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I will say wake up combos from Shao are some of the most frustrating things to get hit by in this game.
Just look at Johnny Cage players, you fuzzy block everything, even upblock his overheads, 6 frame d1, his turn again and the pressure goes on. Next time you block the following d1 to get your turn, expect some throws. And now they added Quan Chi as a cannon fodder for him, Never saw worse normal start ups in MK11/MK1 combined. 8 frames s1, 12 frames s2 (half the roster have faster mids than his s2), His d1 is like 10 frames? And is -10 on block (I need to check this one again in the movelist). You want to get away from JC, here comes the yolo 8 frames shadow kick which is hard to react online.
Go in the tutorial, don't know the precise section, probably offensive pressure (you'll get to play Sub-Zero and Li Mei in that cave stage), the game is telling you, do this string which is -7 on block, you are technically safe, and then hit d1 to interrupt opponents move and take the turn back. It's because, your opponent wants you to punish with his fastest move which is s1, 99% of the roster is a 7 frame and it's a high which whiffs or isn't even in his active frames. That's some serious BS mechanic and stop defending this game like an idiotic shill.
>actually, in real life, attempts to crouch and punch at the shin region
>suddenly realises how throwing a magical projectile is objectively a more 'realistic' martial art technique than punching at an opponent's shin bone is
>TFW
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