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Useless moves and strings.

Do you find useless moves annoying?

  • Yes.

    Votes: 35 74.5%
  • No.

    Votes: 4 8.5%
  • Just avoid using them duh.

    Votes: 8 17.0%

  • Total voters
    47
In MK9 IGAU and the most recent MKX there are always some strings or moves that appear somewhat subpar, some of those are complete and utter trash never to be seen in a competitive match.
I've always hated those moves but I'd like to list them in a thread (with your help of course) so that maybe someone can point out an use for them other people didn't think about or couldn't see.
Notation:
red = useless moves;
orange = very subpar moves;
yellow = reported moves I'd like to check;
green = weird moves that indeed have their uses;

B21: Why would anyone want to use this string when D'Vorah has a mid string that is nearly twice as fast and goes further (F112)? I mean I know B2 is +2 on block but the string is still useless.
B21: is a meaty (props to @TopTierHarley).

B3: 29 frame of startup for a mid hitting move that can't combo into anything and can't be special cancelled: 'nuff said...
B3: is another meaty, harder to use than both D'Vorah' U3 & B2 but grants more damage in the corner.

B14: B12 does more damage when hitconfirmed into air grab and it's safer.

3: 16 frame high, same range as 1 (7 frames), there are three excellent strings starting with 1, 3 has none. 4 has better startup, range and hits mid.

4

B12D1: B12xx BF4 is better (+2% damage) and is already a bad enough option.

F4: Very unsafe OH but with very good range.

F4: F3 is better in every aspect but a little difference in the vertical range.

12D3: I can't get what the purpose of this feint should be as a matter of facts I don't think it serves a purpose at all :p
12D3: can be cancelled into Jax's command grab in his wrestler variation (props to @Predannok).

up laser (cybernetic): probably one of the worst AA in the game (7% damage, 16 frames of startup) on a character that has some of the best AA in the game, just uppercut or upball those jumping bit*hes.

B2 (Kenjutsu): B2 has less range, slower startup, arguably worse hurtbox than F2 which is also special cancellable and safer on block.

F332
3D4

4: lol

24: 24 isn't special cancellable and is -21 on block, on hit it doesn't combo with anything even in the corner 221 is -2 on block and is special cancellable.

F1
F3
F34

F3D3: -22 on block, even if the last hit is a low it doesn't hold any mixup potential since KL doesn't have an OH special to cancel F3 with: at this point you might want to use F34 which whilst probably worthtless is at least safe on block.

F12+4, F12+41+3, F143: Have you ever seen a move that is -101 on block? Well with F12+41+3 now you have F12B4 is "safer" than those strings hitconfirmable into the roll for a full combo and can't be interrupted like F143.

F344: just use F343 safer and grants a combo on hit.

B1 & B1D4: the strings with 2 have better startup damage (if hitconfirmed ) range and are safer.

121:
The last hit can be armored through if you're not close to your opponent and the string is unsafe.F412 is better in every aspect, the last hit of 141 can be armored from every range but the string is +2 on block.

123: The last hit can't be armored through but F412 is just a better string.

F21+3: there's no reason not to use F211+3.

DB4
:-72 on block. Probably one of the worst specials in the game, it's a 24 frame OH (but probably more before it connets with a crouching opponent). Have I already said that this move is -72 on block?

114: the last hit is a low but 112 is better since 114 grants no mixups (the hammer special is too slow to be considered a mixup in my opinion).

212: average range (for Takeda), very unsafe.
B112


I'd like to clarify that I'm not asking to buff the characters with those moves: I'm just listing them.
 
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KIllaByte

PSN: playakid700. Local name: BFGC MonkeyBizness
For Jax, there's nothing thatF4 does that F3 doesn't do slightly better, or way better.
They're both forward knees, but F3 has better frame data (startup, hitstun, recovery, and cancel) and goes way further?....
 

IrishMantis

Most humble shit talker ever!!!
I think Kenshis B2 is to crush pokes

Sub 114 seems useless maybe good for cyromancer but didn't look to much
 
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A F0xy Grampa

Problem X Promotions
F14 leads to optimal damage + hard knockdown as a combo ender in some situations. Wouldn't call it useless.
A hard knockdown with minimal advantage, 21 doesn't give a hard knockdown, but gives way more advantage for 1% less.

Can't think of any situation where f14 is better
 

coolwhip

Noob
As an ender, it gets shat on by 21, for all variations as well. The 1% difference is automatically made up in Buzzsaw and tempest anyway, so technically the f14 ender is less damaging and leaves you with less opportunities.
21 is generally a better ended but there are combos where gravity wise, you have to go for F14. It also sets up a b2 as a meaty.
 

TopTierHarley

Kytinn King
B21 is used for anti wakeup setups
B3 is used in the corner after a wasp cancel combo that would lead into a hkd. Plus it's swaggy.
If anything her 3 and B14 are her only useuseless strings/normals
 
Lao:
F1
F14
F3
F3D3
F34
F3D3 is horrible F34 might be just very bad?

For Jax, there's nothing thatF4 does that F3 doesn't do slightly better, or way better.
They're both forward knees, but F3 has better frame data (startup, hitstun, recovery, and cancel) and goes way further?....
The only thing F4 seems to do better is hitting airborn opponents but F3 is probably superior in nearly every case.

I think Kenshis B2 is to crush pokes

Sub 114 seems useless maybe good for cyromancer but didn't look to much
B2 goes over pokes but it's so slow (27) that everyone trying to poke you will indeed miss his poke but will also be very likely to block B2 for a full combo punish.
 
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KIllaByte

PSN: playakid700. Local name: BFGC MonkeyBizness
F3D3 is horrible F34 might be just very bad?



The only thing F4 seems to do better is hitting airborn opponents but F3 is probably superior in nearly every case.



B2 goes over pokes but it's so slow (27) that everyone trying to poke you will indeed miss his poke but will also be very likely to block B2 for a full combo punish.
F3 does struggle with anti-air, I'll consider F4 for that distance anti-air.
 
B21 is used for anti wakeup setups
B3 is used in the corner after a wasp cancel combo that would lead into a hkd. Plus it's swaggy.
If anything her 3 and B14 are her only useuseless strings/normals
I wasn't aware that B2 was a meaty (I tested it against sub's slide and it works :)): thanks for the usefull tip.
I still don't understand how B3 is used after a hkd.
What are your opinions on her 4?
 

PPJ

()
Premium Supporter
NetherRealm Studios
In MK9 IGAU and the most recent MKX there are always some strings or moves that appear somewhat subpar, some of those are complete and utter trash never to be seen in a competitive match.
I've always hated those moves but I'd like to list them in a thread (with your help of course) so that maybe someone can point out an use for them other people didn't think about or couldn't see.
Notation:
red = useless moves
orange = very subpar moves
yellow = reported moves I'd like to check

B21: Why would anyone want to use this string when D'Vorah has a mid string that is nearly twice as fast and goes further (F112)? I mean I know B2 is +2 on block but the string is still useless.

B3: 29 frame of startup for a mid hitting move that can't combo into anything and can't be special cancelled: 'nuff said...

B14: B12 does more damage when hitconfirmed into air grab and it's safer.

3: 16 frame high, same range as 1 (7 frames), there are three excellent strings starting with 1, 3 has none. 4 has better startup, range and hits mid.
no to all of these
 

TopTierHarley

Kytinn King
I wasn't aware that B2 was a meaty (I tested it against sub's slide and it works :)): thanks for the usefull tip.
I still don't understand how B3 is used after a hkd.
What are your opinions on her 4?
B3 is another meaty. I don't use her 4 much but it can be used in combos if you wc it. Also no problem
 

SaltShaker

In Zoning We Trust
With Kano we use every single one of our strings, but there's always space for useless moves.

Cybernetics Up Laser- I have no idea what they were thinking in development when they thought of this move. It is the definition of useless. An up laser with no range, speed, or priority. If you react to a jump in B1 for full combo or upball. If you react late upball or uppercut. There isn't a single reason to ever use this move in any scenario other than finishing a fight with a brutality.

Commando's Choke- -14 on block, -5 on hit? Need I say more? Utterly useless, garbage special move with no purpose in its current state.

Cutthroats EX Buff- While not garbage in the traditional sense, it raises eyebrows as to why you lose the buff on EX. No one in their right mind will waste a bar just to get tapped with a D4 after and lose the buff in an instant. Unless you are losing the game and have 2+ bars in the final round and need a desperation move, there isn't much reason to EX Buff.

Those are the 3 glaring culprits for Kano.
 
With Kano we use every single one of our strings, but there's always space for useless moves.

Cybernetics Up Laser- I have no idea what they were thinking in development when they thought of this move. It is the definition of useless. An up laser with no range, speed, or priority. If you react to a jump in B1 for full combo or upball. If you react late upball or uppercut. There isn't a single reason to ever use this move in any scenario other than finishing a fight with a brutality.

Commando's Choke- -14 on block, -5 on hit? Need I say more? Utterly useless, garbage special move with no purpose in its current state.

Cutthroats EX Buff- While not garbage in the traditional sense, it raises eyebrows as to why you lose the buff on EX. No one in their right mind will waste a bar just to get tapped with a D4 after and lose the buff in an instant. Unless you are losing the game and have 2+ bars in the final round and need a desperation move, there isn't much reason to EX Buff.

Those are the 3 glaring culprits for Kano.
I find extremely satisfying that I coldn't find a single useless normal while in the lab with cut throat Kano, that being said the up laser is probably a candidate for a spot.
EXDD3 can combo into B12 for extreme damage but I agree that using it outside a combo seems to be quite a bold move.
 
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