Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Before anyone else says 'just git gud', I want them to justify this:
>3,4,>3,4,>2,2,enhanced v>2,>2,v>2, wait ~.5 sec.,^kameo,>^1,3,4 - 489.4 Damage
Electric fly shouldn't have so much push back. You either go for an immediate dash cancel and do fastest move or have long reach move with 15-16 frames start-up. He is -20 on block and can be punished offline (tested in practice mode) but online, he feels almost safe.
I think Johnny is better then Raiden in terms of pressure, he can play safe even without Cyrax "helikopteeeer-helikopteeer". Johnny is using Cyrax more for a vertical corner kombo extender (after a nut punch) because once he starts to juggle you, you end up in the corner very quickly.
BTW, saying a character is broken because he has safe block strings is the epitome of cringe lol.
I do not care about his teleport or superman. These move are reactable and advaning strings punish both on reaction. I hate his strings which are all safe unless flawless blocked. The whole flawless block concept ruins the game because characters like Raiden are balanced around this defensive option.
If a competitive game is balanced around pro play, then 99% of players are literally f'd.
I play Johnny/Cyrax. Johnny has no reliable lows. He only has one string that can be fuzzy blocked easily 100% of the time. If he goes for a any mid he is minus. And if he doesn't, he gets to eat duck punches.
Unfortunately, he does tons of damage and he really only needs to hit you twice for two 50%+ combos to finish you.
I like to bait the teleport and combo, but the good players rarely fall for it.
Well, if you look closely, all characters are "safe" with their usual combo strings. Even tutorial is teaching you how -7 is practically "safe" and that you can duck or go for d1 to interrupt the opponents punish because every characters fastest move is a high 7 frames s1. That gives another layer of mind games when you're blocking. Will he go for d1? Should you extend your blocking and then take your turn. He can adapt and go for a grab?I hate this poke poke mechanic but that's what the game is promoting and describing in tutorial.
If you go deeper, then start with the string gaps. For example Raidens f34 has a big gap. You can jab before the second move becomes active or you can go for an up-block against cartwheel overhead. Unfortunately, the game doesn't tell you the frame advantage achieved by up-blocking but I started to punish jumpers very easily once I hear that different block sound.
When I get opened by some unknown move and get bodied I immediately go in practice, look the frame data and the type of the move. Then I record the move and look for options. I remember one Smoke player abusing one move, I think it's f4 (it gives you 3 high kicks). He was +8 after that move, I noticed how longer I was in a block stun and he kept poking me because he had frame advantage. Next Smoke, duck and punish. It's not easy, specially online, but you need a frame data and move type knowledge so you can download your opponent habits as fast you can. Otherwise, you'll get bodied every time you play at least an average player.
One more thing, as far as I know, flawless block in MK1 isn't equal MK11. You won't get frame advantage with flawless blocking, you'll only negate the chip damage which is important against Cyrax chopper move combined with opponents main move.
Kung Lao Kameo comes to play. His low hat is +2 on block, regenerates fast and gives you an option for a mix-up. I play Mileena and she has the same problem with low starters. You can see most Mileena players go for Kung Lao (mix up option) or Scorpion (combo extenders and high damage but more risky play). You adjust your playstyle to your Kameo abilities. Except maybe Cyrax "heliKopteeer helikopteeer", he seems more important than main roster players. He needs some nerfs, maybe in form regeneration time or health handicap...