Stop going back and forth. And it is ok to have multiple Scorpion guides, as they are from different perspectives. Some people are better at make guides than other, so just because someone makes a shitty Scorpion guide (not saying it is shitty) doesn't mean that someone can't come in and make a better one.
READ BEFORE POSTING:
This thread is getting messy. Here are the rules:
1. NO PLAGIARISM.
2. No arguing back and forth.
3. You must post actual STRATEGY about the character. Please don't post what we can find in the in game moves list alone. It's ok to include a key, and move list, but add something extra, otherwise you aren't helping at all.
4. If you aren't qualified to write a guide, DON'T WRITE A GUIDE! Unless you have a good understanding of the character's playstyle(s), keep it to yourself.
5. If you have a question about a particular guide, PM the author of the said guide.
6. Character requests are fine. All other questions or comments should be done through PM.
good on ya Forest Demon
maybe we should get a Redo on this Thread.
With mini urls linking Guides, in order to A-Z/select screen order.
and a Bolded, in-caps, READ THE FIRST POST BEFORE POSTING in the title.
Can we get a mod to lock this thread and we can get started?
Also: Me, Muazzam, and Forest Demon are the main Guide creators. If you want a guide, PM one of us.
This doesnt mean that others cant make a guide, just dont speard pms to everyone.
good on ya Forest Demon
maybe we should get a Redo on this Thread.
With mini urls linking Guides, in order to A-Z/select screen order.
and a Bolded, in-caps, READ THE FIRST POST BEFORE POSTING in the title.
Can we get a mod to lock this thread and we can get started?
Also: Me, Muazzam, and Forest Demon are the main Guide creators. If you want a guide, PM one of us.
This doesnt mean that others cant make a guide, just dont speard pms to everyone.
didn't think mine were too bad
working on smoke and rain atm and yes your idea sounds perfect, have a thread of just guides, maybe use this one as the discussion where everyone makes guides etc and the best for each character is choosen for the proper thread, hopefully that would work.
"I shall show mercy to my enemy.........but i will never ask for it"
Be who you want to be, not what others want you to be ;D
I'm called MeRcy because I'm a nice fucking guy
50% banned! =)
MeRcy help is on the way 2636 Posts 24 Karma Points
good on ya Forest Demon
maybe we should get a Redo on this Thread.
With mini urls linking Guides, in order to A-Z/select screen order.
and a Bolded, in-caps, READ THE FIRST POST BEFORE POSTING in the title.
Can we get a mod to lock this thread and we can get started?
Also: Me, Muazzam, and Forest Demon are the main Guide creators. If you want a guide, PM one of us.
This doesnt mean that others cant make a guide, just dont speard pms to everyone.
didn't think mine were too bad
working on smoke and rain atm and yes your idea sounds perfect, have a thread of just guides, maybe use this one as the discussion where everyone makes guides etc and the best for each character is choosen for the proper thread, hopefully that would work.
Your good at guides, Tundra.
I don't like the idea of "main guide makers," not only because it cuts down on diversity, but also because then I feel too much pressure to write a guide every week. I only wrote 2 the way it is, even though they were long as shit. I felt like I was back in English 102.
I'm gonna hold off on any guides until a mod gets back to us about opening a new thread, prehaps even a whole forum section for guides! How fucking awesome would that be?
thats what im hoping for, forest..
i would love a massive sub forum like the soul chamber but in guide form.
I've shown this thread to many mods and my idea. They seem like they like the idea...
good on ya Forest Demon
maybe we should get a Redo on this Thread.
With mini urls linking Guides, in order to A-Z/select screen order.
and a Bolded, in-caps, READ THE FIRST POST BEFORE POSTING in the title.
Can we get a mod to lock this thread and we can get started?
Also: Me, Muazzam, and Forest Demon are the main Guide creators. If you want a guide, PM one of us.
This doesnt mean that others cant make a guide, just dont speard pms to everyone.
didn't think mine were too bad
working on smoke and rain atm and yes your idea sounds perfect, have a thread of just guides, maybe use this one as the discussion where everyone makes guides etc and the best for each character is choosen for the proper thread, hopefully that would work.
Your good at guides, Tundra.
I don't like the idea of "main guide makers," not only because it cuts down on diversity, but also because then I feel too much pressure to write a guide every week. I only wrote 2 the way it is, even though they were long as shit. I felt like I was back in English 102.
I'm gonna hold off on any guides until a mod gets back to us about opening a new thread, prehaps even a whole forum section for guides! How fucking awesome would that be?
Ummm... you were talking to MeRcy, not Tundra. lmfao.
I don't like the idea of that either. However, we three are the main guide makers, but I also believe if people WANT a guide, they should just post in this, then whoever feels like making it, can make it.
Maybe keeping this thread open as a "Guide Request" Thread, and then a new one wth just the guides.
Quote:
[02:08 AM] Caramelz: >= u guys piss me off like a jerkd off dick
Muazzam The Kool-Aid King 3719 Posts 70 Karma Points
good on ya Forest Demon
maybe we should get a Redo on this Thread.
With mini urls linking Guides, in order to A-Z/select screen order.
and a Bolded, in-caps, READ THE FIRST POST BEFORE POSTING in the title.
Can we get a mod to lock this thread and we can get started?
Also: Me, Muazzam, and Forest Demon are the main Guide creators. If you want a guide, PM one of us.
This doesnt mean that others cant make a guide, just dont speard pms to everyone.
didn't think mine were too bad
working on smoke and rain atm and yes your idea sounds perfect, have a thread of just guides, maybe use this one as the discussion where everyone makes guides etc and the best for each character is choosen for the proper thread, hopefully that would work.
Your good at guides, Tundra.
I don't like the idea of "main guide makers," not only because it cuts down on diversity, but also because then I feel too much pressure to write a guide every week. I only wrote 2 the way it is, even though they were long as shit. I felt like I was back in English 102.
I'm gonna hold off on any guides until a mod gets back to us about opening a new thread, prehaps even a whole forum section for guides! How fucking awesome would that be?
tundra and yes your idea would be brilliant to be fair!
"I shall show mercy to my enemy.........but i will never ask for it"
Be who you want to be, not what others want you to be ;D
I'm called MeRcy because I'm a nice fucking guy
50% banned! =)
MeRcy help is on the way 2636 Posts 24 Karma Points
at the moment i'm trying my hand at making guides for smoke and rain, just trying to get to know each character better, will post when i'm done? can i double post on this thread if i make two? 2 guides in the same post could be a bit much
"I shall show mercy to my enemy.........but i will never ask for it"
Be who you want to be, not what others want you to be ;D
I'm called MeRcy because I'm a nice fucking guy
50% banned! =)
MeRcy help is on the way 2636 Posts 24 Karma Points
^ post them in spoiler tags
that way we can see both your Guides and you wont have to double post.
If you guyz need a guide, remember to pm me/muaz/mercy/anyone thats been making more than 2 guides.. unless Mercy isnt up for that... then me/muaz/etc
EDIT: Someone requested a Sindel guide from me, and i will have it done by next week
KEY:
1=Square
2=Triangle
3=X
4= Circle
U=Up
B=Back
F=Forward
D = Down
Rain Fatality Codes:
PS3 -
First Fatailty: Back, Forward, Down, Back R2 (Jump)
Second Fatality: Up, Down, Back, Forward Triangle (Jump)
Stage: Forward, Down, Forward, O (Touch)
Babality: Back, Down, Forward, Square (Jump)
XBOX 360 -
First Fatailty: Back, Forward, Down, Back RT (Jump)
Second Fatality: Up, Down, Back, Forward Y (Jump)
Stage: Forward, Down, Forward, B (Touch)
Babality: Back, Down, Forward, X (Jump)
Water port: a nice and quick move attack, easily to get to other side of the player you're against, must be timed correctly or will let a hit in
The enhanced verison also allows for a geyser kick, causes 13% isn't a bad move but once again time it, can't be used to start off a combo either. Take not this teleport move can be pulled off in the air, also to be fair it is also as fast as on the ground which is a big plus.
power kick (round house kick): spins the opponent ti the other side of the screen, takes time to pull this move off, better for being used in a combo, timing is a big issue with this move, so easy to miss the target, however when connected correctly a combo can be pulled off. The enhanced verison is the same, pulls off more damage, yet again timing is a big issue with this move, I would always say start with a combo first then use this move, trying to use this move first can give an opponent time to attack easily.
Water bubble: both it and it's own enhanced verison are basically the same, enhanced does 2% damage (yes i know, useless) but it is a great friend and it's a fast projectile to hit any opponent with, also great for using inbetween combos, can be used to easily set up Rain's xray.]
geyser kick: nice quick kick from the ground, can be used once again easily in the combo (enhanced doing same thing but more damage) it can also be used at the start but once again like the power kick i say save it for the combo and get more damage out it as it's easier to use in the combo, timing is also a needed but far easier to pull off that the power kick!
lighting: fast effective, lifts the opponent up also for a free once, the great thing about the enhanced verison is that it does more damage but also lifts up the opponent once again to kick start a combo, using this move is also great if you have full bars as when the opponent falls down it is simple to pull off Rain's xray!
aqua splah: if you're close to the opponent, well for me i think of it as a show off move, sort of like sub-zero's ground freeze, you actually have to be close or this move is useless, saying that it does 8% and enhanced is 12%, but I wouldn't waste a bar over it, but that imo, it can be used at the end of a combo as some times it is easier to pull it off rather than the other moves of Rain.
H20 blast: i will come back to this, haven't used it yet
Before I start, I won't go for just combos this time like with my guides for Reptile and Kenshi, This time I will try a bit to help towards getting to know the strategy side of the character.
The great thing for any Rain user is that he has 3 different hit combos which are
1. the simple 3,3 ( for a 3 hit to end a combo 3,3,4 - 13%)
2. 1,2,F+4 (does 11% alone)
3. 4,3 ( for a 3 hit to end a combo 4,3,B+4 - 17%)
These 3 simple methods can be used for any player to start a combo, it's up to the user see which way he uses Rain's specials to mix in with these 3 methods but remember this:
method 1, can easily start a combo, the 3 hit can end a combo, each is easy to pull off. the 2 hit can be used inbetween Rain's specials to keep the combo going, remember this, it works perfect for the likes of the geyser kick and lighting.
method 2: use this to start a combo or even end a combo but never inbetween, it can be done of course but why try it when the other 2 methods are easier to pull off?
method 3: this is the same strategy used with method 1, keeps the combo going, the 3 hit can be used for ending the combo, best damage percentage to end it with.
The main strategy tip for Rain is timing, everything is timing with this character, some other characters you can be lucky can land the hit but with Rain he takes a bit more skill to pull his combos off, however once you get the hang of them, you can use the 3 methods I've said to start off a combo. Rain's bubble is a great way to get a xray in, but once again timing is needed as if you hit the buttons at the wrong time the xray is wasted along with all 3 of your bars.
Another way to kick start a combo is hitting 3, followed directly by a power kick.
Each of the 3 methods can be used with lighting after it, the lighting can be followed by a power kick or bubble, after the bubble I always go for method 3 as the first kick is lower which makes it easier to land on the opponent, the geyser kick is best used to finish off a combo for me. A simple 3 hit from method 3 is also a nice finishing touch. (Remember as said before, with the bubble, if 3 bars is full, go for the xray!) after the xray a combo can be continued, once again method 3 (2 hit) + geyser kick or the 3 hit method 3 is best suited to get in the bit of damage.
You will see as you go on and try out the moves, how easy Rain's specials can be used together, they are all your best friends, even if you feel it suits, try the aqua to finish off a combo, it's not impossible, just make sure you are close or it will be wasted!
If anyone is having problems creating combos, pm me and I will add some simple 6 and 7 hits for you to work on and make them into 10 or 11 etc, have fun and hope this helped
btw! @ Muzz,Forest + Guile tell me what you think of this and any tips to make them better + easier for those that need a guide! Or if anyone has any comments to make let me know.
"I shall show mercy to my enemy.........but i will never ask for it"
Be who you want to be, not what others want you to be ;D
I'm called MeRcy because I'm a nice fucking guy
50% banned! =)
MeRcy help is on the way 2636 Posts 24 Karma Points
a couple suggestions:
-Back+2, 1+2 is a great combo and should be used as well, since it's an overhead. It can also be switched up to be a low kick using B+4 (or was it F+4?)
-Roundhouse can be cancelled, and EX can be cancelled.
-The Geyser Kick is a good GTFO move and can anti-air.
Quote:
[02:08 AM] Caramelz: >= u guys piss me off like a jerkd off dick
Muazzam The Kool-Aid King 3719 Posts 70 Karma Points
Ladies n Gents, the guide you have been waiting for... The screamer, the Bitch that made me buy a hearing aid.... SINDEL
Sindel is a defensive character with few good wakeup options. She takes some getting used too, but she can really get on someones nerves once u get a feel for the character. She has only a few wakeups that are decent: Flip kick, and instantly cancelled Flight. The Flight is not going to hurt anyone but urself if u keep waking up with it, since u can get hit out of it very easily. The flip kick however is an overhead. Which is decent, and puts u at a far distance to run again. Her throw game is great, since both put you at full screen, to run...yet again! Her X-Ray is one of the faster ones, and hits low. Does good damage, and guess what? The Opponent gets pushed away! By now, you know that most of her moves push the opponent back on hit. What about on block? Well, you have the Low Fireball, and the High Fireball, and the Air versions of them. Heres a nice little hint: In the corner, Sindel cant get hit out of her air fireball by a projectile that isnt Horizontsl, or tracking. Meaning, Tsung can barely keep up with her run away game. Now,once u are in close distance, 1,1 and 2,1 are good pokes that can cancel into Flip Kick, and Hair Whip. Flip Kick is basiclly safe like Reptiles Dash, and Hair Whip is good enough to get away with from time to time. Back 2 is a safe uppercut that can cancel into an air fireball. Sindel has had many Infinites, but they are gone. Sindel has little combo ability(see combo portion), but shines in the keep away department. If you are looking for a rushdown character, this character is NOT for you. If u favor the zoning, keepaway styles then try out the Queen of Edenia for yourself and see if she works. Also, she has a hard time against Teleporters so try mounting an offense with down 4 canceled into Flip Kick. This String is like Reptile's down 4 into Acid Hand. Hits low, then overhead.
Use Low Fireball to duck underneath projectiles while shooting one yourself.
This is difficult to time, so go try practicing with a friend. Sindel's Flight on wakeup is a weird move. You would think,"Why would i do that? I would be in the air! I might die after doing it." The funny thing about Sindels Flight is when u press block after inputing the command to fly, She can instantly cancel it. She should look like shes hopping, or striking a pose then reaches the floor. Sindel doesnt need to spend meter in her combos. Like most runaways in MK9, They keep the meter for Breakers and maybe Xrays. Sindel can combo into her Xray, but its not worth it to spend all your meter for a 40% combo uness it WILL kill the opponent. You could Spend meter on Wakeup Flip Kick so she can have Hyper Armor as well as the invincibility. Scream is a very bad move in MK9. It has slow startup,is hard to combo into, and is not a great wakeup option unless you use it on wake up, and even then its still bad. The time i played Sindel, i would try to anti-air my opponent with Scream. Sometimes it worked, sometimes i got owned for trying it. So learn the timing for Anti Air Screams in the Training Room by setting the Computer to Jump.
NOTE: These combos can be extended with a jump in punch, or a Scream. Can use EX for more damage, but Breakers and Xrays are more important for Sindel.
Combos:
4,4 Back 2, 4(simple GTFO combo, send opponent full screen. Can launch a far fireball after Back 2, 4 for pressure.)
4,4 Back 1,2 dash 1, dash 1,1,1 Hair Whip(Simple bnb)
Back 3, Forward 2, Back 1, 2, 1,1,1 Hair Whip or Low Fireball.(My Bnb when i played Sindel, fairly easy, and is quite boring.)
Xray Combos
Back 1,2 1,1,1 Xray*
*Can use 4,4 to start combo, but i find it dumb to start combos with those 2 kicks.
Back 3, Forward 2 Dash1, Dash 1,1,1 Xray
Alright, The Dragon is Going to Restore the Order on the Chaos that's present in this Thread. I shall now make Separate Posts into one. All Credit is given to the given users for their contribution for these guides. Further Guides after this post will be added as long as they follow the guidelines/rules set in the Intro Post.....
Cyrax by Sith Lord
Spoiler:
Mortal Kombat 2011 Cyrax Guide
Cyrax is probably the best zoner in MK9. You can pretty much dicate where your opponent will move with timed bombs. A combination of strategic bombs and energy nets are essential for anyone using Cyrax on a competitive level. His anti-air move is also very useful for jumpers and those jumping away from your bombs. In this guide we will take a quick look at some combos and techniques that will aid you in becoming a proficient Cyrax user.
Special Moves:
1. Energy net: back, back 3
2. Bomb (close): back, back 4
3. Bomb (mid): forward, forward 4
4. Bomb (far): back, back, forward 4
5. Reverse kick: down, forward 3 (can be followed up with throw button for ragdoll attack)
6. Chest saw: back, forward 2
7. Teleport: down, back 1
Important combos:
1. Target combo: back 1, tap 1,2,1,2 very quickly.
This combo is unblockable. It can be avoided in the same fashion that a grab can be. If successfully pulled of, this combo gives you a great enough frame advantage that you have time to shoot a mid bomb with no window of potentially being punished. Follow the bomb up with a simple 1, 1, 1 combo to knock the opponent back and into the bomb. Even if they block the combo, the bomb is unblockable.
2. 1, 2, 4
Not the most useful combo out of the bunch, but the only 3 hit ground combo that can be successfully followed up with the reverse kick and ragdoll. A great combo ender out of an opponent caught in the net.
3. 1, 2, 1
If the opponent is juggled high enough this combo can be followed up by the anti air move. This combo is also a great ender for the x ray attack which will be discussed later.
Advanced combos:
1. Diagonal jump punch, 1, 2, enhanced bomb, mid bomb, uppercut, 1, 2, net, reverse kick, ragdoll.
The key to this combo is the placement of the normal bomb after the enhanced bomb. You only have a small frame to execute the move if you want the explosion to catch the opponent as they fall from your uppercut. The rest is much less complicated.
2. Diagonal jump punch, 1, 2, net, diagonal jump punch, 1, 2, xray, dash forward, 1, 2, 1, anti air.
Cyrax is one of the few characters that are able to combo out of an xray attack. The time gap is pretty strict so make sure you dash as soon as the xray is over. You can always just start tapping towards the opponent before the xray even ends. It is recommended to just try the 1, 2, 1 without the anti air until you get the hang of it. Another alternative is 1, 2, chest saw.
3. Diagonal jump punch, 1, 2, enhanced bomb, back 2, enhanced bomb, net, reverse kick, rag doll.
This particular combo is devastating, but difficult to pull off. The timing of the back 2 pop up is crucial for you to get a bounce off of it. Also, by the 2nd enhanced bomb, the hang time of your opponent will be significantly decreased so act fast.
Cyborg Cyrax vs. Human Cyrax
Cyrax is the only character in this game that has a gameplay difference between costumes.
Cyborg: faster bombs and net
Human: faster and safer teleport
Raiden by Muazzam
Spoiler:
Mortal Kombat (2011) Strategy Guide for Raiden
Raiden is an excellent Character. I main him in this new game, so i know a few things about him. He does supply great mix-up and very damage dealing combos. His main game is Mix-Up, Corner traps, and Teleporting.
Mix-Up:
Try doing 3,3,4 which is still a bit safe on block and dash forward and throw. If opponent is jumpy, after 3,3,4, immediately jump and do the jump Kick into Electric fly. Now that b+3,1,2 isn't as safe as it used to be, I wouldn't use it unless the opponent doesn't have fast reflexes. The best Mix-Up Raiden has, is after connecting Electric, when the opponent falls down near the end of it, Do it again IMMEDIATELY after the opponent lands. Then, you will land right next to the fallen opponent as they are getting up and will whiff the attack. A smart opponent would block obviously, however, when the attack whiffs, you mix it up with a throw.
Corner Traps:
This is Raiden's game. Its easy as hell to get the opponent to the corner, all one has to do is do the electric fly, followed by a combo or two. Maybe even Teleport. Once in the corner, Raiden can do some insane damage. Best combo to do is 3,3,4, *slight pause* 3,3,4 *Slight pause* 3,3, Electric grab,*Once attack is done* 3,3 [Or 2,2,], electric fly. This combo itself does somewhere around 39-43% if my memory serves me correct. You can also add the X-Ray at the end instead of Electric Fly to add 4-6% more. Another good thing to do in the corner is after you are done with your corner combo, check what the opponent does. If they try to jump out, take note, and next time they are in the corner, do the jump kick into electric fly combo to keep them in the corner and force them to do something else. If attack offensively (Ermac and Mileena) then try to block the incoming attack and do your combo again. If They block, dash and throw. HOWEVER, THIS WON'T BE AS EFFECTIVE UNLESS YOU BLOCK THE FIRST TIME.
Teleporting:
This is Raiden's main game for mix-up and zoning. After doing a Mid screen combo, end it with electric fly if possible. Then, you have three smart choices. One, Block if or in case your opponent does something. Two, Shoot a spark. I would do this in general because you have time to block if the opponent tries to counter it with their projectile or your opponent does a Teleporting attack if they have one. They will usually be forced to block it, so I would just go ahead and shoot another one, UNLESS THEY HAVE X-RAY AND IT IS SCORPION, SMOKE, JADE, REPTILE, NOOB, BARAKA, or SHEEVA (lol). And Third, teleport. Teleporting behinding him leaves great opportunities because the opponent will be blocking unless they were in the middle of an attack. The thing you should do is 2,2, b+4. That starts as a normal attack, but switches to a low attack. Another time to teleport is after the opponent shoots a projectile. Then you can go behind and them and begin a lengthy combo, starting with b+3,1,2. Another time to teleport behind them is when they have knocked you down. Then you can go behind them and throw them, while they would probably be waiting for you to spam the electric fly. Or just go behind them and uppercut or sweep to knock them down and continue your mix-up.
Combos:
B+3,1,2, Dash, B+3, 1, Electric throw, *When attack is done* 2,2, electric fly. (36%)
3,3,4, Teleport, f+2, Electric throw, *When attack is done* 2, Vicinity Blast, Dash, 2, Electric fly. (38%)
Corner Combos:
3,3,4, *slight pause* 3,3,4 *Slight pause* 3,3, Electric grab,*Once attack is done* 3,3 [Or 2,2,], electric fly [or X-Ray]. (38%) [44% w/ X-ray]
3,3,4 Vicinity Blast, 3,3,4, *Slight Pause* 3,3, Electric Grab, *Once Attack is done* 3,3, [or 2,2], Electric Fly [X-Ray] (41%) [46% W/ X-Ray]
3,3,4, 4, Electric Grab, 3,3,4, 1,2, Electric fly [or X-Ray] (46%) [51% With X-Ray]
Scorpion is a rushdown/mixup character. The unique thing about Scorpion's rush down is that is a patient style.
He can lure the opponent in with his Hellfire attack. (NOTE:Enhanced Hellfire is un-jump-able.) Altough its is a horrid projectile,The Spear is a very effective Anti-air attack.But, when you anti air with spear,remember that your juggles will be shortened. Whenever you are pressured,Use Enhanced Teleport as a "get off me" move. (NOTE: You can combo after using enhanced teleport in the Corner,and its Safe on block.) Sweep Takedown is a move that leaves you at a dis advantage on both hit AND block. But this move has a use. If your opponent is close to dying,But has a Breaker, You can use sweep takedown to kill them with them breaking the combo!
Scorpions Mix Up: This is what makes Scorpion a threat up close. Once you land a jump punch or Spear, you can use Forward+2,1 canceled into teleport. After This,you have 4 options: 1. Jump in punch and use Forward+4 canceled into Spear. 2. Jump punch into the Backwards+2 Pop up attack(NOTE:This is an Overhead). 3. Jump in Punch into Forward+3 to knockdown. 4. Jump in and kick them in the feet area. If this Blocked, you get a free grab into Enhanced Hellfire. Thats a Free 27%!
Mileena is a very unique Kharacter in this game. She has the choice to do 4 things in her matches. Play Offensive and never let up,Play defensivly and never let the opponent hit you,Play like a mixup character that picks her moment to strike and basiclly shit on what ever you think is the right choice to counteract this,or poke you harder than a Facebook Nerd.
She has one the best pokes in this game, Down+4. Why? It alters her hit box,And is in perfect range after a Bite Grab to hit.
She has a pretty good offensive game, considering her strings,and main normals. She also gets a free Hit level mixup(Street Fighter High-Low mixup) after a Teleport Kick hits a grounded opponent.
She is also one the best Runaways in this game. Her sai preformed instantly in the air is fast and if used correctly, can be a pain to deal with. She even gets a full combo after hitting an airborne opponet with it.
Her Best wakeups include: Roll, EX Roll, Telport Kick,and EX Teleport Kick.
Best Normals: Up+4, Down+4, Down+2,and Back+2.
Her worst Matchups as of right now are any one who can do what she does but better. Most notably:Ermac,Sub-Zero,Shang Tsung.
Combos: Jump in Punch,2,3,Roll,Straight jump punch,Back+1,4,1,1,Bite(36%)
You can Start with Anti Air Sai for this combo.
Up+4 x2,Back+1,4,1,1 Bite.(Near 30%)
Mixup Starters after a Teleport Kick:
Up+4/Back+3, Dash and throw/Down+4 as many times as you can
NOTE:Only unsafe option is Back+3.
Sub-Zero by Muazzam
Spoiler:
Legend:
Npj: Neutral Jump Punch (Just a U+1)
1=Square/X
2=Triangle/Y
3=X/A
4=O/B
B=Back
Whiff= Missing the opponent
fj=Forward Jump
Mortal Kombat (2011) Sub-Zero Strategy Guide
Sub-Zero is a great defensive character who serves many a purpose in this game. he has pros and he has his cons. However, his cons aren't even that bad.
+Excellent Normals. He has some of the best in the game, and they all deal a good amount of damage, and are average in speed.
+Ice Clone Traps. When you're in the corner, you, can trap the opponent if that want to come to you. You can also use this as a shield, but its not AS useful against teleport characters like Raiden and Scorpion.
+Slide has great mix-up. Since it hits low, the slide can be used in a combo which is an overhead, and than switched to slide so you hit high and low. (i.e. B+1, 2, Slide) Its also has 8 frames of invincibility on wake-up, so its great against rushdown characters like Cage and Liu Kang.
+Anti-Air 2,2. This attack is great for anti air, and can also be used to start combos. Its super fast, and you can chain it with the freeze ball, or the slide. To mix-up, you have the choice to choose 2,2,2, which is an overhead, or 2,2,slide, which hits low. It really helps with Jumpy opponents.
-Iceball is slow. It takes a while to get it, so its not safe in a projectile war, If it does hit, you can do a ton more damage than the projectile(s) your opponent did to you if you follow it up with a 2,1,4 Slide. Or whatever you choose for a combo.
-Puddle is horrible. I don't care about this corner trap, because it only works if the opponent is blocking. Puddle is bad, its slow and its useless.
-Struggles against Zoners and Teleporters. Since his projectile is really slow, its hard to play against zoner characters like Jade and Noob Saibot. However, all that's needed is a good rushdown. Take a risk and get in. The teleporters are tricky because they can go behind clone. However, a good defensive player can stop them.
To Play Sub-Zero, a major thing to remember is the clone. You should almost always have a clone out. Once the clone is out, You can spam Freeze, or attack offensively to a teleport character who will try to teleport behind you, only to get caught by the clone. Another good time to uses clone is if your opponent clocks the 2,1,2. It would be 2,1,2 clone, leaving them unable to rush you down. However, its only a good idea on BLOCK, follow it up with a iceball if it hits, dash, whiff(don't hit) B+1,then do 2, so your opponent bounces, and the dash and do a 2,2,Slide. It doesnt do crazy damage but its decent. Against Jumpy charcters, you can do a jump, and immediately as you jump, do a clone so that if they dash, or jump, they can't. Its also great against Kitana's who Square wave a shitload.
How to stop Zoners. If you have someone zoning you and you're at complete loss, than i suggest you jump over one of them, and then do enhanced or even normal slide. Then you can dash up and throw. AFTER FINISHING A COMBO WITH SUB-ZERO, YOU CAN DASH AT YOUR OPPONENT AND WHEN THEY GET UP, YOU CAN GRAB THEM. This is an amazing tool, and I've found tons of success with it against every character (Except Smoke for some reason). Just when they are knocked down, they will usually block, expecting a combo, but when you throw, it totally throws them off. The throw can even start some start up moves. Do not use it often, and i say maybe twice per round tops. Another thing about Zoners is that they sometimes can counter you coming at them with other attacks. For example, Noob can shoot shadows all day, high and low, and then when you get close, He'll shoot the anti-air shadow which will throw off your game completely, but after he has done that, you can use the invincible frames on the slide to attack him and go through his clones.
Teleporters are tricky as well. I would suggest using clone. and then dashing forward when you think they will teleport. I pretty much wouldn't use it as much. So your game against them should be combo oriented. Try to block the teleport attack, don't jump as much, and don't do as many specials, besides the slide. Slide is a great tool against any opponent and should never not be used.
BnB Combos:
Freeze, 2,1,4 Slide (26%)
B+1,2,Freeze. njp.1, Dash,1, B+1,2, 2,1,2,Slide [EX Slide or X-ray] (38%) [40% With Ex Slide & 50% W/ X-Ray]
Corner Combos:
2,1,4, Freeze, Back Dash, (Whiff B+1), 2, 2,2,4 Slide [Ex Slide or X-Ray] (38%) [40% W/ EX Slide & 53% with X-Ray]
fj.1,2,1,4 Freeze. 2,1,4 X-Ray. (53%)
Once again, I hope this helps someone who is trying to pick up Sub-Zero or needs help playing as him. Also, for the people who say he is "too slow"
Noob Saibot by Cage Redfield and Sith Lord
Spoiler:
And here is our favorite... Noob Saibot!!!
Noob Saibot is one of the best runaways,and is a monster in the corner.
Although Noob has very little combo options midscreen, he is very strategy heavy. You need to know what your opponent is doing next to continue.
Noobs pretty obvious in terms of what to do,but he isnt the easiest to pick.
He and Sindel are in the same boat: Run and throw you away to keep running.
Noob has a trap after anti-air ing you with a Tackle. After that, you keep throwing Tackles. The opponent has no way to escape this without using an armored move.
Noob has a unique Move involving Breaker. If you jump over a Tackle/Sweep,and combo Noob,Noobs breaker Will damage you
Its a free 7%.
Combos: 2,1,2 sweep clone(Midscreen to get them close to corner)
Noobs monster combo in the wall: 2,1,2,shadow knee,1,2,shadow knee,1,Enhanced Knee,2,1, Enhanced Tackle(Near 45%)
-------------------------------------------------------------------------------------------------------
Input Below by Sith Lord
Noob Saibot has one of the greatest projectile games of the entire roster. He has a high, medium and low variety of the shadow throw which can definitely keep the opponent guessing. Noob is not a huge combo player, or a fast one for that matter. He can be used a number of different ways but the overall strategy is to keep some space between you and the opponent and knock them back when they get in close.
Special Moves:
Ghostball - D, F, 1
Noob shoots a ghastly ball that surrounds the opponent while disabling blocking. Not quite as cheap or useful as it was in MKT, but is still a decent move nontheless. The start up on it is generally slow so make sure that you use it sparringly and at a long range distance.
Teleport Slam - D, U
Noob teleports through the top of the screen, then reappears behind the enemy through a portal and then slams them on the ground. This move is incredibly punishable so spamming it is not a good idea. Works great as a combo ender or a counter.
Shadowy Slide - B, F, 4
In a nod to his Lin Kuei Slide before his transformation, Noob sends his shadow out in a slide which trips the opponent. Pretty fast move with low hitbox makes this an awesome mix up special.
Black Hole - D, F, 2 (behind opponent) D, B, 2 (on top of opponent) D, F, B, 2 (in front of opponent)
Noob Saibot shoots a dark portal into the air which lands on the ground behind the enemy. It can also appear in front or landing right on the enemy. Should the enemy fall or be knocked into the portal, they will fall from the sky directly above Noob and receive damage from the drop. This move is pretty difficult to use effectively. The key is anticipating where the opponent will be in about .75 seconds after casting it. If the opponent falls through the black hole you can get a pretty decent pop up combo out of it.
Shadow Charge – D, F, 3
Noob Saibot sends one of his shadow clones to tackle his foe. Overall amazing projectile. Fast enough to keep the pressure on and also works as a great combo ender.
Shadow Upknee – D, B, 3
Noob Saibot launches his shadow clone in the air, which kicks the opponent away from him. Kung Lao spammers beware. This move counters jumpers insanely well. Also, sets up great corner combos that look terrible and cheesy, but get the job done.
X-Ray Move – Together Again - Noob Saibot first calls his shadow to appear from behind his opponent and grab them. Noob then punches the foe in the face, breaking the whole skull, the shadow then breaks their spine, heart and ribs by kneeing them in the lower back. Noob then kicks the opponent in the stomach, causing them to vomit on his leg. Works well as a combo ender.
Enhanced Moves:
Spirit Ball – D, F, 1 + BL
Same as ghostball, but also confuses the opponent and does a small amount of damage.
Teleport Smash – D, U, BL
Noob drags the opponent through the ground two additional times via portal. Brings back memories of playing Portal and building momentum to make sick jumps!
Saibot Slide – B, F, 4 + BL
Makes the opponent completely flip over the shadow onto their back.
Darkness – D, B, 4 + BL
Same as black hole, only faster, always appears from above opponent and drops them on their head. Not really worth a super meter IMO.
Saibot Charge – D, F, 3 + BL
Same as Shadow Charge with an added punch in the face after the tackle.
Saibot Knee – D, B, 4 + BL
Slightly more damaging, and sends the opponent further back. Crazy corner combo capabilities.
Combos:
2, 1, 2 – High punch combo consisting of three hits. Final hit slightly pops up opponent allowing you to end with Shadow Charge, Shadow Slide, or even a teleport slam if you’re feeling fancy.
B, 1, 2, 1, 4 – Slow start up, but great if opponent wiffs a hit on you. This combo can be followed by the same special moves as listed above and even an X-Ray attack. Neat huh?
B, 1, 2, F, 4 – This combo is appropriately named Sneaky Saibot. Last hit is a low kick. Delay it slightly or you will instead do 2 punches followed by a shadow slide. If you do the shadow slide just say you meant to do it.
B, 2, 1, 4 – Semi quick jabs followed by knock back kick. Can be followed up with shadow charge, shadow slide, or teleport slam.
3, 3, 3 – Pretty mindless triple kick combo with no extension opportunity. It’s ok I guess.
Note: Combos done in corner should be ended with Shadow Upknee if the combo permits. This allows you to do some pretty annoying combos, especially with the enhanced version.
Cool, fancy combo I came up with that you will NEVER be able to do on a human player:
Our Favorite Dentist... Baraka
Baraka is a very slept on character. He can easily break 35% midscreen, and 50% in the corner.
Baraka is mainly a rush down guy. He needs to be in your face to be a threat. He also Gained a nice new frame trap that is quite easy to preform [spoiler] 2,2,2+1,dash,Forward+4,4
This guy makes you guess wrong once his in. Meaning after 2,2,1+2 you can pretty much murder them by switch between Back+3, 1 juggles, forward+2 cancels, and throws to put them closer to the corner.
But, his worst match up is Noob, Sub,Ermac,and every other zoner. The only way to beat them out of their game is to dash up and use Enhanced Blade Charge, or X ray.
His Best wakeups are Blade Spin, Blade Charge,and Blade Lariat.
Combos: Back+3,1, dash, Back+3,1, Back+1,1 Blade Lariat(35%)
2,1,1+2,dash,Back+3,1, 4, blade charge.
Corner Rape Combo aka" F*$@ yo Breaker!!!!" :
Kitana has a lot of options, and does a lot of damage. Most of her options come from her Pop Ups. She has 2 Pop Ups, F+4, 1 & F+2, 1. She also has a pop up which only works in corner, F+3, 2, 1 (I think, might be F+3,1,2). She also has one of the best pokes in the game, D+1. She can stop almost any attack with that poke. Its annoying as hell to play against, and fun to troll with. On top of the 2 pop ups, she also has an attakc specifically to link with an air fan. The B+2 into air fan is great to use to either build off of F+2,1 or just to use to start a combo. THat attack can slo go into X-Ray, so if you connect with that, You can go into X-Ray even easier.
She has some of the best normals as well. The Forward+2 Can be used when opponent is caught in air fan, to add to the combo. Thats Kitana's Main game. The Air fan, fans in general. She can do 3 EX Fans (With full meter), She can do 2 Ground fans, and 2 air fans. Thats just great for strectching out combos. I find it easy to do F+2,1 and then jump kick, air fan. Then choosing what you want to do next. Either throw a ground fan and follow up with a 2, fan swipe, or if you have X-Ray, Dash and do B+2, X-Ray to do upto 50%. Her X-Ray is probably one of the easier to hit. Since its a projectile, it can be used in projectile wars, but ONLY IF YOU ARE WINNING THEM. Another easy way to hit them is if you get your opponent in an air fan, then you can just jump kick into X-Ray.
Kitana has a really hard time against zoners and teleporters. Since her projectile has two hits, its slower, meaning it cant be used effectively in a projectile war. However, she has the Square wave attack which can go above all the projectile and transport Kitana right next to the opponent, However, it can be punished by a uppercut, and if its the wrong opponent, an X-ray. The Square wave can also be used against teleporters who spam the teleport, so they teleport in the wrong place. Another good tool to use against teleporters, is the D+1 Poke she has. It can stop Raiden from doing something crazy as he lands. So turtling against Raiden is a good idea. However, Teleporters like Kung Lao and its a bit more tricky. Smoke is her worst match up because he can stop almost anything she does. Since he has one of the fastest Offensive teleport, he can punish her fan throw, her fan lift, her pretty kick, her fan swipe, her F+2,1 and basically almost any combo she does. What i do in those match ups and pretty much every match is my favorite pop up. The F+4, 1. Since the second and third hits are overheads, it can trick the opponent who think its the end of the attack or is blocking low. After that you can do whatever you choose to do. Also, since Kitana's game is projectiles, Smoke's Projectile parry is hard to go up against, so limiting the projectiles is something to do. Another thing to do against Smoke is BLOCK is attacks. Kitana can't punish the Smoke Ball in long rage because her projectile is slower and she doesnt have a good Long range punish. So what i would do, is dash and cancel the dash with a block, approaching slowly and carefully, then when you're close enough, the Smoke player will most likely Do a a teleport punch if he see's you do anything, So bait it with the D+1, poke, and then attack after its blocked. BLOCK HIGH the D+1 after the attack!
Combos:
2,1 Fan Lift, jk, Air Fan toss, Dash, Dash, B+3,3 Fan Toss, Dash, 2, Fan Slice. (Around 34%)
F+4, 1, Dash, B+3,3, Fan Lift, jk, Air Fan Toss, jk, X-Ray. (Around 45%)
F+2, 1, Dash, B+2, Air Fan Toss, Dash, Dash, B+2, X-Ray. (Around 46%)
*I don't use EX Fan in combos, so i didn't include those, Sorry*
Ermac is the best zoning character in the entire game hands down. He controls the field. He wants you far, he can do it. He wants to spam projectiles, He can do it. He can teleport behind you when you try to retaliate with your own projectiles. He is an amazing character to play. And he is super easy to get used to. Pros and cons for Ermac:
+Top Notch Zoning
+Set-Ups and Traps
+Teleport and Projectile can be mixed up to leave opponent guessing.
+Does amazing damage with Tele slam
-Horrible low options
-Limited amounts of Mix-ups
-One of the worst Overheads
Ermac is a character whose main tools rely on his jabs and his specials. His normals aren't amazing, especially cause the overhead sucks. His overhead is U+4. This looks like it hits low, but really, its his overhead. Its not good, its slow, and it doesnt do amazing damage. Only use it if the character is being a turtle. Instead, Ermac should bait the opponent to come close to him, cause when that happens, Ermac can rape. Another bad thing Ermac has is his low options. The best thing he could do is f+4. This is a really good option, however its slow start up. Its good because its a reset. If used in a combo, it will reset the position the opponents high position so after doing it, maybe you can use some jabs or something. Other than a sweep, Ermac does have any other GOOD low options. Another bad thing about him is the lack of mix-ups. Since he doesn't have good low or overhead attacks, its kind of hard to mix up with him. An Ermac player shouldn't have to rely on Mix-ups though. You can black low or High, and ermac probably won't get a hit without throwing you. The main task is to use traps and set-ups.
Traps are Ermac's main game. This is how he should play. His traps come hand in hand with his zoning. A good trap is baiting the opponent with a safe string. 3,1,2, then you can dash. If it hits, then try it again, and then dash after the second time and grab. If it hits the first time, then substitute the 2 at the end with a tele-slam. Since the nerf, 2,2,tele-slam, is no longer able to work. You can still use A LOT of ways to combo jabs into tele-slam:
f+1,1
3,1
2
b+1,1,4
1,2
F+2
All those are fine substitutes for the lack of 2,2, anymore and are just as easy, if not a little more hard. He still has perfect uses of the teleslam. And obviously this leads to his BnB listed in the combo section.
Another good thing Ermac can do is keep distance, which is zoning. Using the force push, if someone tried to jump in, you push them right the fuck back. Also, witht he fear of getting caught in a tele-slam, they wont go close without blocking, So just spam Fireball and if they do something, immediately switch to a teleport and hit them in the air, and then, maybe , if you got it right, you can link a tele-slam and do the BnB. The projectile spam can keep the opponent blocking if you were winning and they don't want to get hit. Therefore, right when u see your opponent jumping, switch to the teleport and punish them. Another good way to use teleport is mixing up with the levitation. Instead of doing the Butt slam, you can do the teleport to trick the jumping opponent trying to avoid the butt slam. Or you could do the butt slam to throw off the opponent anticipating teleport switch.
BnB:
3,1, Tele-slam, jk, air teleport, 2,2, Force choke [X-Ray] (About 38%) [Around 50%]
njp, jk, teleport, 2,1, force lift, 3,1, X-ray (46%)
Skarlett by Cage Redfield
Spoiler:
I TOLD YOU BITCHES!!!!!!!!!!!!!
"Thanks for the Aids!!!!" Skarlet
Skarlet is a character that is curently the most broken character(so far)in MK9.
Not only does she hit like a truck,but she can throw you into something a call the "Kabal-tex".
Due to a slight bug,(or the team @ NRS thought she needed this)shes able to cancel the Slide followup from her dash into a Popup Slice. This means that she makes you guess which way to block. If Skralet thinks your going to low block, she will overhead slash into 40%. If she knows you are blocking up,she slides into 40%.
How does She start this? Well lets look at Kabal. Kabal has a comand normal that leaves you in a stunned state. Its also special cancel-ok Forward+4.
But, Unlike Kabal, Skarlet has a String that puts you in a stunned state.
And just like Kabal, its cancel-ok.This is her whole game. Getting you into this trap,and outright KILLING you while your are inside it. But,she doesnt have a great Run away game since Daggers are Punished by armor moves.
And, instant air Daggers whiff slightly above the opponents head. But, if you anti air with an Air Dagger,You should be able to combo after with her Command Dash cancelled into Up Slash.
NOTE:Some of this may Change in a patch.
Everyone should include this in their write up when you mention a crazy tactic, or crazy Damage.
Combos: Back+2,Overhead slash x2, 2,1,2, Daggers(Slight pause after the first Dagger)42%
Back+2, Overhead Slash x2, 1,1,2, Command Dash.(the trap setup) Near 35%
X-Ray Goto combo: Back+2,Overhead Slash x2, 2,1,2 Command Dash cancel Xray.
Liu Kang by Muazzam and Shiro
Spoiler:
1=Square
2=Triangle
3=X
4=O
U=Up
B=Back
F=Forward
Mortal Kombat (2011) Liu Kang Strategy Guide
+Good High, Low Mix-Ups
+High, Low and Instant Air Fireballs
+Monster Rushdown & Corner Game
+X-Ray can be Comboed into and out of.
-Flying Kicks can be punished
-Bad Wake-up
-Doesn't have a good *GTFO* Move.
I'll start with the good. Liu Kang has amazing mix-ups with low to high. The B+3,1,2 is the best string he has. It leaves the opponent open for a couple more of them anywhere on the screen. The 2,1,3 String is a really good overhead. However, it can get predictable because the overhead is on the third hit. Therefore, it should be mixed up with a throw, sweep, or a low fireball substituting the last hit. If the 2,1,3 string hits, then you can connect practically anything, even another 2,1,3, and then another for an easy 30%. To get a quicker overhead, LK can just press F+3, which takes a little bit of time, but is fast. Rush down consists of the low high mix-ups. With Liu Kang, you never want to keep range. Zonign is possible, but its not the best option he has. His rushdown is top notch. Especially in the corner. With the B+3,1,2 string, you can do that 4 or 5 times to get 35%. Keeping them in the corner is the best tactic for LK, cause once they are in there, they can see some serious damage.
Another good thing about LK is his zoning game. he has 3 fireballs, which are relatively fast. His air fireball can be made instant so it can be done fast and stop a jumping opponent. Just tap U+B,F,1. The fireballs can keep the opponent guessing what you are going to do next. However, they might be smart enough to dash cancel block after a little while, so you can mix-up them with one of those strings. His X-Ray can be combo'd into and out of. An easy way to combo into is 1,2,B+1,3,3 X-Ray. An easiest and safest way to combo out of his X-Ray is the Bicycle Kick, which adds about 2-4 percent.
Now for the negative. First thing is the Flying Kick. Simply, its unsafe to use randomly. It has a lot of room for error. The Ex version can go through projectiles, so if you are getting zoned, use it to get in. IMO, the Flying Kick should only be used for Anti-air and in combos. Other than that, its not a good attack to use. His wake-up is back because he has nothing to do. Since his counter has Slow start-up, its not a good tool to use. Flying Kick is highly punishable. Bicycle Kick has slow start-up. Therefore, your best option is just to block. Also, when he is being rushed, he can't really get out effectively. So blocking would be the best option or Countering.X-Ray has a weird hitbox so its not good to use randomly. You can also try to rush down yourself.
Oh look, its a popular ninja turned into a suicidal,depressing Robot!!!!
Cyber Sub Zero
Cyber Sub Zero is arguably the best Rushdown character in the game. He has crazy pressure strings,a dive kick, And is a powerhouse when you learn his advanced combos!
Like Sub-Zero, CSZ has a few great strings:
3,3,2
2,1,1+2
3,4
Back+3,1,2
You will be using these strings more than any other normal you have.
You might ask, "Why is 2,1 so good?" 2,1 is a VERY fast recovering string, meaning you can do multiple 2,1s without being punished by a normal special. Note: Armored moves can get thorugh this. This is your best chipping tool since they either have to hold block, or get hit and transfer your pressure into a combo. Sometimes, use Down 4 or 3 to poke them and teach them to block low. Then, when they crouch block, Strike with 3,4!
CSZ has some pretty situational Specials. Freeze has long startup,Teleport can get punished by anything,Slide is decent but is mostly used to put you near the corner,and Ice bombs are very weird. If you make contact with the opponent before the bomb explodes, they wont freeze! His best wakeup attack is Slide, but if they expect slide to come out, get ready to waste your breaker!
CSZ's X-ray is a air only move. He starts with a divekick that dizzies the opponent, forms a hard ball of ice and smashes the into your skull, then he Forms a Kori Blade and Stabs it through your back!
Combos: 2,1, Freeze, jump in punch, 2,1,1+2, dash cancel Up+4=near 40%
2,1, freeze, jumpin punch, 2,1,1+2, dash, staright jump punch, 1,1,1 slide= 35%
any where where 2,1,1+2 is involved, you can follow up with an X ray for even more Damage.
NOTE: Some of this may change over the course of the game, due to balance patches.
Kenshi by MeRcy
Spoiler:
KEY: 1=Square
2=Triangle
3=X
4= Circle
U=Up
B=Back
F=Forward
D = Down
Going to try my hand at this, sorry if it's crap but I'll give it a go.
After downloading Kenshi I've noticed his combos are actually fun and easy to use.
1,1,1 simple fast 3 hit causes 9%
Using kenshi's rising karma you can easily hit 1,1,1 for a 4 hit, yet again simple and causes 12%
simple 3 hit - rising karma, spirit charge (enhanced) fast 3 kid , 15%
Use kenshi's rising karma then F+2, B+2, 2 for 4 hits and causes 18%
another 4 hit - U, F, 1,1,1,1 - 13%
^ the exact same apart from last 1 - swap with a 2 = 16%
easy 5 hit combo - rising karma, 2,1,1,1 - 5 hits for 15%
6 hit - 2,1, B+2, F+2,B+2,2 - 6 hits - 27%
A 8 hit combo: This may be harder to pull off. 2,1,B+2, 1, rising karma, 1,1,1 - 28%
Kenshi's throw, which is the R1 in PS3, not sure for xbox is a nice 12% hit for a simple button, so keep this in mind.
Another 8 hit combo. 2,1,B+2, 1, rising karma, tele-flurry - 28% once again
10/11 hit combo - 2,1,B+2, 1, rising karma,enhanced tele-flurry(normally not all hits land) as of the extra hits in you can get in a simple last hit. More is possible by going 1,1,1 etc. 31% is what I've got out of it so far.
The simple 3 hit combos -
1. 1,1,4 - 11%
2. 1,1,1 - 9%
3. 1,1,2 -13% - this is the highest but the last hit drops the guy you're against
The best 3 hit combo is - F+2, B+2, 2 - 3 hits causing 17% damage!
Another just behind for a 3 hit is 2,1, B+2 - 15 damage
special moves
spirit charge - good for keeping away opponent, causes 9% , enhanced does 12%
rising karma is a great move for kick starting any combo, however I dislike the enhanced verison of it, 8% for 2 hits, and drops opponent. Pointless
The telekinetic slashes, I don't use them at all to be fair.
Tele- flurry best of his moves I feel, great for ending a combo, saves you a lot of work hitting buttons, normal does 3 hits with a 9% damage, enhanced does a fair 13% with 5 hits.
blade reflect - time it right and you opponent get his shit right back at him!
Please keep in mean folks I haven't used a combo with a x-ray yet, sad I know but learning basics first. Kenshi's x-ray seems like a special move at start which made me lol. His x-ray can lead a big 32% damage rate. I will post more combos later on with x-rays once I work them out correctly. Kenshi is a sort of character for wall combos, if you can get your opponent to a wall and get him in the air, simple yet effective combos you can easily get a 10 hit taking off 30 percent, maybe if someone gets a x-ray linked to a wall combo that could be a massive 60% killer! Sorry if this is shit, my first go at a guide, hopefully it helps at least 1 person, would make be happy!
Reptile by MeRcy and Muazzam
Spoiler:
KEY:
1=Square
2=Triangle
3=X
4= Circle
U=Up
B=Back
F=Forward
D = Down
Reptile fatalities: XBOX 360
Acid Yak – Forward, Forward, Down, Up, A in sweeping distance
Tasty Meal – Back, Back, Forward, Down, RT in jumping distance (requires Reptile’s Classic costume from DLC to have access to this move)
Weight Loss – Down, Down, Forward, Back, X while in sweeping distance
Babality – Back, Forward, Back, Down, A in jumping distance
Stage Fatality – Forward, Down, Down, RT at close range
PS3:
Reptile
Acid Yak – Forward, Forward, Down, Up, X in sweeping distance
Tasty Meal – Back, Back, Forward, Down, R2 in jumping distance (requires Reptile’s Classic costume from DLC to have access to this move)
Weight Loss – Down, Down, Forward, Back, Square while in sweeping distance
Babality – Back, Forward, Back, Down, X in jumping distance
Stage Fatality – Forward, Down, Down, R2 at close range
Special/enhanced moves:
slow force ball - great move when up close to an opponent as it can lead to lifting them and starting off a combo.
fast force ball - speed of it is very quick and can be a powerful and great move to kick off a combo
enhanced verison of these is good as the ball is very big, making it difficult to get away from.
Slide - nice fast move, the enhanced is good too, 3 hits for 12%
Acid hand - slow but causes 11% which is great for 1 hit, the enhanced lifts the opponent, can kick start a combo
invisibility - won't do much to be fair
acid spit - quick, but nothing special, enhanced he has the spray instead, it's ok i guess, 11%
elbow dash - i like it, quick move 11% enhanced gets 17% which is sweet!
his special - r2 12% which is decent percent for 1 buttom hit
5 hit - very easy! 1,2,2,1, B+4 - 17%
4 hit - simple - 1,2,2,1 - 11%
7 hits - not too hard! 1,2,2,1, 2,2, B+4 21%
3 hits - 2, 3+4 15%, great move if pulled off, so simple to use!
6 hits - quick/slow force ball (depending on your position etc) 1,2,2,1, U+3 - 17%
4 hit - slow/fast force ball once again it's where you stand you need to pick the most suitable , enhanced slide -18%
4 hit - 3,2,1,D+1 - 17% fast but the last hit can vary to any button, use what you feel suits your own style
5 hit - simple yet again - 3,2,1,acid hand, 2 for 24%
5 hit - acid ball, 3,2,1,B+4 - 22%
7 hits - with xray - 3,2,1, go for xray - 7 hits overall 38% so easy to pull off
6 hits - difficult to pull off sometimes - 3,2,1, slow force ball, 1,1 - 20%
9 hits - not too bad once you pull off the 6 above! 3,2,1, slow force ball, 1,2,2,1,B+4 - 27%
3 hit combo - easy enough to be fair - 2,F+3,1+2 - 17%
2 hit for making opponent go to high - F+2, B+1 I haven't done much with it so far, but it used a lot for combos by others
simple 4 with it is F+2,B+1, 1,1 12% but thats nothing special!
3 hit - slow/fast force ball, 2,F+3 does 17%
8 hit force ball(any), 1,2,2,1, enhanced slide - 21%
6 hits force ball(any)1,2,2,1, slide - 17%
spamming 2+1 over and over will land 5 hits - 14%
8 hits - with xray - 1,2,2,1 xray - 38%
4 hit - 1,2, elbow dash -15%
5 hit -1,2,elbow dash enhanced - 20%
Keep in mind reptiles xray is 33% Once agian, like Kenshi I haven't used him really with xrays. I'm trying simple combos first. Will update once I master the guy more. I am at the moment, just learning with him aswell. This isn't nothing special, hopefully helps a bit though!
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Input Below By Muazzam
1=Square/X
2=Triangle/Y
3=X/A
Here are some tips for Reptile, MeRcy got the combos, but here is some strategy.
Mortal Kombat (2011) Reptile Strategy Guide
Reptile is the one of the best rush/zoners in the game. He can play both, and he can play them fine. One thing good about Reptile is how he cancel his forceball into combos and use them for a free juggle, and since he has 2, at dif. speeds, he can use them well in a projectile war. He has one of the slowest dashes in the game, but his Elbow Dash is probably the fastest and best dashes. He is a monster with this attack. If he hits with a forceball from mid screen, he can dash like, twice and get there quick enough to finish the combo.
Another good tool he has is his X-Ray. This can punish practically Any projectile or attack. Its a GREAT tool, and it travels fullscreen. It can be used to end certain combos as well, making it useful to get big damage. Along with his specials comes the Slide. Now, his slide is fast on start-up. It should be used to mix-up your hits from high to low, or to end a combo. The slide isn't as safe on wake-up, but it has a few frames of invincibility. He also has a nice overhead. F+2,2 or 1,2,2,1, Which is a juggle, but doesn't have full juggling capabilities. Another good thing to use with Reptile is the Acid Hand in the corner. The Ex juggles mid screen, but in the corner, the normal can be juggled as well. Very nice properties, can lead to HUGE damage.
Another great tool is his dash. I already stated how it could be used when a forceball is hit to get closer to the opponent and how it is much faster than the dash, but this attack is amazing. It travels far, and its completely safe. The recovery frames for this attack is small and cannot be punished to easily. It also can catch the opponent off guard for that one second they let go of the block button. The Ex version has a couple extra hits after it connects to catch the new players off guard. It can also be ended with a slide to increase the damage to somewhere around 20%. If you are very precise with timing, the dash can be used after his 3,1,2 combo with a quick dash and a njp to give more combo possibility.
Cage is a top tier character, meaning he is probably one of the best in the game to use. Johnny Cage has 2 Overhead pop-ups, but lacks a good low attack. The best low attack he has besides his sweep is the mix-up low. JC's 2,1 combo can be made an overhead or a low attack. 2,1,F+2, Makes it an overhead, 2,1,B+4 Makes it a low attack. The Overhead is a juggle so u can dash and follow it up with a combo. The fastest and best juggle JC has his B+3. That launched them in the air and allows u to dash up for big hits and a strong combo. Another good juggle is the the overhead, F+4, which Can be done the same. However, F+4 is a bit slower and should be used to trick the opponent for Mix-up. He is a juggle-oriented character and adding a Shadow Kick is something important to add damage to the combo.
Johnny Cage is a rushdown character, but he can zone if the time comes. Since he has a High/low fireball, he can keep that against the opponent, and if they try jumping in, he can Just use the high one instead. Also with his Dash Kick, he can knock then away from him. For rush down, he can mix-up high and low to keep the opponent on their toes. He also has a really good reset. The Nut Punch. This should be used to end some juggle combos or to punish an attack. With the nut punch, u can mix up with a throw, a sweep, or the 2,1 chain. The Nut Punch is an attack which should be used maybe once or twice a round unless its in combos. Because after that, its gets predictable and the attack can be punished fairly well.
Another good attack he has is his flip kick. This attack has weird recovery frames, and is kind of difficult to punish with certain characters. Its also smart to use it twice in a row, against certain opponents who cannot punish it well, or just dumb people. Its also good for its purpose, an anti-air. Its average on wake-up, but Cage has a better option. The Shadow Kick. When you are knocked down, use this attack. However, it shouldn't be used EVERYTIME because it will get predictable and the attack can be punished REALLY easily. It also has about 4-6 frames of invincibility on start-up, so it can go through an ice clone or projectile. The Ex Shadow Kick should be used in projectile wars to knock the opponent back, and to increase damage.
Now for his X-Ray. He has one of the best in the games because its a parry. The best option is to get close to the opponent and then just do it. Even if they throw a projectile and ur close enough, it will counter and start the X-Ray. Now, it should be known he can combo out of it. There is a safe route, or a difficult route. The difficult route is to do B+3 into a combo. The safe is 4,4,Flip Kick/(Dash Kick if they are close enough to the ground).
F+4, Dash, 2, Dash, 4,4, EX Low Fireball, EX Shadow Kick (Around 38%)
Quan Chi by BTK-VENOM
Spoiler:
strategy guide for: QUAN CHI
BUTTON LAYOUT:
(PS3)
1= square
2= triangle
3= X
4= circle
U= up
D= down
B= back
F= foward
DASH = foward, foward
(X-BOX)
1= X
2= Y
3= A
4= B
U= up
D= down
B= back
F= foward
DASH = foward, foward
Quan Chi is considered lower tier and is a difficult character to use but has great chain combos and a great down hit to overhead pop-up,(b+3,1+2), that can be used to create good combos.
I personally have moved him to my main for I have found the challenge of using him fun. he really has an answer for ever type of move.
he has a nice projectile and has a great teleport. his teleport has a nice fail safe that if a opponent is blocking he can land in front of or behind a player.
not just get blocked and get set up for a juggle move.
his trance is such a great idea to set up combos and is also great for it's range. it takes up half the screen, almost like ermac's force push.
finally we have the boost/healer. only to be used while on other side of opponent or as soon as opponent is knocked down, for it takes
awhile for the animation to charge up. this is Quan Chi's secret weapon. first he has the cheat to heal himself for a short time,
unless he gets hit. then there's the power boost can make his hit equal 2-16% stronger depending on what combo or move u use.
bad thing is it only lasts for one hit or combo string.
SPECIALS:
* ground burst:
(close) d,b,1
(sweep) d,f,1
(jump) d,b,f,1
delivers 7% damage & 10% on EX
9% damage & 13% on EX, on boost (d,b,4)
*NOTE: EX version is unblockable and anti air.
* skull shot: d,f,1
delivers 8% damage & 11% on EX
11% damage & 15% on EX, on boost (d,b,4)
* trance: b,f,3 (this is his most used move for chain combos)
delivers 1% damage same for boost
* overhead stomp: d,b,3
delivers 7% damage & 17% on EX
9% damage & 22% on EX, on boost (d,b,4)
*NOTE: (great for if opponent is blocking)
if u press (f) while falling u will land in the back of opponent.
if u press (b) while falling u will land in the front of opponent.
* boost/healer: d,b,4
*NOTE: either does a power boost or a healer. boost only works for one hit or a chain combo, and adds 2-6% more damage and 11% on x-rays. healer lasts a few seconds or until a player is hit. EX version does both at same time and healer lasts longer.
* X-Ray: R2,L2 (ps3)
(by itself. not used in a combo)
delivers 32% damage
delivers 43% damage on boost
FATALITIES:
* leg smash: f,f,d,d,1
* kneecap & decap: b,f,d,f,4
* stage: b,f,d,2
* babyality: d,u,b,f,block
SIMPLE COMBOS:
* 1,1,2 (great for a jumping starter combo.)
delivers 12% damage
* f+1,2,1+2 (this is your main finisher to any combo. it also is a great first round opener, due to it's moving at the opponent while attacking.)
delivers 15% damage
* b+3,1+2 (the best combo starter due to it's down attack to overhead attack which causes a bounce.)
delivers 9% damage
* b+2,1 (best used for mid combo pop ups)
delivers 9% damage
*b+2,1,trance(b,f,3),b+2,1, dash,f+1,2,x-ray
delivers 46% damage
62% on boost (d,b,4)
**add jump punch (U+F,1 or U+F,2) to most combo's to add 2-3% more damage**
Kano by Cage Redfield
Spoiler:
Kano
Kano is a keepaway, mixup style character. He can pester you with Knives, and Up-balls.
Kano can also deal some nice damage up close. He can teach people to block low, then use the Overhead attack he has. He also has his X-Ray, which is his best tool. Kano get get your opponent annyoned very quickly, and start to make mistakes trying to come at you.
Whenever in a fire fight, you can use Enhanced Knife toss for damage on a trade. Kano doesnt have a reliable wakeup option without meter sadly, which contradicts trying to get your X-Ray.
Once you have the X-Ray waiting, the game changes. Thry have to respect your Zoning game, or eat a healthy 41%.
Kano, Jax, and Johnny Cage all have an advantage once they sit on a X-Ray, so remember that when you play those three characters.
Jade is one of the most underrated character in MK9. This just baffles me because of how good she she is with close range and the range on her staff is insane. She is the perfect match-up with Sub-Zero, because her dodging shadow attack goes through the Ice Clone as well, so he has to be offensive, which is different for a lot of Sub-Zero players and gets them confused. Also, for a Noob Saibot player, they cannot zone you, because of the dodging shadows attack. They would have to go with a teleport, but you can bait that by dashing forward twice and then blocking. Jade can also do a ton of damage with a simple combo + her X-Ray. The X-Ray itself is amazing because it goes through projectiles and can be comboed into pretty easily. On wake-up, jade's best options are enhanced Dodging Shadows, Shadow Kick or EX Shadow Kick, & EX Staff Slam. Dodging Shadows for the opponent getting ready to attack u on wake-up. Shadow Kick to punish a special or normal and EX to punish a projectile. EX Staff slam for juggle.
Jade should be used for close range or sweep range. She has limited low options, but one of them is really good and nice to use: 3,4,2. The "4" in the attack is the low sweep, and the "2" is a launch. This should be applied to people blocking high. This isn't a juggle combo, unless you are in a corner. Then it can be used to follow up with whatever combo you want and Juggle after. Her overhead game isn't anything great either, she only has the Staff Slam special, which is actually a really good attack. It has amazing range and takes the opponent to Jade's BnB combo. The EX version now gets armor, so it's better to use and much more faster. Jade's sweep is decent. It's really fast on start-up,. but if it's blocked, the recovery frames are pretty high for a sweep. Jade's Anti-air is really good. U+3. It does nice damage and keeps the opponent away. Plus in the corner, it can be juggled at the end of combo or to even start a combo.
Now Jade has a really nice trick to her. This trick should be applied to EVERYONE WHO WANTS TO PLAY HER. After a juggle combo, whatever it may be, end it with ONE SHADOW KICK. Do not do two in a row causing the opponent to go back. Hit them with one so they are close to you. Right when they are on the floor, do an EX Normal Boomerang. It will whiff at first, but when the opponent gets up and does their wake-up attack, the boomerang will come back and stop almost any attack, so you can do Jade's B+1, Staff slam, combo again. With Jade, you should always have meter saved, and it's best to NOT to use her X-Ray. She can do more damage with her specials and combos then with her X-Ray, trust me. But if you have X-Ray, for whatever reason, I have some combos at the bottom. A downside to Jade is that she can't zone well. Her Boomerang has really big start-up, but if the opponent gets knocked down, use the low one right after you finish your combo. It catches them off guard and stops some wake-up attacks. Jade's EX Dodging Shadows should be used quite often. The attack has a ton of armor, and can go through any normal or projectile. So you can punish the opponent while they are doing their string or projectile. However, if you get hit, just like an armored attack, you take some damage, but it should be worth it for all the damage you can do.
B+1, Staff Overhead, Dash, B+2, Dash, 4, Shadow Kick (33%) [This combo should be followed by an EX Boomerang, and then repeat]
Corner Combo:
3,4,2, *Pause* 1,2 *SLIGHT Pause* 4, X-Ray (51%)
Rain by MeRcy
Spoiler:
Next character guide from me will be Rain
KEY:
1=Square
2=Triangle
3=X
4= Circle
U=Up
B=Back
F=Forward
D = Down
Rain Fatality Codes:
PS3 -
First Fatailty: Back, Forward, Down, Back R2 (Jump)
Second Fatality: Up, Down, Back, Forward Triangle (Jump)
Stage: Forward, Down, Forward, O (Touch)
Babality: Back, Down, Forward, Square (Jump)
XBOX 360 -
First Fatailty: Back, Forward, Down, Back RT (Jump)
Second Fatality: Up, Down, Back, Forward Y (Jump)
Stage: Forward, Down, Forward, B (Touch)
Babality: Back, Down, Forward, X (Jump)
Water port: a nice and quick move attack, easily to get to other side of the player you're against, must be timed correctly or will let a hit in
The enhanced verison also allows for a geyser kick, causes 13% isn't a bad move but once again time it, can't be used to start off a combo either. Take not this teleport move can be pulled off in the air, also to be fair it is also as fast as on the ground which is a big plus.
power kick (round house kick): spins the opponent ti the other side of the screen, takes time to pull this move off, better for being used in a combo, timing is a big issue with this move, so easy to miss the target, however when connected correctly a combo can be pulled off. The enhanced verison is the same, pulls off more damage, yet again timing is a big issue with this move, I would always say start with a combo first then use this move, trying to use this move first can give an opponent time to attack easily.
Water bubble: both it and it's own enhanced verison are basically the same, enhanced does 2% damage (yes i know, useless) but it is a great friend and it's a fast projectile to hit any opponent with, also great for using inbetween combos, can be used to easily set up Rain's xray.]
geyser kick: nice quick kick from the ground, can be used once again easily in the combo (enhanced doing same thing but more damage) it can also be used at the start but once again like the power kick i say save it for the combo and get more damage out it as it's easier to use in the combo, timing is also a needed but far easier to pull off that the power kick!
lighting: fast effective, lifts the opponent up also for a free once, the great thing about the enhanced verison is that it does more damage but also lifts up the opponent once again to kick start a combo, using this move is also great if you have full bars as when the opponent falls down it is simple to pull off Rain's xray!
aqua splah: if you're close to the opponent, well for me i think of it as a show off move, s
Outstanding job Dragonfist however it seems your post reached some sort of text limit and the remaining part of Mercy's Rain Guide was lost. Additionally that would prevent you from adding anything else to that post. For that reason (and since it would be kind of in vain to do so anyways since people would have to backtrack this thread to find your submission) I've decided to create a seperate Guide Compliation thread. There I'll post the collection you've gathered for us, and from this point on whenever someone submits a new guide Here I'll take it and add it to the list so that members can browse the lot of them at will.
Thanks DF on behalf of the staff and Community for all trouble you've gone to into gathering these, and thanks again to everyone who has created/submitted Character Guides thus far. Keep up the great work people
Re Edited Sindel guide with more info. Was tired when making it, sorry. I tried to get it done as soon as i remembered that someone requested her today
Hopefully its more informative for the ppl trying out Sindel, and thinking of Maining her.
Here's the pro-tip for Sub-Zero exclusively from me. I have found it sitting in Practice mode today with him and having fun:
Sub-Zero has X-Ray cancel, just like Smoke. If you press and hold L2+R2 you can cancel it with dash forward or dash backward. With this I have found pretty cool possible combos with Sub-Zero, using his X-Ray cancel. The thing is, that If you perform his X-Ray cancel after b12, combo could be continued. Combo will be go further, without reset of combo indicator, which means no possible block for opponent, accept breaker. The bad thing is that X-Ray cancel is using all Super Meter.
I have told this "secret" of Sub-Zero to CHECK4900 and he made video with demonstration of how you can use his X-Ray cancel. The following video will show combo, that can't be done in real fight, but will give you the understanding of what X-Ray cancel can do
- The fate of the universe will be decided as it should be.
- In MORTAL KOMBAT!!!
"Mortal Kombat has always been, and always will be..."
Its our friendly neighborhood Sorcerer,Shang Tsung
Shang Tsung has a great amount of tools given to him. He has a superb runaway game,throw that gives back 5% health, a quick punish string, and Un-Breakable combos, and a string that stuffs some wakeup attacks. His Cons are: No good wakeups, and cannot deal with up-close pressure. Shang is something i like to call a Hybrid Character. This means he is a character that can run away, but quickly start his offensive gameplay when needed. He also has a nice tick throw mix up that i'll explain later.
Shang Tsungs Main Objective in his Matches is staying away, and "feeling out" his opponent. Once this happens, you can start your argressive gamplan. His Offensive tools are quite good. He can dash up and poke with Forward+4, 3,4 canceled into a Close Ground Skull(Down, Up+4), and try his low string, Forward+3,4 into a Close Ground Skull , to see if the opponent is paying attention. His Tick throw Setup is quite simple:1,2 ,dash,1,2, dash throw. You can Mixup by using his low string after 1,2, or his overhead, making the opponent guess wrong for a while! He also has a quick Overhead attack: Back+2. This can be combo'd afterwards with a Soul Steal(Forward, Down, Back+3), or a Straight Fireball(Back, Back +1). Use this overhead when people expect your low string is coming next.
Shang Tsung's Runaway game is VERY annoying when you encounter it yourself. After a simple punish, they can be pushed all the way to full screen distance. After the punish, throw a Tracker Skull( Down Back+2, Down Forward+, or Down Up+2) where you think they will go. 1st Skull goes in front of your opponent, 2nd goes in back of you, and 3rd goes to the opponents head. Next, throw a Ground Skull( Same inputs as Tracker, except with 4). 1st Skull goes a character length from Tsung, Second goes Full Screen, Third is in front of Shang. After a Ground Skull connects, you can convert it into a full combo. This will be shown in the Combo Section.
Shang's Wakeup game is pretty bad. His only wakeup attack thats decent is the Enhanced Soul Steal. Reason being, it has armor, and is fast. On the suject of Soul Steal, This move is the words, "Mind Games" made into a move. After you transform into your opponent, you not only gain their options for a period of time, but get a damage boost as well! As an Example, 2,2,4 Slide with Sub Zero does 24% as Sub Zero. As Shang Tsung, it does 32%! Be warned though, once this attack connects, people will start to runaway from you knowing one hit can kill their character. Thats why you learn your opponents options! For another example, say I transform into Scorpion. If the opponent is jumping away from me, I will either throw a Spear, or Enhanced Teleport to get in the Opponents face.
You MUST learn the Roster's options as well as Tsungs. This way, you can mind rape the opponent. This may seem like a tall order, and it is for some. But for a few, this could be easy. All you need to do is learn the roster, not main them. What im trying to say is, Don't spend an hour mastering Nightwolf, or Kabal. Just understand what they can do.
Combo Section
2,2,1, dash, 1,2,dash, 1,2, dash, 1,2, dash, 1,2 Straight Fire Ball.(Corner Carry combo i made up, does little damage)
2,2,1 Middle Ground Skull,Far Ground Skull, Enhanced Ground Skull, Close Ground Skull,dash Uppercut.(Shang Tsung's Bread n Butter combo. Does decent damage)
Far Ground Skull, Enhanced Ground Skull, Forward+4,3,4,Middle Ground Skull, Far Ground Skull(If you hit a Middle Ground Skull, do this combo after hitting it, or after hitting a Far Skull)
Forward+4,3 Middle ground skull, BNB(Low hitting version of Tsungs BnB, can stuff certain wakeups)
XRAY Combos
2,2,1 Close Ground Skull, Xray(Easy to perform, and does great damage)
2,2,1 Middle Ground Skull, Far Ground Skull, Dash Xray(must be NEAR the corner, not in it, and does more damage than the above)
Extras
If you win the Round using a soul steal(Meaning the attack kills the opponent), you dont turn into the opponent, but KEEP THE DAMAGE BOOST(for the amount of time Soul Steal allows)! This means you bnb does 50%!
Shang Tsung Outfit 2 player 2 is a homage to MK1's Shang Tsung.