aware
that if an enemy catches on, you're not likely to be nailing this one
repeatedly.
Force Push makes a great anti-air and covers a lot of area. It is great for
keeping Ermac s enemies away and punishing them. He is possibly one of, if
not the absolute, best zoning characters in the game. His Fireball has quick
recovery and deals solid damage and is great for baiting opponents into
jumping into the Force Push. Keep Ermac s throw in mind as a zoning tool as
well. Dash-Blocking is the only way to safely approach Ermac, and from a
blocking stance it is near impossible to counter the throw. Use it to create
some distance.
Ermac is also an amazing Counter-style character. He punishes hard.
Capitalize on your opponent s mistakes. Unfortunately, Ermac is, himself,
very punishable. All of his specials leave him open for punishment at just
about anywhere inside half-screen. Hover Slam is notoriously bad for this and
must be used with extreme caution as the recovery is atrocious,
Any time any of his specials or combos launch the enemy across the screen,
Force Ball, or occasionally Hover Slam, should be used to keep pressure on
your opponent. Also, should Ermac win out with a jP against an airborne
opponent, he should land in enough time to catch the (still aerial) opponent
in a Forcelift. This fact combined with Force Push can make most opponents
afraid to try jump-ins on Ermac at all. Keep this as well as the option for
Hoverport in mind to initiate mind games
In terms of wake-up, Ermac s best options are Force Push and Forcelift, both
of which receive invincible frames. The Force Push should be used to create
space or against an airborne opponent. Forcelift has more combo potential,
but a smaller hitbox and is more easily punished on whiff. Be careful using
this as many players will dash block in to bait the wake-up.
===============
Jade
4 - 20f
D+4 - 12f
F+4 - 14f
===============
This will be easy!
[MKJAD]
Special Moves:
Boomerang (8%)
Reboomerang (13%)
D, F, 1
Boomerang Up (8%)
Reboomerang UP (13%)
D, B, 1
Boomerang Down (8%)
Rebomerang Down (13%)
D, F, 3
Shadow Kick (6%)
Eclipse Kick (10%)
D, F, 4
Shadow Flash (Invincible to projectiles)
Shadow Glow (Super Armor, Invincible to projectiles, Takes more damage)
B, F, 3
Staff Overhead (8%, yes it's an overhead)
Staff Smash (Leaps forward further, otherwise same)
D, B, 2
Staff Grab (8%, 2 hits)
Staff Slam (14%, 4 hits)
D, F, 2
X-Ray: Staff Buster (35%, 3 hits
Jade runs all the way across the
sounds, she gains a Super Armor,
be blocked, but otherwise it's a
- Phasing)
screen for her attack. It's quicker than it
and she passes through projectiles. It can
great X. The damage is also above average.
Hits)
Enhanced Combos
U+3, EN Shadow Kick, Shadow Kick (22%, 4 Hits)
3, 4, EN Staff Overhead, dash, B+2, dash, 1,2, dash, 4, Staff Grab (33%, 9
Hits)
B+1, Staff Overhead, dash, F+2, Reboomerang Up, dash, F+4, Shadow Kick,
xxShadow Kick (36%, 10 Hits - 1 Bar)
[Reset] B+1, Staff Overhead, dash, B+2, dash, 1, 2, dash, 1, 2, Reboomerang
Up (1st hit MUST whiff
Reset), dash, B+1, Staff Overhead, dash, 1, 2, dash
4, Staff Grab (29%, 9 Hits + 37%, 11 Hits - 1 Bar) [Total: 66%, 20 Hits
1
Bar]
X-Ray Combos
U+3, X (43%, 5 Hits)
B+1, Staff Overhead, dash, B+2, dash, 4, xxX (47%, 9 hits)
Playing as Jade
Preferred Gameplan: Counter//Zoning
Jade is a great counter-style character with limited zoning potential. The
problem with Jade is that you have to rely heavily, heavily on punishment
tactics. This means you have to know which of the other characters attacks
are actually punishable. Also, keep in mind that the sweet spot for Jade is
going to be just outside sweep distance.
Jade is fast. Her combos are pretty strong and come out quickly. Her
versatile Boomerangs and Staff Specials give her decent zoning ability, but
they are quite easy to anticipate and react to, and the Boomerangs are
better used as reset tools in combos. Jade is VERY versatile with great
rushdown potential and quick (albeit, relatively weak) combo strings & resets
with EN Boomerang, decent zoning tools in Boomerang and various Staff
Specials, and even amazing defensive potential in Glow/EN Glow. She can
really play whatever role you see fit.
U+3 is an amazing, amazing attack. It does everything. It s an anti-air. It
goes over low projectiles, it s mostly safe (it can be punished by only the
fastest specials), it even combos into X-Ray.
You have two main combo starters B+2, which is most effective as a punisher
for a blocked teleport, dive kick, or similar move that leaves a vulnerable,
airborne enemy and the ninja slides, and B+1, which is the combo starter of
choice for standing opponents. There is a problem with B+1, Staff Overhead
though. If B+1 is blocked, the Staff Overhead is very unsafe. Jade actually
has a solution to this. Because of the long attack animation for B+1, you can
actually input Staff Grab after you ve already pressed the input for Staff
Overhead. this will override your Staff Overhead and the safe on block Staff
Grab will come out instead. Also keep in mind that Staff Overhead, B+2, U+3
will reach from just outside sweep range. In fact, mid range is where she is
most comfortable. Her staff destroys the chances of most characters reaching
her with normals, and her Shadow Kick allows a quick approach to defeat
teleporters or unblockable ranged attacks (Jax s Ground Pound, Scorpion s
Hellfire, Sheeva s Ground Stomp, etc). Speaking of Shadow Kick, it should be
noted that there is actually more to the double Shadow Kick than adding the
2% damage. You can control spacing with this. If you do a dingle Shadow Kick,
you will place the enemy at about halfscreen distance away. A double Shadow
Kick will put them Fullscreen. You can also often follow-up a double Shadow
Kick with an empty Shadow Kick (whiffs) to close space. Keep your spacing,in
mind and always be aware of the location of the corners. Jade becomes
exceptionally deadly when she has cornered an opponent as she them employs a
full H/M/L mix-up arsenal. B+1, U+3, and B+2 all make excellent anti-air
attacks with great range should an opponent try to jump in to close the
distance. B+2 is usually the best option as it can combo into an U+3. F+2, 1,
Fatalities
Head-A-Rang: U, U, D, F, 1 (fullscreen)
Half Mast: B, D, B, D, 4 (sweep)
Stage Fatality: B, F, D, Block
Babality
D, D, F, D, 4
===============
Jax
===============
Bring it!
[MKJAX]
Special Moves:
Energy Wave (7%)
Assault Wave (2 hits, 8%)
D, B, 2
Dash Punch (9%)
Dash Fist (2 hits, 17% - Armor)
D, F, 2
Note: Holding B during this move will make Jax slam the opponent on the
ground behind him.
Ground Pound (Close 8%, Med 11%, Far 15% unblockable)
Ground Quake (10%, unblockable)
D, B, 3 (Close)
D, F, 3 (Medium)
D, B, F, 3 (Far)
Gotcha Grab (3 hits, 11%)
Gotcha Beatdown (6 hits, 16%)
D, F, 1
Air Gotcha Grab (2 hits, 12%)
Air Gotcha Blast (2 hits, 15%)
D, B, 1
Overhead Smash (12%)
Elite Smash (2 hits, 15%)
D, U, 4
Back Breaker (3 hits, 10% - In Air)
1 +3
X-Ray: Brigg s Bash (4 hits, 41%)
Jax's X-ray is unblockable. It's not exactly fast but it can catch an enemy
pretty easily. Especially in corners. One of the strongest X-rays in the
game, too. Some X-rays can slide under his though. Jax can't catch opponents
that are in the air, so be careful of that.
Secret Technique: Extra Slams, Ground Pound Cancel
Input the following during Jax s throw:
- Triple Slam - Throw, 1+ 4
- Quad Slam - Throw, 1 + 4, 2 + 3
- Quint slam - Throw, 1 + 4, 2 + 3, 2 + 4
with Dash Punch or Overhead Smash. Also, there s the fact that Ground Pound
is unblockable, it s highly punishable if an opponent catches Jax during
start-up, though. Also concerning Ground Pound: Jax 1, 2, Dash Punch has an
8 frame start-up meaning it s quicker than most characters attacks.
Cancelling Ground Pound with dash 1, 2, Dash Punch will catch opponents offguard occasionally.
Wake-Up options for Jax include Dash Punch, Overhead Smash, and Gothca
Grab/Air Gotcha Grab. Gotcha Grab is a good option for an opponent who wants
to get in your face and Air Gotcha Grab will grab them out of an aerial
assault (the range is horrid, though). Overhead Smash is a nice surprise for
close turtling enemies, but I wouldn t recommend it s use often. The Dash
Punch is Jax s go to wake up. It s extremely fast and powerful and can easily
send rushdown enemies flying. It also has phasing.
Jax can be annoying if used correctly. A little bit of rushdown, and a
pseudo-frame trap make him a decent character. Just use your Dash Punch to
muscle your opponent into the corner and then let loose with the corner combo
and Dash Punches or F+4, 1, 3s. If you keep pressure on an opponent, you ll
make your life much easier as a Jax player. He really struggles if the
opponent can create some distance Jax isn t very powerful in this iteration.
I think it s penance for Mortal Kombat: Special Forces.
Fighting Jax
Jax can a bit of a push over. It's not too hard to approach him. His
projectile isn't that great, and his anti-air has bad range. What you should
look out for is the Dash Punch. That thing is fast and will shut you down in
the air or on the ground. Effective use of it is VERY hard to deal with.
Zone him out. This is, absolutely, the best way to deal with Jax. His only
means of closing space is going to be his EN Dash Punch and that requires
meter. Be aware that he can reach you from just outside jump distance with an
EN Dash Punch. This means playing mid-range against Jax is risky. If you have
armored EN moves, using them on reaction to Dash Punch is a great way to shut
Jax down as Dash Punch and Ground Pounds are really all he has.
Don t be too afraid to jump in despite his anti-air grab. It has horrible
range so he s only going to catch you if you are VERY close (It will not
reach outside of about 1 dash s distance, or just inside sweep range).
He moves quickly and his attacks are even quicker. Even Ground Pound is,
deceptively, not punishable on whiff. If you want to punish this move, you
have to get in on Jax before he hits the ground. Also be aware that his
Energy Wave fires quickly, but has a pretty noticeable recovery. You can win
out in projectile wars, it just takes some getting used to Jax rhythm.
Basically, Jax can present a problem if you re not sure how to approach him
because he is very hard to punish with all of this moves that grant advantage
on block. The best strategy is going to be to zone him out. Otherwise, you re
gonna have to play him from mid-rang and respect the Dash Punch. If you go in
close range, be sure that you re better at the rushdown (i.e. Johnny Cage,
Sonya, Kung Lao) or that you can for sure get away from him (i. e. Kitana)
and soon you ll have Jax AWOL permanently.
Fatalities
Smash and Grab: B, F, F, B, 2 (close)
Three Points!: F, F, B, D, 3 (sweep)
Stage Fatality: D, F, D, 1
Babality
D, D, D, 3
Jax Frame Data
Normals:
1 - 8f
2 - 14f
D+1 - 6f
D+2 - 7f
3 - 17f
D+3 - 7f
4 - 26f
D+4 - 12f
B+1 - 15f
B+4 - 22f
F+3 - 24f
F+4 - 9f
Specials:
Energy Wave - 23f
Dash Punch - 12f [EN - 13f]
Ground Pound - 41f [EN - 48f]
Gotcha Grab - 11f
Air Gotcha Grab - 15f
Overhead Smash - 28f [EN - 26f]
X-Ray - 36f
===============
Johnny Cage
===============
I make this look easy!
[MKJON]
Special Moves
Low Forceball (8%)
Double Low Ball (11%, 2 Hits)
D, F, 2
High Forceball (8%)
Double High Ball (11%, 2 Hits)
D, B, 2
Flipkick (9%)
Shadow Flipkick (16%, 4 Hits)
D, B, 3
Shadow Kick (8%)
Eclipse Kick (12% - Armor)
B, F, 4
Nut Punch (11%)
Nutcracker (15%)
B, D, 1
X-Ray: Ball Buster (37%, 4 Hits) [Parry]
Johnny Cage s X is nothing short of game-changing. It is a parry that causes
ground bounce on resolution. It can, fairly easily, be chained into his BnB
for over of an opponent s life bar. He is also completely invulnerable
during start-up to anything other than low projectiles.
Secret Technique: Unknown as of now.
Basic Combos
sweep, xxD+1, Flipkick (16%, 3 Hits) or Shadow Flipkick (23%, 6 Hits)
2, 1, F+2, #Shadow Kick (22%, 4 Hits) or Eclipse Kick (25%, 4 Hits)
F+3, 3, xxNut Punch (21%, 4 Hits) or Nutcracker (25%, 4 Hits)
B+3, dash, 1, 1, dash, 4, 4, xxNut Punch (27%, 8 Hits) or Nutcracker (29%, 8
Hits)
B+3, dash, 2, 1, F+2, dash, 4, 4, xxFlip Kick (31%, 7 Hits) or Shadow
Flipkick (35%, 10 hits)
F+4, dash, F+3, 3, xxLow Forceball (23%, 5 Hits)
F+4, dash, 1, 1, dash, 1, 1, dash, 4, 4, xxNut punch (30%, 8 Hits) or
Nutcracker (32%, 8 Hits)
F+4, dash, 2, 1, F+2, dash, 4, 4, xxFlip Kick (34%, 7 Hits) or Shadow
3 D+3
B+4
F+4
10f
- 7f
- 22f
- 28f
4 - 9f
D+4 - 12f
===============
Kabal
===============
Let s see what you re made of.
[MKKAB]
Special Moves
Gas Blast (9%, also in air)
Vapor Blast (13%, 2 Hits, also in air)
B, B, 1
Nomad Dash (Capture)
Nomad Charge (Capture, Phasing)
B, F, 4
Groundsaw (8%, Low)
Ground Blades 13%, 2 Hits, Low)
B, B, 3
Tornado Slam (11%, 3 Hits, Overhead)
Cyclone Slam (15%, 3 Hits, Overhead)
D, B, 2
X-Ray: Kabal s Deep (34%,4 Hits)
Only has armor AFTER start-up. Damage scaling on this is horrible. Best used
naked or in one of the combos listed only. Deals average damage, but is great
for punishing zoning attempts.
Basic Combos
1, 1, B+4, Nomad Dash, B+1, 2, 1, dash, 1, dash, F+3, 2, Tornado Slam (28%,
13 Hits) or Cyclone Slam (29%, 13 Hits)
2, 1, Nomad Dash, B+1, 2, 1, dash, 4, Gas Blast (25%, 8 hits) or EN Gas Blast
(27%, 9 Hits)
F+3, 2, Nomad Dash, B+1, 2, 1, dash, F+4 (24%, 7 hits)
B+1, 2, 1, dash, 1, dash, F+3, 2, Nomad Dash, step back, B+1 (whiff), 2
(whiff), 1, dash, 1, dash F+4 (29%, 10 Hits)
B+1, 2, 1, dash, 1, dash, F+3, 2, Nomad Dash, F+3, 2, Tornado Slam (32%, 12
Hits) or Cyclone Slam (33%, 12 Hits)
1, 1, B+4, xxNomad Dash, B+1, 2, 1, dash, 1, dash, F+3, 2, xxTornado Slam
(28%, 13 Hits) or Cyclone Slam (29%, 13 Hits)
[Corner] B+1, 2, 1, #B+1, 2, 1, #B+1, 2, 1, B+1, 2, 1, F+3, Groundsaw (36%,
14 Hits)
X-Ray Combos
1, 1, B+4, X (36%, 7 Hits)
B+1, 2, X (40%, 6 Hits)
F+3, 2, Nomad Dash, F+3, 2, X (40%, 9 Hits)
Secret Technique: Dash Cancel
By pressing B+Block, you can actually cancel Kabal s Dash. Kabal can also
cancel his dash by inputting any of his other special moves. This gives him
insane mix-up potential being that Buzzsaw is a low attack, and Tornado Slam
is an overhead.
Playing as Kabal
Preferred Gamneplan: Mix-Up//Zoning//Rushdown
Kabal can do a little bit of everything as long as he stays on the offensive.
Gas Blast/iAGB and Buzzsaw are two of the best zoning tools in the entire
game and he has some of the best mix-up in the entire game thanks to Nomad
Dash cancel shenanigans. Nomad Dash is also a capture move, solidifying
Kabal as a jack-of-all trades.
Mastery of his Instant Air Gas Blast (iABG) is essential to play Kabal
effectively. The reason being that the iAGB has MUCH quicker recovery than
the standard grounded version. There are two primary methods of performing
this: U to jump and then immediately tapping B, B, 1 or hitting U+B, U+B, 1
VERY quickly. The second option is usually preferred. An effective Kabal
also requires mastery of the, slightly easier to execute, Nomad Dash Cancel.
This is the heart and soul of Kabal s Mix-Up game. An opponent that is not
blocking will be hit with the Nomad Dash, Low Blockers will have Tornado Slam
to deal with, and a High Blocking opponent eats a Groundsaw. Also, keep
Groundsaw in mind against downed opponents, it will catch them on wake-up if
they are not employing an invincible attack. Keep Nomad Dash in mind as a
solid anti-air as well. The EN Nomad Dash is a perfect answer to xjP.
As far as wake-up goes, Kabal has Nomad Dash, Buzzsaw, and Tornado Slam. None
are armored, but all are very solid to allow him to apply mix-up even on
wake-up, Basically, everything about this character lends to an aggressive
mix-up. Even when zoning, Kabal employs a long range mix-up arsenal.
2, 1, Nomad Dash is Kabal s punishment combo starter of choice because it is
much quicker than his F+3 or B+1 attacks. Keep it in mind for punishes which
leave very small windows. The downside of this is that 2, 1 has horrible
reach by comparison and requires that Kabal be VERY close. The reason for
ending certain combos with F+4 instead of a more damaging Groundsaw or Gas
Blast is because it leaves the opponent standing at the cost of roughly 2%
damage. 2, 1, 2 ends in an overhead and 1, 1, B+4 ends low, making both
decent strings to throw in for mix-up every once in a while.
Another thing to keep in mind: Kabal s defenses are weak. For this reason, it
is often better to save meter for Breaker or EN Nomad Dash. It s not like his
X-Ray is all that spectacular anyway. The X-Ray combos should really only be
used if they will end the match (Not just the round, as that meter will be
more important for breaker round 2).
Kabal is very difficult to use and even more so to master, but once he gets a
good running start, it s impossible to keep up,
Fighting Kabal
Kabal can do a little bit of everything, but his strings do not lend well to
punishment. His F+3 & B+1 are both 13 frames each meaning they are too slow
to really punish. This makes rushdown Kabal s weakness. Stay on him, all the
while aware of the prospect of wake-up Groundsaw or Tornado Slam.
A great strategy for beating Kabal that can be exploited by a few characters
is using attacks with hop animations. (ie. Jade s Staff Overhead, Mileena s
U+4 or B+2) to actually go over the Groundsaw on wake-up and continue the
assault.
Kabal builds meter insanely fast, but he uses it just as quickly. Catch him
when he s without meter and don t let up. He has very few answers for xjP
without meter.
Keep in mind that this is one match-up where you do NOT want to be on the
defensive, Given his repertoire, Kabal can rip apart almost anyone if they
let him. This match will come down to a race to see who can deplete the
other s lifebar first. To play him counter-style is going to be an uphilll
battle as each wrong read puts him at extreme advantage.
Should you decide to utilize zoning tactics, you ve got a rough road ahead of
you as well. Not even Kitana and Mileena can keep up with iAGB with their iAF
and iAS, respectively. Kabal s iAGB has insanely quick recovery. Not to
mention Groundsaw hitting low as another zoning option. Once he s had enough,
he can opt to utilize meter and EN Nomad Dashg in. This, unfortunately makes
zoning wars with Kabal a losing battle.
Stay on him and don t give him much breathing room. Do not try to outzone
him. He s quick and he s good at rushdown, but his defenses are poor. If you
stay on him, you ll soon have him running in the opposite direction.
Fatalities
Hook Up: B, F, B, F, 1 (sweep)
It Takes Guts: D, D, B, F, Block (sweep)
Stage Fatality: D, D, 4
Babality
F, D, B, 3
Kabal Frame Data
Normals:
1 - 13f
2 - 9f
D+1 - 7f
D+2 - 11f
B+1 - 13f
B+2 - 15f
F+3 - 13f
F+4 - 9f
Specials:
Gas Blast - 15f
Nomad Dash - 18f [EN - 14]
Groundsaw - 15f
Tornado Slam - 21f
X-Ray - 24f
===============
Kano
===============
3 - 17f
D+3 - 7f
B+4 - 11f
4 - 12f
D+4 - 12f
[MKKAN]
Special Moves:
Ball (11%)
Kano Ball (12%, 3 Hits. Charge by holding Blk. If charge > 3sec, unblockable)
F, D, B, F or
F, D, B, U
Down Ball (In Air Only. 8%)
Downward Ball (In Air Only. 16%, 3 Hits)
F, D, B, F or
F, D, B, U
Up Ball (11%)
Uprise Ball (13%, 2 hits)
D, F, 2
Knife Throw (9%)
Knife Toss (14%)
D, B, 2
Choke (9%)
Kano Choke (15%. Has armor)
D, F, 1
Air Throw (9%, 2 Hits.)
1+3 (in Air)
X-Ray: Just the Tip (41%, 4 Hits)
Kano's X-Ray is an unblockable grapple. It's slow, but it works wonders
against a turtle-ing enemy. and is a good move to stick in after a blocked Up
Ball since it has super armor. It's also good to use against an Ex Teleport
that has multiple hits (Smoke, Ermac, Scorpion). You will absorb the first
hit because of the armor and then grab on the second. Very useful indeed.
Note that it will NOT catch an airborne opponent.
Secret Technique: Unknown as of now
Basic Combos
jk, Air Throw (15%, 3 Hits)
jK, Air Ball (14%, 2 Hits) or Kano Air Ball (22%, 4 Hits)
B+2, F+1, xxChoke (19%, 3 hits) or Kano Choke (24%, 3 Hits)
B+2, F+1, xxKnife Throw (19%, 3 Hits) or Knife Toss (23%, 3 Hits)
F+3, B+2, dash, #2, 1, 2, Up Ball (26%, 6 Hits)
F+3, B+2, dash, #2, 1, 2, dash, B+1, 1, 2 (27%, 8 Hits)
B+1, 1, 2, dash, B+1, 1, 2, xxBall (31%, 7 Hits) or Kano Ball (33%, 8 Hits)
B+1, 1, 2, dash, 2, 1, 2. dash, 2, 1, 2, xxUp Ball (33%, 10 Hits)
[Corner] B+1, 1, 2, 2, 1, 2, #2, 1, 2, 1, 1, 2, xxUp Ball.(36%, 13 Hits)
Kano cannot combo into his X-Ray.
Playing as Kano
Preferred Gameplan: Juggle//Zoning
Prepare to be called a spammer! Kano doesn't have any truly spectacular
combos, but he has a few really nice juggles and one of the best zoning tools
in the entire game in his Knife Throw. It has amazingly fast recovery and
cannot be duck-blocked safely (2% chip damage). An opponent can simply duck
under the knife without blocking, but this leaves him/her open to Ball or an
EN Knife Toss. You should also take note that if you charge an EN Ball for ~3
sec, it becomes unblockable. EN Choke has armor, making it a very reliable
10f
- 11f
- 23f
- 12f
3 D+3
B+3
F+3
15f
- 7f
- 18f
- 15f
4 D+4
B+4
F+4
18f
- 12f
- 21f
- 28f
===============
Kitana
===============
You will learn respect!
[MKKIT]
Special Moves:
Fan Toss (7%, 2 hits, also in air - 8%)
Charged Fan (12%, 13% if fully charged, 2 hits, also in air)
D, F, 1
Upraise (Paralyzing)
Uplift (Paralyzing, faster)
B, B, 2
Cutting Fan (9%, 2 hits)
Fan Dice (19%, 4 hits)
D, F, 2
Square Boost (7%, also in air)
Square Wave (11%, Armor. also in air)
D, B, 1
Pretty Kick (10%, 2 hits)
Pretty Legs (13%, 3 hits)
D, B, 3
Fake Out Kick (6%)
D, B, 4
X-Ray: Big Fan (31%, 4 hits)
Kitana throw's her fans at the opponent, making this a projectile X. It can
also be done in the air or substituted for her regular fan throw in most
combos. Easily blocked, but not easily punished. Easily blocked, but not
easily punished. The scaling on this is horrid though. Try to only use naked
or in one of the combos listed below, if you must.
Secret Technique: Enhance Fan Cancel.
Holding 1 lets you charge Kitana s Enhanced Fan and adds 1% of extra damage.
Dashing in this stance cancels the second toss of the Enhanced Fan and opens
combo potential.
jK, xxiAF. dash, 4, Fan Toss, dash, 2, Fan Toss, F+2, Fan Cutter (41%, 11
Hits)
2, 1, xxUpraise, dash, jK, xxiAF, dash, 4, Fan Toss, dash F+2, xxCutting Fan
(34%, 11 Hits)
F+4, 1, dash, 4, Upraise, dash, dash, #B+2, xxiAF, dash, #Fan Toss, 4
xxCutting Fan (40%, 12 Hits)
F+2, 1, B+2, xxiAF, dash, # Fan Toss, dash, 4, xx Fan Toss, F+2, xxCutting
Fan (44%, 11 Hits)
F+2, 1, 4, xxFan Toss, 4, xxFan Lift, dash, step forward, B+2, xxiAF, dash,
4, Fan Toss, dash, 2, xxCutting Fan (43%, 14 Hits)
[Anti-Air] B+2, xxiAF, dash, #Fan Toss, dash, 4, xxFan Toss, F+2, xxCutting
Fan (43%, 10 Hits) [TP]
[Anti-Air] Fan Toss, dash, 4, xxFan Toss, dash, 2, xxUpraise, dash, dash,
#B+2, iAF, #Fan Toss, dash, 4, xxCutting Fan (50%, 14 Hits)
[Corner] F+4, 1, B+2, xxiAF, #Fan Toss,Fan Toss, 3, 3, 3, Cutting Fan (47%,
14 Hits)
Enhanced Combos
2, 1, xxEN Fan, cancel F, F+2, 1, B+2, xxiAF, dash, # Fan Toss, dash, 4, xx
Fan Toss, F+2, xxCutting Fan (45%, 14 Hits- 1 Bar)
[Unbreakable] Upraise, iAF, Fan Toss, EN Fan, cancel F, Fan Toss, EN Fan,
cancel F, Fan Toss (24%, 10 Hits
2 Bars)
X-Ray Combos
jK, xxiAF, dash, B+2, xxX (43%, 7 Hits)
B+2, Fan Toss, dash, #B+2, xxX (45%, 7 Hits)
F+2, 1, njP, dash, #B+2, Fan Toss, dash, B+2, X (47%, 10 Hits)
Playing as Kitana
Preferred Gameplan: Zoning//Juggle//Counter
Kitana doesn't do a lot of damage. But she is insanely fast. Her fans are a
difficult to dodge projectile and can set opponents up for combos if you
catch them airborne. Her Square Boost is a great pseudo-teleport and combined
with her fans gives her great control of the air.
D+1, D+1, D+1. I cannot stress enough how important Kitana s D+1 poke is to
her overall gameplan. When someone gets in her face, ideally she wants to
push them back out so she can counter on her terms. D+1 allows her to do
this. Repeated D+1s or D+1 followed up with Cutting Fan will push the
opponent back far enough that you can go for the F+2, 1. F+2, 1 is a great
poke and is gonna be your combo starter of choice. It is a safe poke that
leads into a launcher and is also safe on block.
Note that you can immediate follow a blocked advance with Fake-Out Kick for a
bit of a mix-up game. 2, 1, 2 is a great combo to pop straight out of a
Square Boost and just a good combo in general. It covers a lot of ground and
a lot of space is all directions. Upraise makes a great anti-air and can set
up for powerful air combos. Mixing Pretty Kick and Fake Out Kick can confuse
enemies quickly.
If you have meter available, Kitana s 2, 1, EN Fan combo makes a great
offensive tool. Keep it in mind.
Any technique that utilizes Kitana's speed is a great one. She is very
aggressive and fun to play as well. Be aware that mastering instant air fans
is basically a requirement to play her competitively. Hitting someone with
Fans from the air and then immediately with fans from the ground can be tough
to swallow.
Pretty much anything except Fan Toss can be used as a wake-up attack, and
none of them are armored. This can make Kitana s wake-up game a little
tricky. While none of your attacks are completely safe, Fan Lift helps avoid
being rushed down. Cutting Fan has amazingly quick recovery and leaves the
opponent staggered making it your most aggressive option, and Fake Out Kick
gives a little bit of mix-up game on wake up for those that dash in and block
high hoping to avoid a wake-up. Square Boost can get you out of a tight
situation, but if used in the corner is not gonna do much good. Pretty Kick
should NOT be used as a wake-up attack it has long start-up and horrid
recovery making it inferior to Cutting Fan in almost every way.
One important trick that should be mastered for Kitana is the instant Air
Fan, or iAF. This is a simple trick and basically involves jumping and
throwing an Air Fan as close to the ground as possible. There are a few
reasons to do this. First of all, the iAF has much quicker recovery that a
standing ground fan. It also inflicts 1% more damage. There are several
different ways to actually achieve the iAF: U, D, F, 1, or a 270o motion
starting with U are the most common. An iAF can be followed up, almost
immediately, with a ground fan as well. Note that for iAF, Kitana flips
backwards and with grounded Fan Toss, she steps forward. Kitana can also do
an Instant Air Square Boost, or iASB using a similar method. The utility of
this is to fly over low flying projectiles or to attack an enemy while
closing space.
Another thing to note concerns implementing Kitana s zoning game against
characters with Parry type attacks (Namely Nightwolf s Reflect, and Smoke s
Shake). A good strategy is to utilize Kitana s iAF in such a way that the fan
actually travels over the opponent, this will often-times bait him/her into
using the parry and leaving him/herself open for punishment.
Apply these tips to your game and you ll have everyone bowing before your
greatness.
Fighting Kitana
Kitana should be beaten close up. Her Fans are just too much to deal with at
long range, especially if your opponent is particularly adept at Instant Air
Fans. You can have great success at mid-range if your character happens to
accel there as well (Read: Jade). Don t falsely assume that her game up close
isn t good just because her projectile game is great. She sports a safe poke
combo starter in F+2 that leads into 40+% juggles. She may not be the
rushdown queen, but she can still dish out damage with the best of them.
Kitana sports possibly the best Anti-Air move-set in the entire game. For
this reason, it's best to not get into the air too much with Kitana, since
her anti-air and air specials are most likely better.
She is quick and hits repeatedly, but she doesn't hit hard. All that damage
can add up extremely fast, though. As aggressive as she is, she has little in
the way of defense. Punish her aggressiveness and play defensively when close
and it'll be over quick. Just be careful when attempting a rushdown on a
grounded Kitana. She has 5 different wake-up options, meaning outguessing her
is not an option.
Do NOT let her zone you out, though. She is almost always going to be better
at the projectile game due to the ease of throwing a Fan Toss immediately
following a low Air Fan.
Keep these tips in mind and you ll be knocking the tiara right off of this
princess.
Fatalities:
Fan Opener: D, D, B, F, 2 (sweep)
Splitting Headache: F, D, F, B 3 (sweep)
Stage Fatality: F, D, D, 3
Babality
F, D, F, 4
Kitana Frame Data
Normals:
1 - 14f
2 - 11f
D+1 - 6f
D+2 - 15f
B+1 - 20f
B+2 - 22f
F+2 - 18f
F+3 - 18f
Specials:
Fan Lift - 24f [EN - 10f]
Fan Toss - 24f [EN - 22f]
iAF - 13f
iASB - 18f
Cutting Fan - 14f
Pretty Kick - 18f
Fake-Out Kick - 31f
X-Ray -
===============
Kung Lao
3 D+3
B+3
F+4
12f
- 7f
- 13f
- 17f
4 - 17f
D+4 - 15f
B+4 - 15f
===============
For the Shaolin!
[MKKUN]
Special Moves:
Hat Toss (7%, U or D to aim)
Ultimate Hat (10%, stuns. Will hold an airborne opponent)
B, F, 2
Ground Hat (7%)
Grinding Hat (9%, hold 2 to hesitate)
D, B, 2
Spin (5%, launches)
Cyclone (9%, 3 hits, quicker, armor, moves forward)
D, F, 1
Dive Kick (6%, in air)
Multi-Kick (13%, in air, 3 Hits)
D+4
Teleport
Double Port (Armor)
D, U
1, Tele-Throw (11%)
2, Tele-Spike (7%)
3, Tele-Kick (9%, Can combo after)
4, Tele-Drop (13%)
X- Ray: Fist of the Shaolin (31%, 4 Hits)
Stellar X-Ray. One of, if not the best in the game. Can anti-air not just in
front of you, but behind you, too. Time it well and that teleporter giving
you grief just eats it. What makes it even better is you can do a follow-up
after it and do more damage.
Secret technique: Unknown as of now.
Basic Combos:
2, 4, Low Hat (14%, 3 Hits)
1, 1, 2, Spin, jK, xxDive Kick, F+3, xxSpin (26%, 8 hits) or Cyclone (29%, 10
Hits)
2, 1, Spin, jK, xxDive Kick, dash, 1, dash, 2, 4, 1+3, xx2 (33%, 10 hits)
B+3, 3, 3, Low Hat (14%, 4 Hits)
B+3, 3, Spin, jK, xxDive Kick, F+3, xxSpin (24%, 7 Hits) or Cyclone (27%, 9
Hits)
Tele-Spike, dash, 1, Spin, dash, 2, 4, 1+3, xx2 (26%, 7 Hits)
Tele-Kick, 2, 4, Spin, dash #2, 4, 1+3, xx2 (34%, 8 hits)
Enhanced
1, 1, 2,
Hits - 1
[Corner]
Hits - 1
Combos
Spin, njP, dash, 2, EN Hat Toss, dash 1, dash, 2, 4, 1+3, 2 (36%, 12
Bar)
B+3, 3, 3, EN Hat Toss, jk, Dive Kick, 1, 1, 2, Spin, Spin (33%, 11
Bar)
X-Ray Combos:
1, 1, 2, Spin, jK, xxDive Kick, F+3, xxX, dash, 1, 4, 1+3, 2 (48%, 15 Hits)
1, 3, X, F+3, Spin (42%, 8 hits)
Tele-Spike, Spin, X (35%, 6 hits)
Tele-Kick, 2, 4, Spin, dash, X, xxdash, xxUppercut (50%, 9 Hits)
Note: Any combo ending in 2, 4, 1+3, 2 can be ended with 2, 4, 1+3, 4 for
about 1% less damage.
Playing as Kung Lao
Preferred Gameplan: Rushdown
Kung Lao is a rushdown character, through and through. He can do some average
zoning with Ground Hats and the occasional Hat Toss to try and get people to
come to him, or, to keep tricky anti-rushdown characters away (looking at you
Sub Zero) or make opponent s likely to jump at him. Ground hat is the
projectile of choice in almost all zoning situations.
On the defensive, you want people to stop approaching on the ground and jump
at you, because Spin is the best anti air in the game, its nuts. Stop
uppercuting, keep Spinning. Spin is the move everyone hates Kung Lao for.
This great move comes out fast, but it is still unsafe on block. Successful
hit will launch the opponent high in the air and you can begin a juggle with
it.
On the offense, be varied. Don't get in a routine pattern, pressure with safe
strings and remember to throw when a string is being blocked. Keep them
reeling and don't stop, and make the most of your Spin launches. With KL s 1,
1, 2, 1 string, If you leave out the last 1, you can cancel into Spin and
begin a big combo on a good hit confirm. If it s blocked, you can do all four
hits and the string is safe. 2, 1, 2, 1, 2 is great it inflicts stellar
damage for a string, and inflicts a massive amount of chip damage (~10%). Not
safe on block though.
Kung Lao s mix-up consists mainly of his 2, 4, combo starter. You can link
this into 1+2 for an overhead or Low Hat for a low.
KL s 2, 4, 1+3 string can be ended with either 2 or 4, it s recommended to
mash both of them for ease, or learn the proper timing: hit them as he grabs
the leg and puts it right to his hip. Note that it s a just frame input (one
1/60 second), but pressing two buttons gives you twice the chance. Another
interesting little trick is that you can do an EN Low Hat and then do a TeleGrab. If the opponent blocks the hat, he or she is vulnerable to the throw
and if he or she doesn t block, they ll be hit with the Hat. EN Low Hat can
also be held by holding 2, this can be used to control space and can be used
to force opponents to block so that KL can move forward and low poke and
release the hat toss. The opponent is very likely to be hit in this scenario.
This can also be used to continue a juggle after a spin; however, it is quite
difficult.
F+3 is also a great move as is allows you to close distance or can be used in
combos.
You can also tack an X-Ray on pretty much anywhere that there is a Spin.
KL really only has 2 options for wake-up: Spin and Teleport. This makes Spin
your wake-up of choice. Note that Telport is HIGHLY, highly unsafe, Use it
sparingly. Dive kick is a great move, but highly punishable on block. It can
be whiffed to close the distance, or to anti-air other jump-ins, or reach a
zoner who thought that fireball was safe.
Kung Lao s weakness is unsafe specials, so as soon as the opponent reads him
and knows what s next, he s done. The Shaolin warrior is very high risk, but
he s also very high reward. Get out there and reap it.
Fighting Kung Lao
The trick here is to bait him and punish. At a distance, zone him out and
watch him take risky chances to get in. Punish a whiffed roll, or try and
catch a block on a divekick.
If he's staying just out of normals range and fishing for a Spin, punish it
with the fastest move you got. Admittedly, that doesn't apply to all
characters, but most of the cast has a punish for it. Kung Lao's Rushdown to
the core, so the best thing to do is keep him away from you. Zone him out
with projectiles if you have them, and respond to what he does. He s going to
force you into the Counter role. Go with it. Punish all teleports if he gets
crazy. And if you learn even one thing, even one slight slight thing from all
this: DO. NOT. JUMP. IN. AT. HIM. You re gonna get hit with a Spin.
If you are also a rushdown character and zoning isn't an option, it s far
from over, still. When up close, remember most of his strings are safe, so he
will try to bait your attack and Spin it. Don't fall for it. Be more
defensive. Kung Lao is that character in a fighting game that you have to
adapt your strategy around a little bit, not all players can do the same ole
same ole against him and get a win. Let him set the pace, but also let him
know you re in control of the match.
Play smart, watch him take a risk, then wreck him for it. Also, getting stuck
in the corner is generally bad in any fighting game, and this goes triple
against Kung Lao. Get outta there. Do not let him corner you. Keep in mind
that spin is his only viable wake-up option. If you decide to rush a downed
KL, you re going to have to deal with it. Long pokes (Kitana s D+1, Sonya s
D+4, etc) can reach him from outside Spin range.
Keep these things in mind and Kung Lao will be spinning his way right into a
fatality.
Fatalities
Hat Trick: B, F, F, B, 2 (sweep)
Razor s Edge: D, D, F, B, 1 (close)
Stage Fatality: D, F, D, 3
Babality
D, F, D, 2
Kung Lao Frame Data
Normals:
1 - 10f
2 - 7f
D+1 - 7f
D+2 - 7f
B+1 - 28f
B+3 - 11f
F+2 - 23f
F+3 - 18f
Specials:
Hat Toss - 21f [EN - 25f]
Ground Hat 19f [EN - 19-274f]
Spin - 6f [EN - 9f]
Teleport - 62f
1 - 10f
2 - 23f
3 - 5f
4 - 22f
3 D+3
B+4
F+4
Dive Kick - 6f
X-Ray - 6f
===============
Liu Kang
===============
Show me what you can do.
[MKLIU]
Special Moves:
High Fireball (7%, also in air)
High Dragon Fire (11%, also in air)
B, F, 1
Low Fireball (7%)
Low Dragon Fire (11%)
10f
- 9f
- 19f
- 27
4 - 22f
D+4 - 12f
B, F, 3
Flying Dragon Kick (7%)
Flame Dragon Kick (13% - Armor)
B, F, 2
Bicycle Kick (6 hits, 14%)
Bicycle Steps (8 hits, 19% - Armor)
B, B, F, 4
Parry (8%)
Burning Parry (8%, launches)
Dragon Stance
D, B, 2
1 Final Act (7%, launches)
2 Fist of Death (9%)
3 Shaolin Flip (14%, overhead)
4 Moon Sweep (7%)
X-Ray: Fist of Flame (24%, 3 hits - 30%, 4 Hits)
Liu performs a forward cartwheel on his enemy. It reaches a little more than
half the screen and hits overhead.. It comes out quite fast, but when up
close can be ducked under easily. It's pretty weak damage-wise, but is easy
to add into certain combos.. Liu Kang's aggressiveness from far away or close
up, makes this Xray not exactly useful, but since it is an overhead and
attacks can be comboed from it, it s great for punishment or turtles.
Secret Technique: Dragon Cancel
Liu Kang can dash cancel his Dragon Stance or cancel it into any special move
including his X-ray. It gives him some decent mind games, but the majority of
the attacks he can use in this stance are high attacks. Still a good move in
his arsenal.
Basic Combos:
3, 3, Flying Dragon Kick (3 hits, 13%) or Flame Dragon Kick (3 hits, 18%)
F+1, 2, Low Fireball (3 hits, 14%) or Low Dragon Fire (3 hits, 17%)
B+3, 1, 2, dash, F+2, 4, Flying Kick (25%, 6 Hits) or Flame Dragon Kick (29%,
6 Hits)
B+3, 1, 2, dash, xxB+3, 1, 2, dash, #B+3, 1, 2, dash, F+2, 4 (33%, 11 Hits)
2, 1, 3, #2, 1, 3, dash, 2,1 3, dash, xx B+3, 1, 2 (31%, 12 Hits)
2, 1, 3, #2, 1, 3, 2, 1, Flying Dragon Kick (9 hits, 28%) or Flame Dragon
Kick (9 hits, 30%)
F+3, 4, Flying Dragon Kick (13%, 3 hits) or Flame Dragon Kick (17%, 3 hits)
2, 1, 3, 3, 3, 4 (6 hits, 21%)
1, 2, B+1, xxBicycle Kick (21%, 9 hits) or Bicycle Steps (26%, 11 hits)
[Corner] B+3, 1, 2, B+3, 1, 2, #B+3, 1, 2, B+3, 1, 2, B+3, Low Fireball (42%,
14 Hits)
Enhanced Combos
Burning Parry, jP, iAFB, Flying Kick (19%, 5 hits - 1 bar)
X-Ray Combos:
X, xxBicycle Kick (10 hits, 38%)
B+3, 1, 2, dash, F+2, 4, xxX, step forward, 2, 1, 3, dash, B+3, 1, 2 (45%, 15
Hits)
X, step forward, xx2, 1, 3, 2, 1, 3, dash, B+3, 1, 2 (45%, 13 Hits)
B+3, X, dash, Uppercut (40%, 6 hits)
[Mid Only] 2, 1, 3, xx2, 1, X (36%, 9 hits)
Data
2 - 8f
D+2 - 9f
B+2 - 15f
3 - 13f
D+3 - 7f
B+3 - 10f
4 - 22f
D+4 - 12f
B+4 - 16f
F+1 - 10
F+2 - 17f
Specials:
Fireball - 15f
Low Fireball - 17f
Flying Kick - 16f]
Dragon Stance - 18f
1 - 12f
2 - 14f
3 - 25f
4 - 15f
Bicycle Kick - 18f
Parry X-Ray - 28f
F+3 - 20f
F+4 - 13f
===============
Mileena
===============
Let us dance!
[MKMIL]
Special Moves
Sai Blast (6%, also in air]
Sai Bursts (9%, 2 Hits, also in air)
B, F, 1
Teleport Drop (7%, also in air)
Tricky Teleport (9%, 2 Hits, also in air)
F, F, 3
Leaping Neckbite (7%)
Leaping Lunch (11%)
B, F, 2
Ball Roll (5%, launches)
Smashing Roll (8%, overhead, launches)
B, D, 4
X-Ray: Femme Fatale (33%, 7 hits)
Decent damage if done naked. Horrid damage scaling on this one, though.
Still, better used in combos or as a punish for a whiffed attack.
Secret technique: Backstabber
If you land a B+2 Leaping Sai attack, Mileena s Sai will be stuck in the
opponent s back. This increases the damage of her Bite/EN Bite attack by 4%
or 1-2% if used to end a combo. This is actually more useful than it seems
given that B+2 is an overhead that goes over low projectiles (ie Kabal s Saw,
Jade s Boomerang Low, and Liu Kang/Sindel s Low Fireball).
Basic Combos
jK, Teleport Drop (13%, 2 Hits)
4, 2, Teleport Drop, xxAir Sai, Roll, 4, 2, Teleport Drop (27%, 7 Hits)
Ball Roll, U+4, B+1, 4, dash, 1, 1, 2, xxBite (26%, 12 Hits) or EN Bite (28%,
14 Hits)
B+3, B+4 (9%, 2 Hits)
B+3, xxBall, U+4, B+1, 4, dash, 1, 1, 2 xxBite (28%, 13 Hits) or EN Bite
(29%, 15 Hits)
U+4, B+1, 4, B+1, 4, 4, Roll, B+1, 4, xxBite (35%, 14 Hits) or EN Bite (36%,
16 Hits)
F+3, Ball Roll, U+4, B+1, 4, dash 1, 1, 2, xxBite (30%, 13 Hits) or EN Bite
(31%, 15 Hits)
2, 3, Roll, U+4, B+1, 4, dash, 1, 1, 2 xxBite (33%, 14 Hits) or EN Bite (35%,
16 Hits)
[Corner] B+1, 4, 2, 3, 4, 2, 3, 4 xxRoll, dash (under), 4, xxBite (38%, 15
hits)
Enhanced Combos
B+3, En Roll, #B+1, 4, B+1, 4, 4, xxBall, B+1, 4, xxBite (32%, 18 Hits - 1
Bar)
Note: You can end all combos ending with xxBite with xxSai Blast for the same
damage and knockdown.
X-Ray Combos
B+3, xxBall, U+4, B+1, 4, 4, xxX (38%, 13 Hits)
U+4, U+4, B+1, 4, 4, Roll, B+1, 4, 4, X (41%, 12 Hits)
2, 3, Ball, B+1, 4, B+1, 4, xxX (42%, 14 Hits)
Playing as Mileena
Preferred Gameplan: Mix-Up//Rushdown//Zoning
Mileena is a great Mix-Up//Rushdown character who, in addition, plays the
Zoning role deceptively well.
F+3 is a great poke option and can be canceled into Ball Roll for full combo.
B+2 is a good attack to use on reaction to low projectiles. Otherwise, it is
very situational and should be avoided for the most part, it is an overhead
and does leave a Sai stuck in the opponent s back, giving a slight damage
boost (1-2%) to all of Mileena s combos ending with Bite/EN Bite. Keep her
D+3 and D+4 pokes in mind. Her D+4 is tied with Sonya for longest reach in
the game and both D+3 and D+4 lower her hitbox, making her difficult to hit
with jP. Also note that it s almost always better to end combos with Bite
(NOT EN Bite) as Bite causes the opponent to remain standing after the combo
(The EN version causes knockdown). Also keep the following in mind regarding
Mileena s range: 2, 3 requires you be close, U+4 reaches from sweep distance
& F+3 from a little outside. B+3 requires you be a little closer than sweep.
Note that U+4 and B+1, 4 are both safe on block. Mileena s 4, 2, string
should be the center of her offense.Mileena s, She can also carry out full
combo off of 4, 2 as listed above. 4, 2 combo string is her combo of choice
for utilizing pressure. Ending with 4, 2, Teleport Drop as opposed to B+1, 4,
Bite might seem strange at first, however this combo is used to keep constant
pressure on an opponent. The Teleport Drop at the end of the combo will
whiff, but it places Mileena right next to a downed opponent. This is her
version of 50/50 as she can go for her own mix-up options. Also note that
this string is guaranteed off of a D+4 if it is unblocked. Also abuse B+3,
B+4. This string is NOT safe at all, but you will hit with it far more often
than you will miss and it will train opponents to crouch block, opening them
up for U+4. You should also use this string more often than the more
damageing B+3, Roll combo because the Roll cannot be hit confirmed and if it
is blocked, Mileena is punished by full combo.
Grounded Sai Blast is going to be your projectile of choice from range. Sai
Blast has amazingly quick recovery. This makes Mileena an excellent zoner if
need be; however, this is not where she excels. Her Teleport Drop can be used
to catch a jumping opponent and immediately followed up with iAS, Ball Roll,
xxcombo finisher of choice.
Also note that using U+4 to end many of the listed combos will cause a
splat , which can be followed up with a Teleport Drop to continue pressure.
B+3, EN Roll is a great combo starter. B+3 hits low, and EN Roll hits
overhead providing stellar low-to-medium mix-up. This is especially useful
against opponents on wake-up as her small hitbox tightens even further with
B+3 and completely avoids many characters wake-up atttacks (i.e. Kabal s
Tornado Slam).
In Mileena s case, instant Air Sai refers to using the Sai immediately upon
jump similarly to iAGB/iAF with Kabal/Kitana. Using iAS, Ground Sai and
Aerial Sai of varying heights makes it pretty much impossible to approach
Mileena from Fullscreen by creating a projectile wall. The best way to
achieve an iAS is by tapping U+B and then F+1. You can also do it by jumping
and immediately hitting B, F, 1, but this method is more difficult. Another
note concerning iAS is that if it is thrown out after a blocked Teleport
Drop, it will make it more difficult for the opponent to punish her. This
tactic actually jails some characters completely (Reptile). Keep in mind,
however that this makes it much easier for an opponent to land an uppercut.
Should Mileena find herself in a zoning war, she is pretty much guaranteed to
come out on top between her fast recovery, varying Sai heights, and Teleport
Drop. If closer than screen, Ball Roll punishes high projectiles with full
combo. If further away than that, Mileena will stop the Roll directly in
front of her opponent opening up a perfect opportunity for a throw.
Mileena s Teleport Drop is one of the best teles in the game. The EN version
is great too. Since it looks deceptively similar to the normal version, it is
often hard for opponents to read the second hit is coming.
Mileena is the queen of mix-up. She has combo starters that hit H/M/L. She
has deceptive EN versions of her normal specials (Tricky Teleport is 2 hits,
making it harder to punish, & EN Ball Roll hits overhead).
When it comes to wake-up options, Mileena has Teleport Drop, Ball Roll, and
Leaping Neckbite. Ball Roll is great for careless approaches and high
projectile-counter, and Teleport Drop is good to punish projectiles should
the opponent decide to toss one while you re grounded (Kabal is notorious for
this with Groundsaw, attempting to catch the opponent on wake-up).
Use her Mix-Up up close and her zoning tools from afar and you ll be steeping
out of the flesh pits and into Khan s throne.
Fighting Mileena
A good Mileena is going to be difficult to fight. She has some of the best
mix-up options in the game coupled with a great, great zoning tool. You re
going to have two options: (1) present the better rushdown and keep pressure
on her so that she can t mix you up, or (2) read her mix-up and counter.
Obviously option 2 is much more difficult, but more likely to succeed than
option 1.
If you go the counter route, you have to read her Ball Roll and Teleport and
bait them in with projectiles. Both of these moves are punishable with AA
combos on block. Speaking of Anti-Air, should you have an anti-air attack
(Sheeva & Jax' Anti-Air Throws), or even one with high priority in the air
(CSZ's Dive Kick), you can utilize it against Mileena's Teleport Drop.
Be careful with your zoning. A Ball Roll under any of your projectiles will
have you eating ~30%. Other than that, stay diverse. Mileena thrives against
predictable opponents, so keep your options open and don't try to play
defensively unless you're sure you can read her.
Fatalities:
Be Mine: B, F, B, F, 2 (jump)
Rip Off: B, F, B, D, 3 (jump)
Stage Fatality: D, D, D, 1
Babality
D, D, F, B, 2
===============
Nightwolf
===============
Ancestors, give me strength!
[MKNIT]
Special Moves
Shoulder (9%)
Power Charge (12%, 2 Hits
F, F, 4
Phasing, Armor)
Playing as Nightwolf
Preferred Gameplan: Counter//Rushdown
Be ready to spend a ton of time in the lab. Even Nightwolf s simple strings
tend to be stubborn with timing. His 1, 2, 2, 1 string can be a pain to land
successfully, and canceling it into Shoulder and Choke is a necessity. When
you attempt his combos with the jab juggles (dash, 1), he can cause quite a
headache. The good news is this: once you master him, it ll be your opponents
who have the headache.
Nightwolf boasts, arguably, the best special move set in the game. This is
the reason to pick-up Nightwolf. His Axe Swing is one of the best
launchers/anti-airs around, with the EN version hitting High, Med and causing
a bounce, making it great for extending combos or using as mix-up. His Choke
is another great move, perfect for ending combos with and doubles as an antiair. His Arrow Shot projectile is safe on block, even at close distances but
inflicts just below standard damage for projectiles (6%). The EN version,
however, is one of the best projectiles in the game hitting up to 3 times for
15%. Also, keep in mind that any time you hit an airborne opponent with an
Arrow, you can follow it up with a Shoulder. Nightwolf s big three special
moves, Reflect, Lightning, and Shoulder Charge, play an integral part in his
gameplan and solidify him as a counter-type character. Shoulder Charge is
incredibly good. It is safe on block (but not on whiff) and causes knockdown
on impact. It is also a surprisingly good anti-air. This will be NW s most
used special. Use it to condition your opponent and Shoulder Charge him or
her everytime they attempt to advance. EN Lightning on opponent s wake-up is
guaranteed unless the opponent uses an advancing wake-up attack or quick
teleport. Both versions are also unblockable, meaning that once an enemy has
been trained to block and duck thanks to Arrow Shot and Shoulder, he or she
is wide open to Lightning. Reflect guarantees that Nightwolf will not lose a
projectile war. He ll be packing double the firepower by sending his
opponent s own projectiles back as well as a few arrows/lightning bolts of
his own. Absorb, the EN Reflect, restores a portion of health.
The only wake-up attack you need is Shoulder Charge. The EN version boasts
armor and the second hit is an overhead, making it one of, if not the
absolute, best advancing specials in the game. Reflect is also an option on
wake-up to consider if your opponent is projectile-happy, Choke/Strangle and
Axe Swing/Tomohawk Bash are also viable options for an opponent who plays a
bit more in your face and work extremely well against jump-ins.
Use this information, and you ll be channeling the ancestors in no time.
Fighting Nightwolf
A good Nightwolf is one with a very powerful offensive pressure. He plays up
close, can easily close in on zoners with a power charge and though his mix
up game isn t exactly top notch, he seems to have every kind of counter or
combo for a turtling character. His weakest play is his defensive game
though. Forcing a Nightwolf to retreat will give him only his arrows and
lightning for support, both of which can be easily overcome with the proper
timing. Never turtle against Nightwolf, it s best to counter his abilities
with an aggressive amount of mix ups. That isn t to say that Nightwolf can be
easily zoned out. He has Reflect, which can reflect most projectiles as shown
below and absorb even more for health with the EN version. You can play the
zonign game against Nightwolf, but it s going to be an uphill battle if he s
quick on the draw with Reflect.
He has a technique for every situation, but his defense up-close is still
weak. Most likely you ll have to play by his terms or bait him into Charging
or jumping towards you. If he jumps any anti-air will take him. But if he
charges, it can easily be defeated by ducking (without blocking), then
uppercutting or if you re quick enough, unleashing a combo. As for his
Lightning its primary use is to punish defensive players. Don t give him a
good reason to use it. Play carefully, because it is unblockable. But a
whiffed Lightning means a lot of easily punished recovery time for Nightwolf.
A quick dash type move (Reptile s Elbow Dash, Jax s Dash Fist, Jade s Shadow
Kick, etc.) can escape a Lightning and may guarantee damage, but a simple
jump away works wonders too.
Blocking high most of the time will stop his more powerful combos from
wreaking any real havoc on you and you shouldn t randomly try to jump at him
because of the aforementioned Axe Swing or even a well-timed Choke. If you
can play smart, carefully, and aggressively, then you will send him to meet
his ancestors.
Fatalities
Little Off the Top: D, F, D, B, 4 (jump)
Ascension: D, D, F, B 1 (sweep)
Stage Fatality: D, D, D, Block
Babality
F, B, F, B 1
Reflect List
Nightwolf can Reflect/Deflect/Absorb the following:
Baraka Spark
Cyber Sub-Zero
Ice Ball
Cyrax
Sticky Bomb, Net [Deflect]
Ermac Forceball
Jade Boomerang
Jax Shockwave
Johnny Cage
Forceball
Kabal Gas Blast
Kano Knife
Kitana X-Ray, Fan Toss
Kung Lao Hat Toss, Ground Hat
Liu Kang Fireball
Mileena
Sai
Nightwolf Arrow Shot
Noob Shadows [Deflect]
Quan Chi
Skull
Raiden Electricity
Reptile
Force Ball, Acid Spit
Sektor Missile, Up Missile [Deflect], Homing Missile
Shang Tsung
Fireball, Ground Skull [Deflect], Up Skull [Deflect]
Sheeva Fire Blast
Sindel Fireball
Sonya
Energy Ring
Stryker Grenades, Gun Shot
Sub-Zero Ice Ball
Kratos - Apollo s Bow, Golden Fleece
Skarlet - Dagger Toss, Blood Ball
Rain - Water Bubble [Deflect]
Freddy - Glove Toss, Freddy Fingers
Nightwolf can Absorb, but not Reflect/Deflect the following:
Cyber Sub-Zero Ice Beam
Kabal - Groundsaw
Kung Lao EN Hat Toss
Sektor X-Ray
Sub-Zero Ice Beam
Kenshi - X-ray
Nightwolf Frame Data
Normals:
1 - 9f
2 - 13f
3 - 17f
4 - 19f
D+1 - 7f
D+2 B+1 - 22f
B+2 F+2 - 20f
F+3 Specials:
Shoulder Charge - 10f
Lightning - 31f
Arrow Shot - 36f
Reflect Axe Swing - 19f [EN
Choke - 20f
X-Ray - 21f
7f
19f
11f
D+3 - 7f
B+4 - 17f
D+4 - 11f
- 21f]
===============
Noob
===============
Fear me!
[MKNOO]
Special Moves
Ghost Ball (Blocking disabled.)
Spirit Ball (3%. Blocking disabled. Confused
D, F, 1
===============
Quan Chi
===============
You will serve me in the Netherrealm.
[MKQUA]
Special Moves:
Skeletal Boost (Health Boost or 1% Damage Boost - Random)
Skeletal Buff (Health Boost and 1% Damage Boost)
D, B, 4
Ground Burst (Close, Med, Far, 7%)
Ground Blast (Close, Med, Far, 10%, Unblockable)
c. D, B, 1
m. B, F, 1
f. D, B, F, 1
Note: Ground Blast is also referred to as Rune .
1, 1, 2, trance, jP 1, 1, Sky
(reset), dash 2, 1, EN Ground
(35%, 12 Hits; 17%, 3 Hits; 16%,
3 Bars]
X-Ray Combos:
Trance, X (4 hits, 33%)
1, 1, 2, Trance, njP, X (8 hits, 37%)
B+3, 1+2, dash, B+2, 1, dash, 1, trance, dash, F+1, 2, xxX (44%, 11 Hits)
B+2, 1 step forward, B+2, 1 dash, 1, trance, dash, F+1, 2, xxX (48%, 11 Hits)
Playing as Quan Chi
Preferred Gameplan: Counter//Mix-Up//Juggle
Quan Chi isn't exactly strong, but he's surprisingly fast. His combos are
quick and, with a little imagination, can mix in nicely with his specials.
First of all, let s talk about this massive, massive reset combo. This is
also known as the Rune Trap. The damage listed is against an opponent that
does not block after the first EN Rune. Note that blocking opponents will
only take ~9% less total damage. Of course, the bad thing about the Rune Trap
is that the full combo will cost you all 3 bars of super, but I can t imagine
a much better use for it. Also note that the combo can be cut short at any
time there is a (reset) if you want to save/don t have the meter.
The best follow-up for a Rune Trap is definitely the B+3, 1+2 combo starter.
as it offers great mix-up and is just hard to block in general.
Trance is a great move, it's a combo ender and a beginner, allowing Quan Chi
to chain several combos at once. It also reaches approximately screen, but
cannot consistently grab airborne opponents. Skeletal Boost seems to be a bit
underrated. The Damage Boost on it can change a 19% combo into a 30% combo
and lasts for one whole combo. It doesn't seem to go away until Quan Chi
finishes a combo or at least gets one hit in. The boost will fade if QC is
hit, though. Health Boost is great for obvious reasons. Still, it should be
used sparingly as the cooldown is quite long. Following an uppercut is a good
time to consider activating it, but beware of characters with teleports. Sky
Drop is a great and tricky teleport, but if overused, can easily become
Quan's downfall since it's blocked easily and punished heavily. Also Quan
Chi's Corruption combo (F+1, 2, 1+2) is one of his most powerful base combos.
It is also a good mix-up option as it hits high-low-high. Use it, and use it
often. Another great mix-up option is his Annihilation combo (B+3, 1+2) as it
hits low and then medium and causes a bounce.
Mesmerize can be a great tool if used correctly, draining one bar of meter
from the opponent. However, it should NEVER be used outside of combos as the
risk of giving up your own meter for a possibly whiffed attack is not worth
it.
Sky Drop is Quan Chi s only wake-up option, but it s a pretty good one. EN
will increase the damage, and give you some space from an overly aggressive
opponent. Another viable option is using the Directional Sky Drop to force
the landing somewhere other than on top of the opponent.
All in all, Quan Chi has some great mix-up options, but is limited by his
slower movement speed and lack of really great specials. Still, he s fun to
play as and is great at mind games with his mix-up game, Trance, and
Directional Sky Drop. Use the things highlighted here and your foe will be
the next to join your army of specters.
Fighting Quan Chi
I know he looks scary, but he's not that bad. His combos aren't too strong so
don't fear them too much. What you should worry about is his keep away
abilities and his mix-up game. Ground Burst, Skull Ball, Trance, all these
moves smash you from a far and lets him punish you for the smallest mistakes.
His Boosts are rarely ever used, but note that hitting him before he laughs
will cancel the boost.
Stay close, and pressure him, all the while punishing for failed combos and
mix ups. Watch out for those. He loves to start and end combos high and/or
low so be guarded should you choose to go on the defensive against him.
Keep in mind that his only wake-up is the incredibly easy to avoid and
incredibly punishable Sky Drop. So applying constant pressure is a good way
to keep the sorcerer down. Be aware that he can use the Directional Sky Drop
to get around and make himself harder to hit.
Be aware that he can start combos High, Medium, or Low, so blocking in any
capacity is never truly safe against Quan Chi. You must stay especially
guarded if you re going to play defensively against him.
Be aware of his mix-up game and on the look-out for sky drop and trance and
you can send this necromancer back to the Netherrealm.
Fatalities
Beat Down: F, F, D, D, 1 (sweep)
On Your Knees: D, F, D, F, 4 (sweep)
Stage Fatality: B, F, D, 2
Babality
F, D, B, 2
===============
Raiden
===============
Thunder take you!
[MKRDN]
Special Moves
Lightning (7%)
Bolt (13%, 2 Hits)
D, B, 1
Electrocute (8%)
Shocker (8%, Armor)
D, F, 2
Electric Fly (10%, 2 Hits)
Thunder Fly (10%, 2 Hits, Armor)
B, F, 3
Teleport
Sparkport (Teleports twice, Armor)
D, U
Vicinity Blast (7%)
Vicinity Burst (10%)
D, B, 2
X-Ray: Shock Therapy (34%, 4 Hits)
Raiden s X-Ray deals pretty average damage and is above average when it comes
to damage scaling. It is not easily worked into his combos; however, it can
be and it makes for a very good punish. It can also function as an anti-air.
Keep in mind it reaches further than expected (About jump distance)..
Secret technique: Unknown as of now.
Basic Combos
F+2, 4, #Electric Fly (22%, 4 Hits)
F+4, dash, B+3, 1, xxElectrocute, dash, B+3, 1, xxElectric Fly (29%, 8 hits)
B+3, 1, 2, dash, Electrocute, dash, B+3, 1, 2, Electric Fly (33% 9 Hits)
1, 2, 1, Electrocute, B+3, 1, 2, Electric Fly (29%, 9 Hits)
3, 3, 4, Teleport, Electrocute, B+3, 1, 2, Electric Fly (36%, 9 hits)
[Corner] 3, 3, 4, Vicinity Blast, 3, 3, 4, 3, 3, xxElectrocute, 3, 3,
Electric Fly (41%, 14 Hits)
X-Ray Combos
F+4, dash, Electrocute, B+3, 1, xxX (40%, 8 hits)
3, 3, 4, Teleport, Electrocute, B+3, 1, xxX (46%, 10 Hits)
Playing as Raiden
Preferred Gameplan: Rushdown//Counter
Raiden hits hard and he hits fast. This, coupled with his teleport, which
serves as a get out of jail free card to get away from an assault or as a
good special to advance in on an opponent, makes Raiden formidable, indeed.
Raiden s teleport lies at the very core of his gameplay. He will have to
utilize it frequently during the match to be effective. Utilize frequently
does not mean spam . The tele should be used either to close in or on
reaction to get away and counter. The reason being that it is VERY hard to
punish. Only very fast specials, normals, and uppercuts can do so; and even
then, the teleport must be anticipated. Keep in mind that Vicinity Blast
gives advantage on block, but is punishablr on whiff. EN Shocker is going to
be Raiden s anti-air of choice as it has armor and can be followed up with
several different strings. Electric Fly is highly punishable. Again, Electric
Fly is highly punishable. It is Raiden s ONLY highly punishable move. Do not
abuse it. On that same note, don t be afraid to use it to check someone
either. Do not initiate zoning wars. Raiden s Lightning is, for all intents
and purposes, a very average projectile. Don t forget that it s there though.
The EN version hits with 2 Lightning attacks. Note that you can combo off of
the back projectile if you are precise with your timing.
Raiden is, by no means, a mix-up character. His teleport, however, allows him
to play a weak mix-up game consisting of sweeps, throws, and his 3, 3, 4,
string. He can also teleport instead of finishing certain strings completely
(B+3, 1, 2, & 3, 3, 4). This can make Raiden exceptional frustrating to
punish for an opponent. Throw it in every once in a while. Raiden has no low
combo starters; however if his D+4 hits, it leaves him at advantage. Enough
so that he can actually dash in and perform a F+2, 4.
Electric Fly is really Raiden s only wake-up option and should be used
sparingly.
When played correctly, the god of thunder really lives up to his name in MK9,
zapping through all the competition.
Fighting Raiden
The God of Thunder is deadly, fast, and strong. His attacks are quite easily
spammable . He has overhead launches, and his teleport is extremely quick
and hart to anticipate. The Electric Fly, a.k.a. Superman , can shut down
many opponents as well.
Always block high. He s extremely strong and his combos are deadly, but all
of them involve either high or medium attacks for starters. His Electric Fly
is really easy to punish after blocking. In fact, all of his special moves
can easily be countered afterwards.
It s a good idea to go into practice mode and play with Raiden s teleport a
lot. You ll be able to get a feel for how fast it is, because after you start
blocking high, Raiden will begin to teleport in to grab/sweep you. If you
learn the timing, you can stop his teleport with a a sweep or escape the grab
with a 1 or 3. It s more likely that this will be the throw used on you, so
it s better to try that.
Fatalites
Just a Scratch: D, F, D, F, 1 (Jump)
Transplant: B, F, F, D, 4 (Sweep)
Stage Fatality: D, D, D, 2
Babality
D, B, D, 4
Raiden Frame Data
Normals:
1 - 9f
2 - 11f
D+1 - 6f
D+2 - 12f
B+2 - 25f
B+3 - 15f
F+2 - 12
F+3 - 25
Specials:
Electricity - 26f
Electrocute - 13f
Electric Fly - 8f
Teleport - 26f [EN- 41f]
X-Ray - 22f
3 D+3
B+4
F+4
12f
- 7f
- 16f
- 30
4 - 18f
D+4 - 15f
===============
Reptile
===============
*Chomp, Chomp* *Hiss, Hiss*
[MKREP]
Special Moves
Slow Force Ball (5%, launches)
Slow Mega Ball (8%, charging makes Force Ball larger)
B, B, 1
Fast Force Ball (8%)
Fast Mega Ball (11%, charging makes Force Ball larger)
B, B, 3
Slide (8%)
Slime Trail (12%, 3 Hits)
B, F, 4
Acid Hand (11%, overhead
Reptilian Hand (9%, overhead, launches, armor)
D, B, 2
Invisibility (Makes Reptile translucent for 6 seconds)
Vanish (Makes Retile completely invisible and slightly boosts damage for 8
seconds)
D, U, 4
Acid Spit (8%)
Acid Stream (12%)
D, F, 1
Elbow Dash (11%, 2 Hits)
Reptilian Elbow (17%, 3 Hits)
B, F, 2
X-Ray: Tricky Lizard (33%, Phasing)
Very solid X-Ray. Deals about average damage, but travels full-screen has
phasing. Reptile can get much more use out of his BnB s though, so use
carefully or to seal the match in your favor.
Secret technique: Unknown as of now.
Basic Combos
Fast Force Ball, Elbow Dash (whiffs), njP. #3, 2, Slow Force Ball, 3, 2, 1,
Slide (31%, 9 Hits) or EN Slide (33%, 11 Hits)
1, 2, 2, xxFast Force Ball, 3, 2, Slow Force Ball, 3, 2, 1, Slide (31%, 11
Hits) or EN Slide (32%, 12 Hits)
3, 2, 1, xxElbow Dash (whiffs), xxnjP, #3, 2, Slow Force Ball, Fast Force
Ball, #3, 2, 1, Slide (37%, 12 Hits) or EN Slide (38%, 14 Hits)
[Corner] 3, 2, 1, Acid Hand, 3, 2, 1, Fast Force Ball, 3, 2, 1, Acid Spit
(39%, 12 hits)
Note: Combos ending with 3, 2, 1, Slide can instead be ended with 3, 2, Acid
Stream to leave opponent standing. This costs 1 bar and does 1-2% less
damage.
Enhanced Combos
3, 2, EN Elbow Dash, Slide (29%, 6 Hits)
EN Acid Hand, xxFast Force Ball, Slow Force Ball, dash, 3, 2, xxAcid Spit
(25%, 6 Hits)
3, 2, 1, xxElbow Dash (whiffs), xxnjP, #3, 2, Slow Force Ball, 3, 2, EN Fast
Force Ball, #3, 2, 1, Slide (40%, 14 Hits)
X-Ray Combos
Fast Force Ball, X (36%, 5 Hits)
1, 2, 2, 1, X (38%, 8 Hits)
3, 2, 1, xxElbow Dash (whiffs), xxnjP, #3, 2, Fast Force Ball, Slow Force
Ball, #3, 2, 1, X (44%, 15 hits)
Playing as Reptile
Preferred Gameplan: Juggle//Rushdown//Zoning
Reptile is a Great Juggle//Rushdown character, but he also has great zoning
potential in Force Balls and Acid Spit. His movement is very awkward and a
little hard to get used to at first. His dash feels very clunky as well.
Force Balls are a great, great zoning tool because if one lands, it grants
full combo from anywhere inside fullscreen. Acid Spit is a very, very fast
projectile and deals slightly above normal damage for standard projectiles
(8%). Aside from using Force Balls to start juggle combos, Reptile can
straight up zone with them as well. Firing multiple Force Balls and Acid
Spits in rapid succession will get most opponents frazzled. Try to set a
pattern with them, and as soon as the opponent adapts, break it. Elbow dash
is the fastest move in the entire game. It is a solid attack that is also
useful for moving around the stage quickly. A good strategy utilizing Elbow
Dash is to fire a Slow Force Ball, then Elbow Dash in on the opponent. If he
or she is blocking, you get a free throw. Reptile s Invisibility is an
interesting tool in his arsenal. While the regular version does not make
Reptile fully invisible, it does shroud him enough that it s difficult to
tell what special or combo string he is attempting. The EN version will make
Reptile completely invisible and give a minor damage boost to Reptile (2-3%
added to combos). Both versions end if Reptile is hit with an attack or if he
blocks.
Fast Force Ball and Slow Force Ball are, for the most part, interchangeable
in combos, but you may only use one of each type in a juggle. Using Fast
Force Ball first will increase overall damage by about 1%. Also, on the topic
of Force Balls, often a fully charged EN Slow Force Ball can be used to give
Reptile cover so he can safely approach. Keep this in mind, especially if
Reptile is losing the life battle.
It is actually often worth it to end combos with Acid Stream because it
leaves the opponent standing and prevents a wake-up attack. An option for
dealing with wake-ups against a downed opponent is to fire off a Slow Force
Ball, then Elbow Dash in. This will snuff out most wake-ups.
Also, don t be overly conservative when it comes to meter management. With
Elbow Dash, Force Balls, and Acid Spits, Reptile builds meter almost as
quickly as he spends it.
Reptile s Mix-Up is limited. He has quite a few overhead attacks and Silde
hits low, and that s about it. Also note that while it doesn t combo, his D+4
can be cancelled into Acid Hand, which is often useful for mix-up.
Reptile s throw should also be mentioned as it has an interesting property.
His neutral throw and forward throw actually serve two different purposes.
Reptile s neutral throw/back throw should be used to create space. From here
you can begin to create zoning pressure. Reptile s forward throw, however
puts the opponent within Elbow Dash distance meaning you can actually follow
it up with some rushdown tactics.
On wake-up your options include: Slide, Acid hand, Invisibility, and Elbow
Dash. All of which are viable options. Slide will advance while hitting a
standing opponent and Acid Hand is good to use on advancing opponents,
especially the EN version as it has armor.
All of these contribute to make Reptile one of the most versatile characters
in the game. He truly seems to have a tool for every situation. Effective use
of them will guarantee this Saurian isn t going extinct any time soon.
Fighting Reptile
Reptile is strange. He s slow to move, and yet, he can become surprisingly
fast at the same time utilizing Elbow Dash. His skills as a zoner are
extremely powerful with two, technically three, different projectiles. His
true power comes from his dangerous juggles, usually initiated from a
Forceball. The Forceballs can be mixed into combos, making Reptile extremely
dangerous anywhere on screen. His Acid Spit is a basic projectile, and is
actually quite fast, but you re more likely to see forceballs. He has two
versions, fast and slow. His recovery on either is quite bad though so DashBlocking quickly, or simply jumping over them, will get you there quickly.
Certain teleports aren t advised in reaction to Force Ball, since Reptile
ducks when he launches them and you may miss, allowing him to juggle you.
Getting too close with jumps will allow Reptile to reach in with his combos
if timed right although he has no true anti-air.
Also, he has two moves that propel him forward, The Elbow Dash, and the
Slide. The Elbow Dash hits high and is very quick. It cannot hit an enemy in
the air, which is good and bad at the same time. It allows Reptile to pull
off very unique juggles for more damage any way, but you never have to fear
jumping over it. That said, it has barely any recovery on block, but can
still be punished if you time it right with very fast specials. The Slide is
more traditional, and hits low, but is still one of the quickest, if shortest
ranged slides in the game. Treat his Slide like any other, low block and
punish as it is just as highly punishable as the other iterations in the
game.
Reptile wants you close, but only on his terms. He has a somewhat poor mix-up
game and can mostly be stopped up close with high blocks. Turtling is
dangerous though because his Acid hand technique launches enemies into the
air for more powerful juggles and hits medium. An aggressive play style is
recommended to stop him. Most Zoning wars he will triumph at, and will
result in him rushing you down. He can t handle close up fighting without it
being of his own terms though, so rush him down if you get a chance.
Enhanced Forceballs are probably one of the biggest worries some one fighting
Reptile can have. If he enhances a Slow Forceball it will grow to an insane
size, with charging, and will launch you for what will most likely be an
extremely damaging combo. But since it moves so slowly, Reptile can Dash in
front of it and force you into a corner or into his deadly claws. The best
counter to this is to teleport before he finishes charging, or zone him out
for space and block the Forceball. If he fires another Forceball the giant
one will disappear. If he enhances his invisibility, he will get a damage
boost. A quick projectile or two will stop that as he will turn visible
whether he blocks or not. Finally his X-Ray is a powerful counter for a
desperate Reptile against a Zoner, so projectiles may not be the best weapon
unless in certain cases since Reptile s major zoning tool, Force Ball, grants
a full combo. Also be aware that Reptile probably builds meter more quickly
than any other character in the game except for maybe Kabal and Mileena.
Basically, since Reptile can switch from zoning to rushdown, you have to
adapt to zoning and rushdown. It sounds far more simple than it actually is;
however, it can be done. Just play smart and apply the things mentioned here.
If you can force him out of his comfort zone long enough to punish his failed
juggles, you can put Reptile back in his place in pieces.
Fatalites
Acid Yak: F, F, D, U, 3 (Sweep)
Weight Loss: D, D, F, B, 1 (Sweep)
Tasty!: B, B, F, D, Block (Jump) [DLC]
Stage Fatality: F, D, D, Block
Babality
B, F, B, D,
Reptile Frame Data
Normals:
1 - 11f
2 - 11f
3 - 13f
D+1 - 9f
D+2 - 11f
D+3 - 8f
B+1 - 15f
B+4 - 18f
F+2 - 15f
F+3 - 15f
Specials:
Fast Forceball - 29 [EN - 18]
Slow Forceball - 29f [EN - 18]
Slide - 12f
Acid Hand - 27f
Invisibility Acid Spit - 20 [EN - 21]
Elbow Dash - 6
X-Ray - 14
4 - 18f
D+4 - 12f
===============
Scorpion
===============
Vengeance will be mine!
[MKSCO]
Special Moves:
Spear (3%, stuns and )
Flame Spear (7%, Armor, stuns)
B, B, 1
Demon Fire (7%, unblockable)
Hell Fire (8%, unblockable)
D, B, 2
Teleport (9%)
Flameport (11%, 2 hits)
D, B, 3
Takedown (10%, 2 hits)
Takeout (12%, 2 hits)
D, B, 4
Air Throw (8%, 2 hits)
1+3
X-Ray: Scorpion Sting (30%, 3 hits)
Scorpion teleports under ground and appears behind his enemy, punching them.
This is a pretty quick X that's easy to catch some one with. In terms of
strength it's quite average though. It can be blocked, but Scorpion has Super
Armor and can slide under grabs, like Kano and Jax's X.
Secret Technique: Unknown as of now
Basic Combos
jK, xxTeleport, dash, 3, 3, xxSpear, xjP, F+2, 1, xxTeleport (34%, 9 hits)
3, 3, xxSpear, njP, dash, B+2, jK, xxTeleport, jK, Air Throw (36%, 10 hits)
3, 3, xxSpear, B+2, dash, 3, 3, xxTeleport, dash, 2, 1, xxSpear (26%, 10
hits)
2, 1, xxSpear, xjP, F+2, 1, xxTeleport (27%, 7 Hits)
F+4, xxSpear, xjP, F+2, 1, xxTeleport (23%, 6 Hits)
B+2, jK, xxTeleport, dash, 2, 1, xxSpear, xjP, F+2, 1, xxTeleport (28%, 10
hits)
2, 1+2, xxTeleport, dash 1, 1, 1, Spear, xjP, F+2, 1, xxTeleport (33%, 11
hits)
Enhanced Combos
[Corner] 3, 3, xxSpear, xjP, F+2, 1, EN Teleport, jK, Air Throw (38%, 11
Hits)
[Reset] 3, 3, xxSpear, njP, dash, B+2, jK, Teleport, jK, Air Throw, (Reset)
EN Hellfire (36%, 10 hits; 8%, 1 Hit) [Total: 44%, 11 Hits]
Note: Any combo ending in Teleport (but not Flameport or Air Throw) grants a
guaranteed Demon Fire.
X-Ray Combos:
jK, xxTeleport, dash, 3, 3, xxSpear, xjP, F+2, 1, xxX (45%, 11 Hits)
F+4, xxSpear, njP, dash, B+2, jK, xxTeleport, dash, 2, 1, xxX (44%, 11 hits)
2, 1+2, xxTeleport, dash, 1, 1, 1, Spear, xjP, F+2, 1, xxX (41%, 13 Hits)
3, 3, xxSpear, njP, dash, B+2, jK, xxTeleport, dash, 2, 1, xxX (45%, 12 Hits)
Playing as Scorpion
Preferred Gameplan: Rushdown//Juggle//Mix-Up
If Mortal Kombat needs a hyper-aggressive rush down character, then it s got
Scorpion. Scorpion's combos are fast, and he hits hard. When Scorpion
combines his combos and juggles correctly, he becomes a powerhouse of a
fighter. His fast and sometimes surprising combos can easily catch opponents
off guard.
Scorpion's classic projectile, the Spear, does little damage, but it keeps
enemies close so they can be beaten efficiently. If blocked, it has a decent
recovery time, but it is punishable none-the-less. His Teleport is a bit
average compared to others, but any teleport is a great asset in this game.
His ability to mix in the takedown for defensive fighters, with his high
combos makes him confusing up close.
Finally, his ace in the hole against defensive fighters is the unblockable
Demon Fire. This move is great because it has tracking meaning it will follow
the opponent without specific inputs (A la Shang Tsung s Ground Skulls and
Jax Ground Pound). You should also be mindful of your option to use EN Spear
against zoners to absorb a hit and pull them in for full combo. Also, NEVER
use a Spear outside of a combo unless it is EN. Ever. Get the picture?
Scorpion becomes truly scary in the hands of a very competent player. I have
noted that you may go for the unblockable Hellfire after a successful
Teleport. However, following a Teleport, the opponent is left with a stagger
state. Instead of going for the Hellfire, Scorpion can jP or utilize his mixup to go for another combo. This is what really makes him a powerhouse. After
an Air Throw, EN Hellfire is guaranteed. This can end matches, so keep it in
mind.
Note that Scorpion s BnB starts with 3, 3, instead of the slightly more
damaging 2, 1. the reason for this is because 3 is 10 frames, whereas 2 is
12. 1 is also 12 frames which is the reason it is not used as a combo
starter. But, don t forget about Scorpion s 1, 1, 1 string. It is still one
of his best for the sole reason that it can be cancelled into spear and it is
safe on block.
The reason for ending a combo with Spear when there is already a Spear in the
combo is because this will down your opponent at your feet allowing to keep
the pressure up. Also keep in mind that if you do Scorpion s [Corner] Combo
without the xjP while your back is in the corner, You will, instead, corner
the opponent.
In terms of Mix-Up, Scorpion has B+2 as an overhead combo starter and F+4 as
a low starter. He should also be incorporating lots of jP, xjP, jK, and
Throws (Use the throw anytime a jP is blocked). Use the stagger off of a
Teleport to make these safe. You can actually go for the mix-up in this way
any time you land a Teleport on a groudned opponent and it causes stagger.,
even in the middle of the above listed combos. The basic combo, 2, 1, Spear,
xjP, F+2, 1, Teleport (27%, 7 Hits), is particularly good for working this
strategy repeatedly with a jP or xjP tacked on the beginning.
Another small note is that Scorpion is particularly adept at punishing
whiffed teleports. Utilize his B+2 combo starter in this situation.
Wake-Up options for Scorpion include Teleport and Takedown. Takedown is used
against an advancing opponent and Teleport as more of an escape tactic, or to
set the opponent up for stagger and mix-up. Also keep EN Spear in mind as it
has Armor and grants full combo. Also, should you be grounded in the corner,
EN Teleport on wake-up is your escape plan.
All of these things combine to make Scorpion a 50/50 machine. The best part
about him is that he has so many options. Every time you land a combo, you
are given the choice of going for guaranteed damage or the mix-up. Keep your
options open and remain unpredictable and you ll be burning em up in no
time.
Fighting Scorpion
Scorpion is extremely aggressive and quick, making punishing hard. Playing
defensively is dangerous with Scorpion's Demon Fire and mix-ups. Scorpion's
weakness is also one of his greatest strengths: his Spear. Scorpion will lose
most projectile fights with out Super bar on him, so attack him from far
away. If he gets dumb and decides to throw a naked Spear, remind him of why
that s such a bad idea.
Prepare to mix your projectiles with an escape teleport (if available), or
block in case Scorpion tries to punish you. Finally you can try to out-fight
him up close, but be wary. Scorpion is most likely better close-up with all
his resets and mix-ups.
You should be constantly trying to bait him into making a mistake, be it by
teleporting into a block or throwing a naked spear so that you can punish
fully.
Keep in mind that while Scorpion has good mix-up and great damage output,
very few of his moves are safe and his fastest combo starter is still 10
frames. All pokes will beat this out with the slowest ones clocking in at 9
frames. If he gets close and you want him out of your face, poke relentlessly
until you create some breathing room.
With a little patience and some clever planning, Scorpion will be on a one
way trip to Hell.
Scorpion's Demon Fire//Spear Spam
Scorpion's Demon Fire is unblockable and hits on the ground only. To escape
it, the best idea would probably be to jump, but that will often lead to a
Spear to the face. There are a few ways to avoid this, depending on the
character you are using:
1. Jump anyway. Once Scorpion has fired his Spear, use a special move in the
air. Whether it be a projectile, a teleport, a grab, or something else using
that move will keep you in the air just long enough to avoid Scorpion's spear
and leave him open for a counter attack. Experiment to see which air specials
work best. For the characters that don't have air specials, a harder thing to
do would be an air punch. It keeps you in the air for a slight bit longer
than an air kick and may give you enough time to dodge the attack.
2. Eat it and counter. it doesn't do a lot of damage. If you have a character
with a teleport or escape technique (Kitana's Square Wave, Reptile's Elbow
Dash) use it to get close and prepare to fight up close. Only a foolish
Scorpion would Demon Fire while so close.
3. Escape through the small window. If they're spamming, then the Demon Fire
should be easy to anticipate. It has a very short start-up and if you are
using a fast enough character, you can dash through it or escape the flame
and punish the punisher.
Fatalities
Split Decision: F, D, F, 2 (close)
Nether-Gate: B, F, B, 3 (close)
Toasty: D, U, U, 2 (jump) [DLC]
Stage Fatality F, U, U, 1
Babality
D, B, F, D, 2
Scorpion Frame Data
Normals:
1 - 12f
2 D+1 - 6f
D+2
F+2 - 19f
F+3
B+2 - 19f
B+4
Specials:
Spear - 13f
Demon Fire - 22f
Teleport - 35f
Takedown - 21f
X-Ray - 37f
12f
- 10f
- 26f
- 16f
3 - 10f
D+3 - 7f
F+4 - 17f
4 - 22f
D+4 - 12f
===============
Sektor
===============
I will show no mercy.
[MKSEK]
Special Moves
Flameburner (8%)
Flame Thrower (12%)
B, F, 2
Teleport Uppercut (6%)
Metal Uppercut (11%, 2 Hits)
D, F, 4
Straight Missile (8%)
Double Missile (13%)
B, F, 1
Up Missile (Above, Behind, Front, 8%)
Homing Missile (8%)
a. D, B, 3
b. D, B, F, 3
f. D, F, B, 3
Leg Lift
U+3
4, Toe Kick (9%)
3, 4 Sneaky Kicks (2 hits, 11%)
X-Ray: Massive Missile (32%, 3 hits)
Sektor fires a powerful missile all the way across the screen, making this a
powerful projectile X-Ray. It does average damage and fires slower than a
regular missile, but can still be chained into Sektor s powerful attacks
quite easily for ~40%.
Secret Technique: Pop, Lock, Cancel
Sektor can dash or special cancel the Leg Lift
Basic Combos
2, 1, xxFlame Burner (3 hits, 15%)
2, 1, xxTeleport Uppercut, 2, 1, xxFlame Burner (6 hits, 24%)
B+3, 4, xxTeleport Uppercut, 1, 2, xxFlame Burner (25%, 6 hits)
B+2, xxTeleport Uppercut, B+2, 1 (4 Hits, 27%)
Leg Lift, Toe Kick, xxTeleport Uppercut, F+2, B+1 (5 hits, 22%)
F+4, 4, xxTeleport Uppercut, B+3, 4 (5 hits, 25%)
1, 2, B+1, F+4, 4, xxTeleport Uppercut, B+2, xxFlame Burner (36%, 8 hits)
Enhanced Combos
1, 2, B+1, JK, xxTeleport Uppercut, F+4, 3, xxEN Teleport, B+2, xxFlame
Burner (45%, 11 Hits)
B+3, 4, xxTeleport Uppercut, F+4, 4, xxEN Teleport Uppercut, B+2, xxFlame
Burner (37%, 9 Hits)
X-Ray Combos
2, 1, xxX (5 hits, 36%)
B+3, 4, xxTeleport Uppercut, 2, xxX (7 hits, 37%)
B+4, xxTeleport Uppercut, 2, xxX (6 hits, 41%)
B+2, xxTeleport Uppercut, F+4, X (6 hits, 43%)
1, 2, B+1, F+4, xxTeleport Uppercut, 2, 1, xxX (44%, 10 Hits)
Playing as Sektor
Preferred Gameplan: Zoning//Counter//Juggle
Sektor is not exactly quick, nor does he seem strong at first, but his
juggling ability is surprisingly good, allowing for some low risk, high
reward combos. For the most part, his attacks aren t safe at all. They leave
him with a lot of recovery on block, but those that don t can easily be
combed into a teleport, and then into those unsafe, high damage
attacks. Both of the techniques on Leg Lift are bufferable, allowing Sektor
to instantly combo into his teleport and a potential 20%+ combo. Toe Kick
isn t his only medium, but it is the only one that can consistently combo
into a special. Unfortunately, using the Leg Lift is risky and he usually has
better, albeit it more difficult to use, options.
Keep B+1 in mind as it is safe on block and doubles as an anti-air. It also
functions as a great GTFO move and is a superb way to start out any match.
Sektor can compete favorably at range or close up, and many of his combos
actually send the enemy flying, keeping more aggressive opponents away. From
afar, Sektor s Rockets mow enemies down, giving him a clear advantage in most
projectile wars. His Up Missile doesn t knock down, but is very useful for
keeping an opponent guessing or on the offensive. The Flame Burner is
generally unsafe in almost all situations and should be used to finish combos
or a match. It is also suprisingly effective against jump-ins making it your
other option for starting a match off.
And Sektor s trump card is the Teleport Uppercut. It s a teleport launcher,
giving him the best of both worlds and allowing him to combo easily into his
least safe, yet more powerful attacks. In fact, Meter for Sektor should
mostly be saved for breakers (in case one of his riskier attacks fail) and
the enhanced version, the Metal Uppercut, for more combo potential and wakeup options.
Some of Sektor s least safe, yet more powerful, combos and attacks involve
B+1. They launch the enemy a good distance away from Sektor and allow him to
begin his powerful zoning game. Of course, they are dangerous on block and
using these incorrectly will end with Sektor eating a full combo.
One technique that Sektor has if you re willing to use a bar involves his
Enhanced Up Missile. It becomes a homing missile and moves a bit slower than
the regular missile. If you can time it right, a jP followed by B+3 will earn
a free combo. The missile will hit high, the jump in punch will hit medium,
and the kick will hit low and can be followed by 4, Teleport Uppercut for
numerous combos.
When it comes to wake-up, Teleport Uppercut and Flame Burner both have
invincible frames and make good choices. With Teleport being your go to wakeup, but only if you know it s safe. Flame Burner can be a cute trick to
employ against jump-ins.
A few last notes: Sektor s sweep doesn t have him duck, meaning that he is
susceptible to certain hits that would miss most other characters. Finally
never use the combo chain 1, 2, 4 for anything. The last hit will almost
always miss in a combo and can be blocked. Cancel into Flame Burner instead
as it deals more damage (~1%) and leaves the opponent standing, preventing a
wake-up. Follow this and stay unpredictable and you see why he s, quite
possibly, the best built robot there is.
Fighting Sektor
From far away, you can expect to be pummeled by missile upon missile. Try and
fight back and you ll most likely get knocked down, giving Sektor a clear
advantage. If it turns out you have a projectile that can match up with him,
a teleport will force you to eat a combo. A dash-blocking approach would be
great, but Sektor has his mix-up tools, which will instantly connect into a
teleport combo. Still, it s possible to approach Sektor with baiting or dashblocking to him. You just have to exercise a bit of caution. Up close, he s
not exactly aggressive, but his unpredictability and easily performed
teleport combos can throw you off. Even with a low amount of mix ups, just
one low or medium start combo can catch you with a health-devastating combo.
There are zoners who can punish Sektor better than others (Mileena) and
zoners with a low projectile (Sindel) may be his worst fear. The possibility
of an uppercut is lessened because of the zoner ducking to fire their
fireball.
As long as Sektor has meter, he is practically impossible to pressure since
he always has a wake up Metal Uppercut with armor that can pound you into a
combo if you aren t careful. A defensive play style is best against him.
Dash-block to get close enough to bait him into using a poor or unsafe
attack, and then punish him for it. Countering whiffed attacks work just as
well. Sektor s missiles are powerful, but they are very slow to launch.
Certain attacks (Scorpion s Hellfire) or teleports can cancel it out
completely and can be slid under as well.
The double Missile cannot be ducked, but it s rare that you
outside of desperation. Playing just outside Sektor s reach
B+1 attack which will push you back further), and punishing
with a defensive or zone happy play style will dethrone the
quickly.
Fatalities
Robo-Sek: F, D, B, F, 3
The Scarecrow: D, D, F, B, 1
Stage Fatality: D, F, D, BLK
Babality
B, D, D, D, 4
===============
Shang Tsung
===============
Your soul is mine!
[MKSHA]
Special Moves
Fire Skull (9%)
Triple Skulls (15%, 3 Hits)
B, B, 1
Up Skull (Above, Behind, Front, 8%)
Skull Storm (Above, Behind, & Front, 8%)
a. D, U, 2
b. D, F, 2
f. D, B, 2
Ground Skull (Close, Medium, Far, 8%)
Ground Skull (Close, Medium, Far, 8%)
c. D, U, 4
m. D, B, 4
f. D, F, 4
Soul Steal (8% - Morph into opponent with 30% damage boost - Lasts 5 Seconds)
Soul Capture (8% - Armor Morph into opponent with 30% damage boost
Lasts 8
seconds)
F, D, B, 1
X-Ray: Your Soul is Mine (33%, 3 hits)
Shang Tsung s X-Ray reaches just past of the screen (3 back dashes distance
from opponent, or one forward dash from Fullscreen). It s very easy to combo
into from any of his mix-up options, and the damage is just below middle of
the pack as far as X-Rays are concerned. It will NOT hit a jumping opponent.
2 things should be noted concerning Shang Tsung s X-Ray:
(1) It has armor. This makes it a decent wake-up option if you re sure that
the 33% will finish the match.
(2) Unless the X-Ray will win you the match, it s probably not worth it.
Shang can get 38% off of his most powerful fireball juggle for 1 bar. X-Ray
will give him 33% for 3, albeit it with less work.
Secret Technique: Unknown as of now
Basic Combos:
B+2, Soul Steal (14%, 2 Hits)
F+3, 4, Soul Steal (14%, 3 Hits)
B+1, 2, 1, dash, 1, 2, 2, Soul Steal (20%, 7 Hits) or Soul Capture (24%, 8
Hits)
B+1, 2, 1, Fire Skull (16%, 4 Hits) or Triple Skulls (20%, 6 Hits)
[Corner] 2, 2, 1, c.Ground Skull, #2, 2, 1, Soul Steal (36%, 9 Hits)
Enhanced Combos
B+1, 2, 1, 4, f.Ground Skull, Ground Eruption, #c.Ground Skull, m. Ground
Skull, f.Ground Skull (32%, 11 Hits
1 Bar)
B+1, 2, 1, 4, f.Ground Skull, Ground Eruption, xxf.Up Skull, c.Ground Skull,
Soul Steal (34%, 12 Hits 1 Bar)
F+4, 3, 4, f.Ground Skull, Ground Eruption, xxf.Up Skull, c.Ground Skull,
Soul Steal (36%,11 Hits
1 Bar)
F+3, 4, m.Ground Skull, f.Ground Skull, Ground Eruption, xxf.Up Skull,
c.Ground Skull, Soul Steal (38%, 11 Hits 1 Bar)
2, 2, 1, c.Ground Skull, m.Ground Skull, Ground Eruption, xxf.Up Skull,
c.Ground Skull (38%, 10 Hits 1 Bar)
a.Up Skull, f.Ground Skull, Ground Eruption, back dash xxc.Ground Skull,
juggling; and, if landed, sends the message don t try that again , but this
is really his only option aside from a well-timed njP.
Use this information to begin your own soul collecting. Happy hunting!
Fighting Shang Tsung
Shang Tsung really has very few wake-up options. You ll see c.Ground Skull or
Soul Capture. That s pretty much it. This means that if he lacks meter, he is
VERY vulnerable to rushdown tactics. If he has meter, Soul Capture will stop
an assault; however, this is not what Shang wants to use it for, so you re
making him waste the meter on wake-up instead of giving it to him for
juggles. Either way, this is good for you.
If you are hit with a Soul Steal/Capture, RUN!. Seriously, get out of dodge.
You ll be fighting a mirror match in which the opponent has a 33% damage
increase. This is not going to end well for you. Dodge him for about 4
seconds for the regular or 7 seconds for the EN, and then start to make your
way in on him. Other than that, you should know your own character s
weaknesses well enough to frazzle Shang.
Cross-ups are a nightmare for a Shang Tsung player. He simply lacks a viable
response to them aside from njP or D+4. Be aware that D+4 causes a brief
hitstun and if you are careless, you can be caught in a fireball juggle.
If using a character with an attacking teleport, note that it can be abused
versus ST. He lacks any real answer to it at all other than block and punish
with c.Ground Skull.
Do NOT get in a zoning war with him. Shang has tools that allow him to zone
for days. He will catch you with one of the Ground Skulls and then you re on
a ride with an unbreakable juggle. That s what makes him so deadly. He can
literally start an unbreakable combo from anywhere on the screen.
Don t save meter for breakers. You will never get to use them. All of ST s
damaging combos are fireball juggles. Your breakers are useless. This does,
however, mean that you don t have to hesitate to use your X-Ray combos or EN
specials.
Shang Tsung can t do much against a fierce, unrelenting rushdown. You ve got
to get in on him and stay there; which isn t easy as he has several combos
ending with launchers. One thing to keep in mind is that his most powerful
Juggles end with you about jump distance away from him. Use this to your
advantage should you get caught. Advance and rush him down.
Hit hard and hit relentlessly and you ll have this old man back on his
walker.
Fatalities:
Bang Bang!: B, D, F, 3 (sweep)
Identity Theft: D, D, B, D, 2 (jump)
Stage Fatality: U, U, B, 1
Babality
D, B, D, 3
Shang Bang Cheat Sheet:
Details combos that Shang Tsung should know with each character to maximize
his efficacy with Soul Steal/Capture.
Baraka: 2, 2, 1+2, dash, B+3, 1, dash, 4, xxBlade Charge (43%, 8 Hits)
Cyber Sub-Zero: B+1, Ice Ball, jP, 2, 1, 1+2, dash, F+1, 4 (45%, 9 Hits)
Cyrax: Net, dash, #f.Bomb, F+2, #B+2, (revert) Uppercut (42%, 5 Hits)
Ermac: Forcelift, njK, Forceport, dash, 2, 2, Force Push (42%, 8 Hits)
Jade: B+1, Staff Overhead, dash, B+2, dash, 4, F+3 (41%, 7 Hits)
Jax: m.Ground Pound, dash, F+2, 2, B+1, Air Gotcha Grab (38%, 6 Hits)
Johnny Cage: F+4, dash, 2, 1, F+2, dash, 4, 4, Flip Kick (45%, 7 Hits)
Kabal: F+3, 2, Nomad Dash, F+3, 2, Tornado Slam (35%, 8 Hits)
Kano: B+1, 1, 2, dash, xxB+1, 1, 2, Ball (41%, 8 Hits)
Kitana: F+2, 1, B+2, xxFan Toss, dash, #Fan Toss, dash xx3, 3, Pretty Kick
(49%, 10 Hits)
Kung Lao: 1, 1, 2, Spin, jK, Dive Kick, F+3, Spin (35%, 8 Hits)
Liu Kang: B+3, 1, 2, dash, xxB+3, 1, 2, dash, #B+3, 1, 2, dash, xxuppercut
(44%, 10 Hits)
Mileena: U+4, U+4, B+1, 4, 4, Roll, U+4 (40%, 7 Hits)
Nightwolf: B+2, 2, xxAxe Swing, Axe Swing, dash, 2, Choke (43%, 7 Hits)
Noob: B+1, 2, 1, 4, xxTeleport Slam (30%, 6 Hits)
Quan Chi: B+2, 1, step forward, B+2, 1, dash, 1, 1, 2, Trance, (revert), B+1,
2, 1, Fireball (44%,12 Hits)
Raiden: B+3, 1, 2, dash, B+3, 1, 2, Electric Fly (37%, 8 Hits)
Reptile: 1, 2, 2, xxFast Force Ball, 3, 2, Slow Force Ball, 3, 2, 1, Slide
(41%, 11 Hits)
Scorpion: 3, 3, Spear, xjP, F+2, 1, Takedown (36%, 8 Hits)
Sektor: B+3, 4, Teleport Uppercut, 2, 1, xxFlame Burner (33%, 6 Hits)
Sheeva: 2, 1, 2, F+1, Grab N Punch (40%, 11 Hits)
Sindel: [Reset] B+3, F+2, B+2, 4 (Reset) xxFireball (24%, 4 Hits; 11%, 1 Hit)
[Total: 35%, 5 Hits]
Smoke: B+2, 3, Smoke Cloud, step forward, 3, 2, jK, Air Throw (41%, 8 Hits)
Sonya Blade: Air Dop, 4, xxKartwheel, dash, B+2, 1, F+2, #1, Leg Grab (50%,
10 Hits)
Stryker: B+1, 2, 2, njP, Gun Shot, Roll Toss (38%, 8 Hits)
Sub-Zero: B+1, 2, xxIceball, 2, 1, 4, xxSlide (41%, 7 hits)
Kratos: F+2, xxHead of Helios, 4, B+2 (hold), 4 (50%, 6 hits)
Skarlet: F+2, 1, 2, xxUp Slash, jk, xxBlood Drop (33%, 6 hits)
Kenshi: 1, 1, xxRising Karma, F+3, 2, xxSpirit Charge (31%, 6 hits)
Rain: B+1, 1+2, dash, 4, xxLightning, Super Kick, Geyser Kick (33%, 6 hits)
Freddy: B+2, c. Hell Spike, dash, B+1, 2, Glove Toss (30%, 5 hits)
===============
Sheeva
===============
For the Shokan!
[MKSHE]
Special Moves
Fire Ball (12%)
Fire Blast (16%)
D, F, 2
Jump Stomp (11%, 2 Hits - Unblockable)
Jump Crush (15%, 2 Hits - Unblockable)
D, U
Ground Pound (9% - Unblockable)
Ground Smash (16%, 2 hits - Unblockable)
D, B, 4
Grab N Punch (18%, 7 Hits)
Untamed Fury (22%, 6 Hits - Armor)
B, F, 3
Note: Holding B during Untamed Fury will cause Sheeva to toss the opponent
behind her.
Anti Air Grab (14%, 3 Hits) [Airborne opponent]
Power Anti Air (18%, 3 Hits - Armor) [Airborne opponent]
D, F, 2
Low Grab (13%, 2 Hits - Unblockable) [Ducking opponent]
Proper management of meter will separate the good Sheeva players from the
great ones. Her meter serves her better for EN attacks than for her X-Ray.
However, in Sheeva s case, the EN throws should be used as counters. (i.e.
Untamed Fury for almost any attack that leaves the opponent standing, Power
Anti-Air is great for pulling down Dive-Kickers, and Anti-Duck Throw can pull
characters out of low poke animations)
Hitboxes are an interesting topic to discuss when talking about Sheeva. You
should take note that any combo employing Grab N Punch on an airborne
opponent will NOT work against Kitana and Mileena because of their smaller
hit boxes. This can be frustrating, as changing the combo ender to anything
else will drop the overall damage by about 5%.
When it comes to Mix-Up, Sheeva actuall has a pretty solid arsenal. Her
problem is that she lacks a true overhead combo starter. Her 2, 1, 2, combo
string is ALWAYS, always, always your combo starter of choice, if possible.
It is the fastest, which isn t saying much, and it leads into F+1, Sheeva s
overhead. F+3 is a low hit and can be followed up with Grab N Punch.
Wake-Up options for Sheeva are limited. Ground Pound, Grab N Punch and Low
Grab all get the 8 frames of invincibility of wake-up. EN Jump Stomp does as
well. Grab N Punch and Ground Pound are your wake-up attacks of choice.
Proper timing is essential with Ground Pound should you use it. You want to
be sure that the opponent has his/her feet on the ground and will be hit and
with a whopping 39 frame start up, that s not easy. In all honestly, you re
better off using D+3 against an advancing opponent and canceling it into a
command throw.
All of Sheeva s moves scream for a solid Counter Character She has
excellent mix-up options and can be played aggressively; however, she really
shines when played a bit more defensively. Her combos lend to a start-andgo sort of playstyle, so capitalizing on that is key to making your way to
becoming Queen of the Shokan.
Fighting Sheeva
Do NOT crouch-block against Sheeva. Her most powerful combo will only hit a
crouching opponent, and at 41% it is very much likely to turn the tide of
battle in her favor.
Watch out for her Jump Stomp. It can be redirected, so there is always going
to be a 33% chance that it will hit you if you simply move, or just stand
there. Anti-Air attacks tend to knock her out of the Jump Stomp with Kung
Lao s Spin and Baraka s Blade Spin being forerunners. A well timed backwards
jK will also knock her out, but this can be difficult to do. If your
character has an attacking teleport, you can initiate it as well just after
she starts hers. Characters with upward firing projectiles (Shang Tsung,
Sektor) also make good counters to Jump Stomp.
Grab N Punch is a powerful attack; however, despite appearing to be a
grapple, it is not unblockable. Keep this in mind up close as Grab N Punch is
Sheeva s only real option for fighting close range.
Sheeva has her Mix-Up and a set of 2 unblockable specials making playing
defensively against her a non-option. Keep in mind, that she is SLOW.
Capitalize on this. If you can knock her down, take advantage and rush her.
While her EN grapples have armor, they have slow start-ups with vulnerable
frames. Be careful approaching her on wake-up, however as the invincible
frames from wake-up coupled with the armor of EN Grapples make her quite hard
to approach. Mounting a good, high-pressure rushdown is the best way to send
this Shokan back to Kuatan.
Fatalities
Stripped Down: F, D, D, F, 1 (sweep)
Lend a Hand: F, B, F, B, 4 (sweep)
Stage Fatality: D, D, D, D, 1
Babality
D, D, D, B, 4
Sheeva Frame Data
Normals:
1 - 13f
2 D+1 - 6f
D+2
B+1 - 21f
B+2
F+2 - 31f
F+3
Specials:
Fireball - 26f
Jump Stomp - 58f
Ground Pound - 39f
Grab N Punch - 25f
Anti-Air Grab - 17f
Low Grab - 22f
X-Ray - 36f
12f
- 13f
- 28f
- 26f
3 D+3
B+4
F+4
19f
- 7f
- 24f
- 17f
4 - 13f
D+4 - 12f
===============
Sindel
===============
You are pathetic and weak!
[MKSIN]
Special Moves:
Fireball (8%, also in air)
Power Fireball (11%, 2 hits, also in air)
D, F, 1
Low Fireball (8% also in air)
Low Fire (13%, also in air)
D, F, 3
Yell (1%, stun)
Scream (1%, hesitate, stun)
D, B, 2
Levitate
D, D, U
Note: Hit Block to cancel.
Hair Whip (11%, 2 hits)
Hair Toss (13%, 4 hits)
D, F, 2
Step Up (10%, 3 hits, overhead)
Step Over (13%, 2 hits, overhead)
D, F, 4
X-Ray: Queen B (31%, 4 hits)
Sindel swings her hair for a low hit. It's pretty quick, and since the hit is
low, many players won't expect it. The damage is among the worst in the game,
but having X-Ray adds to Sindel's mix-up options.
Secret Technique: Air Dash
F, F or B, B during Levitate. Sindel can dash forward or backwards. It s kind
of quick, but because of her large cool down leaving her pretty vulnerable,
it's not worth using too often.
Basic Combos
jK, xxFireball (14%, 2 Hits) or EN Fireball (20%, 3 Hits)
2, 1 xxStep Up (15%, 6 Hits) or Step Over (19%, 5 Hits)
1, 1, B+2, iAFB (16%, 4 Hits) or EN iAFB (21%, 5 hits)
B+1, 2, dash, 3, xxYell, jP, 2, 1, xxStep Up (22%, 10 Hits) or Step Over
(24%, 9 Hits)
4, 4, B+1, 2, step forward, 4, 4, Fireball (25%, 7 Hits)
4, 4, B+1, 2, dash, 1, 1, 1, xxHair Whip (9 hits, 27%) or Hair Toss (28%, 11
Hits)
B+3, F+2, dash, B+1, 2, dash, F+1, 2, xxStep Up (29%, 9 Hits) or Step Over
(31%, 8 Hits)
B+3, F+2, dash, 3, 1, xxYell, jP, F+1, 2, xxHair Whip (31% 10 hits) or Hair
Toss (32%, 12 Hits)
[Teleport Punish] 1, xxYell, jP, B+3, F+2, B+1, 2, dash, 1, 1, 1, Hair Whip
(10 hits, 34%)
[Reset] B+3, F+2, B+2, 4 (Reset) xxFireball (18%, 4 Hits; 8%, 1 Hit) [Total:
26%, 5 Hits]
[Corner] 3, 1, B+2, U+4, 1, xxYell, 3, 1, B+2, 1, 1, 1, Fireball (14 hits,
44%)
Enhanced Combos
2, xxEN Scream, jP, B+3, F+2, dash, 3, 1, xxHair Whip (31%, 10 Hits
1 Bar)
[Reset] 2 xxEN Scream, jP, B+3, F+2, B+2, 4, (reset) Fireball (26%, 8 Hits
1 Bar; 8%, 1 Hit) [Total: 34%, 9 Hits
1 Bar]
[Corner] 3, 1, B+2, U+4, 3, xxEN Fireball, F+3, xxEN Fireball, 3, xxEN
Fireball, xxYell, xjP, F+1, 2, xx Hair Whip (64%, 18 Hits - 3 Bars)
Note: Combos ending with Hair Whip can be ended with Step Up for ~1% less
damage and more space.
X-Ray Combos:
2, 1, xxX (34%, 7 hits)
B+3, xxX (36%, 5 Hits)
B+3, F+2, xxX (38%, 6 hits)
4, 4, B+1, 2, step forward, 3, xxX (38%, 9 Hits)
4, 4, B+1, 2, dash, 1, 1, 1, X (11 hits, 43%)
Playing as Sindel
Preferred Gameplan: Zoning//Mix-Up
Go nuts. Seriously. Maybe there's something to that Sindel Scene. While,
she's not exactly strong, she's extremely quick and versatile. Up close her
mix-up combos will send your enemies far across the screen which is exactly
where you want them.
Sindel s normals are pretty slow. 11 frames for 1, which makes 1, 1, B+2, Low
Fireball her quickest combo. Even then it s quite slow. B+3, F+2 combo
starter is 27 frames and should only ever be used to punish an opponent s
mistakes or with a jP tacked on to the beginning. 2, 1, Step-Up (17f startup) and 3, 1, B+2 (15f start-up) are your go-to combos of choice at close
range because they both end with great GTFO attacks.Another good GTFO option
is Sindel s throw. At 12%, it is actually almost as damaging as most of her
combos and can be used immediately following a blocked jP. Keep in mind that
any up-close fighting Sindel does should be with the one clear objective in
mind: to get further away so she can zone more.
Sindel is fireballs. She's a great zoner and with the ability to blast angled
fire while in the air, she makes a powerful and difficult character to
approach. Just like with Kabal, Kitana, and Mileena, Sindel requires mastery
of an instant air projectile. This time, it is the Instant Air Fireball or
iAFB. Sindel s iAZoning is a little more difficult though as her projectiles
are angled. This basically involves jumping and throwing an Air Fireball as
close to the ground as possible. The main reason for this is the iAFB has
much quicker recovery that the standing version. Another thing to keep in
she can send you away so she can shoot at you some more. Her speed makes her
a bit hard to catch, but block dashing or simply dodging her projectiles may
be the best shot.
Fortunately, her damage output is relatively low and her attacks have
terrible priority. This, however, does not mean this will be an easy match.
Her mix-up alone is enough to keep you on your toes the whole match up close,
and her zoning abilities are insanely good. Should you manage to pin her
down, use attacks with high priority to ensure you beat out her mix-up game.
Keep her from going on the offensive by snuffing out all of her attacks.
She s likely to attempt jP combo starters to remove some of her low priority.
For this reason, characters with solid Anti-Air attacks (Cyrax, Johnny Cage,
Kano) or Air Throws (Sonya, Scorpion, Smoke) will have an easier time keeping
her locked down.
Use her poor wake-up against her. Ger her grounded and then stay on her.
Unfortunately, this is harder than it sounds. Her throw and her Step Up
attack will both send you far away for her to continue zoning, as does her EN
Reset BnB. You ll have to employ a very well-guarded rushdown in order to
succeed at this.
Up close defensive play is better. She's quite fast and has combos to take
care of defensive fighters so prepare to follow her mix ups. Her most common
mix-up attacks will include 2, 1, which hits H, H, L, and Step Up which hits
M, M, H. Be prepared to block against 2, 1, Step Up repeatedly at close
range, then punish her with your strongest combos. Keep your guard up and
give her something to scream about.
Fatalities
Migraine: B, F, D, F, 1 (sweep)
Mouthful: B, F, U, 2 (sweep)
Stage Fatality: D, D, D, 1
Babality
D, D, D, U
Sindel Frame Data
Normals:
1 - 11f
2 - 17f
D+1 - 6f
D+2 - 12f
B+1 - 16f
B+2 - 12f
F+1 - 15f
F+3 - 19f
U+3 - 16f
U+4 - 16f
Specials:
Fireball - 18f
Yell - 35f [EN - 31f]
Hair Whip - 20f
Step-Up - 15f
X-Ray - 21f
3 - 15f
D+3 - 7f
B+3
27f
===============
Smoke
===============
Where there is smoke, there is fire.
[MKSMO]
Special Moves:
Smoke Cloud (6%, 12% if left to fall)
Smoke Bomb (10%, 16% if left to fall)
D, B, 2
4 - 14f
D+4 - 12f
B+4 - 13f
4 Hits)
(39%, 6 Hits)
#X (40%, 6 Hits)
6 Hits)
Playing as Smoke
Preferred Gameplan: Counter//Juggle//Mix-Up
Smoke is one of the best defensive/confusion characters in the game. He s a
great counter-style character with some really strong juggles and decent mixup game. From far away, Shake and Teleport make great punishes. Shake can be
charged by holding 1 and will have Smoke countering projectiles. EN Shake
counters all projectiles and all normals that aren t lows. It does NOT
protect against specials that are not projectiles (i.e. Kitana s Cuttting
Fan, Jade s Staff Throw, Raiden s Electric Fly) Smoke Cloud is great for
starting juggles and bringing your enemies close for battle. His Invisibility
isn't useless (against humans) and makes him harder to predict.
The Smoke and Phase specials allow quick navigating of the stage and
confusing more aggressive fighters. The normal version passes through any
projectile and the EN version passes through all attacks. Smoke can actually
use these moves similarly to the way Jade uses her Glow/EN Glow by nullifying
an attack and then punishing.
After an Air Throw, you should be throwing a Smoke Cloud. It is NOT
guaranteed, but the only thing the opponent can do is block. There s no
reason not to follow up every Air Throw with a Smoke Cloud.
Smoke Away/Towards specials are the key to Smoke s Mix-Up. You ll notice that
Smoke lacks a low string of any kind, and has no low combo starters at all.
This begs the question: What exactly makes him a mix-up character? It s Smoke
Away/Smoke Towards in addition to his overhead strings. When Smoke utilizes
his Smoke Towards, he has several options. You can use 2, 1, 4 (Smoke s
fastest string). This causes knockdown so you can Smoke Towards again and
keep the pressure going. You can use a throw. Note that should you throw, you
can no longer use Smoke Towards to keep the pressure up as it will create too
much space. You can try for a sweep, then either Smoke towards to go to the
other side and continue the mix-up or Smoke Away to generate some space. You
can try B+2, 3 combo starter, which is an overhead. If you have meter, you
can activate EN Shake and go on the defensive. No matter which route you
take, you want to condition your opponent here. Repeatedly do the same thing
when you Smoke Towards a few times (say 3 cycles of 2, 1, 4). This will have
your opponent expecting a 2, 1, 4, which hits high. If he or she crouch
blocks, go for the overhead. If he or she stands and blocks, either sweep and
keep up the pressure or throw and go back to utilizing Smoke Bombs. There are
many different ways to go about this, but I think the general picture is
pretty clear: Set a pattern, and then break it.
In terms of wake-up, Smoke has Teleport and Smoke Away/Towards with
invincible start up. Smoke away is great for retreating upon knockdown and
Teleport should be utilized for zoning attempts or against jumps.
Combining his speed and difficulty to catch, Smoke is a very deadly opponent
when used correctly and can quickly burn through the competition.
Fighting Smoke
Smoke is fast and hard to hit. The best way to defeat him is to stay on him.
Far away he can do more damage than you most likely could, and you ll have to
deal with Smoke Bomb pressure.
His defenses are frail though, meaning he has quite a hard time shaking
someone off who can keep constant pressure on him. Rushdown//Counter
characters (Sonya, Raiden, Johnny Cage) will do best in this match-up as they
can keep the pressure up constantly and have little trouble switching to the
defensive to punish Smoke should he attempt to mount an offensive. This is
important as straight rushdown tactics will be met with teleport spam and
smoke bombs leading into 35+% juggles.
When it comes to defending against Smoke s mix-up, ALWAYS block high. He has
NO low combo starters. Again, block HIGH. Do NOT block low. Smokes BnB has a
med hit tucked right in the middle of it.
Don't get into a projectile fight with him, he will use Shake, and you will
lose. Period.
His X is easily blockable, but it comes out quick. Ere on the side of caution
should he obtain X and you decide to attempt a rushdown.
Hit hard. Hit fast. And don t let up. Let him know just how bad smoking is
for his health.
Fatalities
Smoked Out: B, F, B, F, 1 (sweep)
Tremor: B, B, D, F, 2 (sweep)
Stage Fatality: F, U, U, 1
Babality
D, B, D, F, D
Smoke Frame Data
Normals:
1 - 15f
2 - 11f
3 - 15f
4 - 20f
D+1 - 6f
D+2 - 14f
D+3 - 7f
D+4 - 12f
B+1 - 20f
B+2 - 15f
B+3 - 14f
B+4 - 16f
F+1 - 15f
F+2 - 11f
F+3 - 15f
F+4 - 17f
Specials:
Smoke Cloud - 18f [EN - 20]
Shake - 15f
Teleport - 17f
Invisibility - 38f [EN - 28f]
Smoke Away/Towards - 22 until invulnerable state & 34 until vulnerable again.
X-Ray -
===============
Sonya
===============
I guess I ll have to do this the hard way!
[MKSON]
Special Moves
Energy Ring Blast (8%)
Rings of Justice (12%, 2 hits)
B, F, 2
Leg Grab (13%, 2 hits)
Krazy Legs (19%, 3 hits)
B, F, 4
Kiss (1%, stun)
Deadly Kiss (1%, can hesitate, stun, reach further)
D, B, 1
Arc Kick (9%)
Arc Wave (11%)
D, B, 4
Kartwheel (8%, 2 hits)
Kartwheel Bash (11%, 2 hits, Armor)
D, F, 3
Air Drop (7%, only in air)
Air Strikes (16%, 3 hits, only in air)
D+4
Air Throw (8%)
1+3
Military Stance
D, B, 2
Military Stance
D, B, 2
1 Shoulder (7%)
2 Knockdown (9%)
3 Power Knee (5%)
4 Double Kick (2%, 7 hits)
1+3, 1+2 Tackle (3 hits, 15%)
F+1 Dash Punches (2 hits, 9%)
B+2 Lift Off (5%, launches)
has great reach. In fact, it ties with Mileena for longest reach in the
entire game. Mess around; stay on your toes, and don't stop moving. Special
attention should be brought to Sonya s B+2, 1 and Air Drop starter combos as
these are going to be the bulk of her offense. Air Drop combos make for good
rushdown options at 5 frames, whereas the B+2, 1, combos make better
punishers as B+2 is 17 frames. 1, 1, 4 Combo starter begins with a jab and
should be used when timing is crucial for punsihing a special (i.e. Kano s Up
Ball) as it is 7 frames. Kartwheel is never recommended as a combo starter
unless you need the armor that the EN version provides as other combos are
generally more damaging with better follow-up options.
Next topic of discussion: why two very similar B+2, 1, Karthweel combos? The
combo ending in 1, 1, 2 causes hit stun and gives Sonya a 50/50 and safe
jump; whereas the other version ending in Leg Grab is intended to give more
raw damage. The best follow-up to this 50/50 set up is going to be jP, Air
Drop, 4 combo and repeating the same 50/50 string after a jP.
Keep in mind that her Kartwheel Bash has armor, making it an excellent combo
starter under pressure. Also, keep Sonya's F+4 in mind. It hits overhead and
causes a great deal of hit stun. It can be used repeatedly to shake an
opponent from crouch blocking, or it can be used once to give a safe jump and
addle an opponent. Either way, it is one of Sonya's best normals, so keep it
in mind.
Military Stance Mix-Up: Sonya has a stellar mix-up game incorporating
Military Stance: High - B+2 launcher. Medium 1+3, 1+2. Low- F+1
knockdown.
Unfortunately, the military stance mix-up is basically her only mix-up
option. It is, however, quite solid. Utilize the F+2, 2, Military Stance
combo frequenty. On hit, go with B+2 to launch the opponent for a combo. On
block, use the corresponding mix-up option listed above. Also, when it comes
to mix-up, never use your EN Air Drop as an overhead. Why? Because the
standard jP is an overhead and can be followed up with an Air Drop.
For wake-up, Sonya can employ any of Leg Grab, Arc Kick, or Kartwheel.
Kartwheel has armor on EN and leads to combo potential, whereas Leg Grab
makes for a good GTFO and Arc Kick helps create some distance, or close the
gap on a hit-and-run opponent.
Does that random F+2, 2, xxArc Kick combo have you scratching your head? It s
only use is to safely escape the corner. Nothing amazing here, but a cute
trick nonetheless.
Meter management is a hot topic of debate for Sonya. There are two main
options: (1) build up for X-Ray and go for the Air Drop X-Ray combo or (2)
Use the meter for mostly breakers and the occasional EN attack. (2) is almost
always the right option. Landing an Air Drop means Sonya is free to go with
one of her Air Drop combos, which honestly does almost as much damage as her
X-Ray. It s also nice to have the option of using EN Kartwheel for armor
should she need it. EN Leg grab also tends to add quite a bit of damage when
used at the end of a combo. This can sometimes make all the difference.
All of these things will have your Sonya putting her enemies on lockdown.
Fighting Sonya
Sonya is fast and strong. The problem is that Sonya makes for a great
Counter-Style character in addition to Rushdown, sporting some of the
quickest punishers in the game.
Almost all of her combo starters are safe on block as well. This makes her
particularly hard to deal with.
Her D+4 is one of the most annoying attacks in the game, and most players
using Sonya are not afraid to throw it out there occasionally (and by
occasionally , I mean constantly). Attacks with hop animations (Mileena s
B+2, Jade s Staff Overhead, Reptile s sweep) and jK, Air Throw are good
options if your character happens to have one to send the message I can
still hit you when you do that; so stop! .
Her zoning abilities are much better than those of most rushdown-style
characters in the game making her tough to zone out. She also has Arc-Kick to
bring her in closer and play more of an in-your-face style whether you like
it or not. Up close, be aware of any time she jumps as an Air Drop is likely
to follow. Being caught by an Air Drop is bad. You do NOT want that to happen
as it leads into Sonya's most damaging combos. Don't underestimate Kiss. It
has slow start-up, so you should be trying to knock her out of it, but it is
safe on block, serves as a solid anti-air, and against a Sonya with quick
reaction speed, it grants her full combo on hit.
Fatalities
Scissor Split: D, D, B, F, 1 (jump)
Kut-Throat: D, B, F, B, 4 (sweep)
Stage Fatality: B, F, D, 2
Babality
D, D, F, 3
Sonya Frame Data
Normals:
1 - 7f
2 - 10f
3 - 14f
4 - 10f
D+1 - 6f
D+2 - 7f
D+3 - 8f
D+4 - 12f
B+2 - 17f
B+3 - 15f
B+4 - 25f
F+2 - 19f
F+4 - 22f
Specials:
Military Stance - 11f
1 - 11f
2 - 16f
3 - 8f
4 - 8f
F+1 - 15f
B+2 - 14f
B+4 - 12f
1+3 - 12
Energy Ring - 20f
Leg Grab - 17f
Kiss - 37f
Arc Kick - 32f [EN - 18f]
Kartwheel - 23f
Air Drop - 5f
X-Ray - 16f
===============
Stryker
===============
Police brutality, coming up!
[MKSTR]
Special Moves
Baton Sweep (6%)
Baton Bash (12%, 2 hits)
High Grenade Toss (9%)
Double High Grenade Toss (11%, 2 hits)
Low Grenade Toss (9%)
Double Low grenade Toss (11%, 2 hits)
Gun Shot (6%, 2 hits)
Bang Bang (8%, 4 hits)
Roll Toss (12%, 2 hits)
Roll Out (16%, 2 hits, Super Armor, increase in range)
easily, allowing him to get away from you and feed you a barrage of lead.
Balance your style, stay close and don't worry about getting hit too much and
soon Stryker will be the one feeling Police Brutality.
Fatalities
Time Served: F, D, F, 3 (sweep)
Have A Blast: D, F, D, F, Block (sweep)
Stage Fatality: F, U, U, 4
Babality
D, F, D, B, 2
Stryker Frame Data
Normals:
1 - 10f
2 - 18f
D+1 - 6f
D+2 - 7f
B+1 - 16f
B+2 - 19f
Specials:
Baton Sweep - 27f
Grenade Toss - 22f
Gun Shot - 26f [EN- 22f]
Roll Toss - 24f
X-Ray - 34f
3 - 13f
D+3 - 7f
B+3 - 26f
4 - 8f
D+4 - 12f
B+4 - 17f
===============
Sub-Zero
===============
This fight will be your last.
[MKSUB]
Special Moves
Iceball 0% (Capture. 5% if done while frozen)
Icebeam 0% (Capture. 5% if done while frozen)
D, F, 3
Slide 9%
Power Slide (12%, two hits)
B. F, 4
Ice Puddle 0% (Capture, Unblockable)
Ground Freeze 0% (Capture, Unblockable)
D, B, 3
Ice Clone 0% (Creates Capture state if touched by opponent
Lasts 3 seconds)
Ice Statue 0% (Creates Capture state if touched by opponent
Lasts 4
seconds)
D,B, 1
X-Ray: Deep Freeze (33%, 3 hits)
Sub-Zero freezes himself and charges the enemy with a shoulder rush. It can
be held to hesitate. When shoulder rushing Sub-Zero is invulnerable, but not
before. Charging does not change the length of the rush. It always goes just
short of full screen.
Secret technique: Unknown as of now
Basic Combos
F+4, xxSlide (15%, 2 Hits) or Power Slide (18%, 3 Hits)
F+4, xxIce Ball, jP, 2, 1, 4, Slide (31%, 7 hits) or Power Slide (33%, 8
Hits)
B+1, 2, xxIce Ball, dash, njP, dash, 1, dash, B+1, 2, 2, 1, 2, xxSlide (35%,
11 Hits) or Power Slide (36%, 12 Hits)
2, 2, xxIce Ball, jP, B+1, 2, 4 (24%, 7 Hits)
2, 2, xxIce Ball, jP, 2, 1, 4, xxSlide (30%, 8 Hits) or Power Slide (32%, 9
Hits)
2, 2, xxIce Ball, dash, njP, dash, 1, dash, B+1, 2, 2, 1, 2, Slide (32%, 11
hits) or Power Slide (33%, 12 hits)
2, 1, 2 xxIce Ball, dash, B+1, (whiffs), 2, 2, 2, Slide (29%, 8 Hits) or
Power Slide (30%, 9 Hits)
B+2 (Charge), dash, B+1, 2, xx2, 1, 2, xxSlide (35%, 7 Hits), or xxPower
Slide (36%, 8 Hits)
[Corner] 2, 1, 4, Ice Ball, 2, 1, 4, Slide (36%, 8 Hits)
Enhanced Combos
Ice Clone, EN Slide, step back, B+1 (whiffs), 2, 2, 1, 2, Slide (30%, 8 Hits)
2, 2, 4, EN Ice Beam, dash, dash, 2, 1, 2, xxSlide (35%, 8 Hits)
[Reset] B+1, 2, xxIce Ball, njP, step forward, B+1, 2, EN Ground Freeze,
(reset) dash, B+2 (charge), dash, dash, 2, 1, 4, xxSlide (20%, 6 Hits ; 32%,
5 Hits) [Total: 52%, 11 Hits]
X-Ray Combos
F+4, xxIce Ball, jP, 2, 1, 4, X (charge .5s) (48%, 9 hits)
2, 1, 4 X (charge .5s) (48%, 6 Hits)
B+1, 2, xxIce Ball, jP, 2, 1, 4, X (charge .5s) (50%, 10 hits)
Playing as Sub-Zero
Preferred Gameplan: Zoning//Counter
Sub-Zero moves slowly, however, he has some speedy options. His dash is quite
quick and his attacks are quicker than they first seem. His more advanced
combos are some of the deadliest in the game.
Sub-Zero should be used with patience. He can rush decently, but many
characters are better at it than he. One thing to keep in mind is that his 2,
2, 2 string hits overhead on the last hit and has an insane hit box extending
above and behind Sub-Zero s head. For the most part, you re going to want to
base your offense off of 2, 2. It s just a great, great string. It s safe on
block and can be chained into specials. B+1, 2 is an overhead and is safe on
block, but it is slow. Combos starting with 2, 1, 2 or B+1, 2 should be used
as punishers only. F+4 is a solid poke. It hits overhead and can be chained
into Ice Ball. B+2 is Sub-Zero s charge attack. NEVER use this outside of
combos and resets. It s meant to be used for a re-freeze . 2, xxIce Ball is
Sub-Zero s anti-air of choice. Use it on anyone trying a jump in and punish
them with full combo (B+1, 2, 2, 1, 2, Slide). B+1 and 2 are Sub-Zero s
quickest combo starters at 12 and 9 frames, respectively. B+2 is terribly
slow; however, Sub-Zero may begin charging it during the last few moments of
a freeze. This makes it safe, but the timing is fairly strict.
Sub-Zero's signature attack is the Ice Ball. It's a slower projectile, but it
paralyzes his enemy. Using this, Sub-Zero will usually win projectile fights,
getting a full combo versus the average 8-10% projectile damage. You
shouldn t be using this to try and trade with other projectiles. You should
be the one setting the speed of the match with your Ice Ball and forcing them
to react, all the while building meter.
Another interesting trick to keep in mind: B+1, 2, 4 can be followed up with
a ground freeze if the opponent remains OTG. Also be aware of your Ice Clone
at all times. It is Sub-Zero s single greatest tool. You can use it to
control space in such a way that opponents will be scared to move. We ve all
seen/played against a Sub-Zero who throws the Clone and hides behind it. If
you ve ever tried this tactic against the AI, you know that they will
mindlessly spam projectiles until the Clone dissolves. This works when a
human opponent does it, too. Don t mindlessly lay them here and there.
CHOOSE your spot and use it as a way of saying This is my space. Keep out.
Also, there are VERY few situations against a teleporting character that you
shouldn t have an Ice Clone behind you as you advance. Remember this tactic
as it is highly effective. It also functions surprisingly well as an antiair.
Slide is Sub-Zero s only wake-up attack option. It is a great technique,
however, many opponents will become conditioned to expect it. Mix it up with
back-roll recovery for defense and Ice Clone as well as the slide. Note that
Ice Clone on wake-up is useless against a rushing opponent as the lack of
distance will make it impossible to generate clones.
This summary has provided everything you need to permanently put Sub-Zero s
adversaries on Ice.
Fighting Sub-Zero
A good Sub-Zero knows how to switch between defensive and aggressive play. So
play on that to their weakness. Sub-Zero s offense is much less formidable
than his defense, so forcing him to be offensive and punishing works well.
His combos are limited and he only has a grand total of 4 Special moves. He
can be hit during his Slide by medium projectiles (Scorpion's spear) but not
high projectiles (Stryker's Gun). Ice Ball can be blocked. Ice Puddle is
horribly slow. Which leaves Ice Clone as the one move that really lacks a
clear cut answer.
Countering Sub-Zero's excellent defensive play and forcing him to fight
aggressively or using anti-defense attacks (Cyrax's bombs, Scorpions
hellfire) is the best way to slip up the Chinese Ninja Warrior and land your
best attacks. Be aware of ice clone at all times. Note that he cannot use it
if the opponent is standing too close. Use this information. Ice clone also
has a cooldown of 4 seconds. Sub-Zero cannot handle rushdown without his
clones.
Keep his Refreeze in mind. If you are frozen and notice Sub-Zero charging
B+2, do not do anything. This attack will not refreeze if you remain neutral.
Should you try to move or block, you will be frozen.
Sub-Zero has excellent space control, you will need to take that away from
him if you hope to melt this snowman.
Fatalities
Have An Ice Day: B, F, D, F, 4 (sweep)
Spinal Smash: D, B, D, F, 2 (sweep)
Spine Rip: F, D, F, 2 (close) [DLC]
Stage Fatality: F, D, B, 2
Babality
D, B, D, 4
Sub-Zero Frame Data
Normals:
1 - 16f
2 - 9f
3 - 18f
D+1 - 7f
D+2 - 13f
D+3 - 7f
B+1 - 12f
B+2 - 42-59f
B+4 - 16f
Specials:
Ice Ball - 22f [EN - 20]
Slide - 10f
Ice Clone - 2f
Ground Freeze - 55f [EN- 53f]
X-Ray - 17f
4 - 24f
D+4 - 8f