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MK vs DC character guides

SUPERMAN:

BEST NORMALS:
d1/d11 - singe or double crouching jab. this is actually a decent move to interrupt high attacks like jab pressure or any high trap. this move can also be used as a poke to try to set up an opening to get on the offensive. this is definitely not an abuseable move but it does have its place in Superman's game.

d3 - by far Superman's best low.

b1 - a high launcher. this move is 100% safe but hits high so it can be ducked or high crushed.

b2 - a mid launcher that is 100% safe.

11 - 2 fast jabs. this string has a 3rd hit (111) but using the 3rd hit is next to useless.

34 - 2 hit mid string that is very unsafe on block.

234 - 3 hit string that starts high. again, very unsafe on block. best used in juggles.


SPECIALS:
Heat Vision - bb1 then mash all buttons fast. can also be done in air.
Inhale Capture - db2
Soaring Knockout - df2
Ice Breath - df3
Ground Pound(GP)- dd4
Shoulder Charge - ff4
Up, Up and Away - db3
(After Up, Up and Away)
Hover Heat Vision Close - 1
Hover Heat Vision Far - 2
Ground Tremor - 4
Land - 3

PRO MOVES:
Inhale Capture, Hover - db2*db3
Inhale Capture, Soaring Knockout - db2*df2
Inhale Capture, Soaring Knockout, Hover - db2*df2*db3
Pro Ground Pound(PGP) - dd4*1+2
Soaring Knockout, Hover - df2*db3




STRATS:


METER:
There are 5 things Superman can do with meter.

1. Breaker Combo - if Superman breaks an attack where the opponent is grounded, meaning moves that do NOT count your opponent as being in air, and Superman is at maximum height(and i mean MAXIUM height) he gets a PGP then GP followup. should Superman use a breaker while in air and he doesnt break at maximum height, the PGP can be escaped with back tech recover(BTR).

2. Rage Shoulder Charge - when Superman has rage he can get guaranteed shoulder charge by linking it off of the rage unblockable activation. also, because he is on rage the shoulder charge will do rage mode damage.

3. Rage Pro Ground Pound - after the rage activation knockdown, Superman gets a guaranteed PGP unless the opponent quick recovers(QR). if they dont QR then the PGP is 100% free as is the dd4 followup and it CANNOT be escaped, not even with rage. if the opponent does QR Superman gets a run in 50/50 with d3/b2.

4. Rage Combo - anytime Superman lands a freeze breathe, be it on a grounded or in air opponent, Superman can rage activate and combo.

5. Rage Activation Combo - Superman gets a guaranteed RAC when the opponents back is to the wall.


Punishing:
when opponents are unsafe knowing how to punish PROPERLY is very important. there are several types of unsafe. there are moves that are only jab punishable, moves that are so unsafe that you get any move you want, moves that are very unsafe but leave the opponent far from you, and moves that cause the opponent to stay in air in front of you.

if a move is only jab punishable then use 11~df3 then combo accordingly. the same thing goes for extremely unsafe moves, anytime you can get a free combo of choice use 11~df3.

if a move is unsafe but it leaves the opponent to far for you to run up and combo, use ff4. an example of a move like this would be raidens ff2. after blocking it you dont have enough time to dash up and combo so use ff4 to punish it.

for moves that leave the opponent in air for a few frames you have a few options. you can try to time a 11~df3 to hit them right as they land, u2/b1/b2 then combo accordingly, or just dd4*1+2 as they land if they have a breaker.

Unbreakable:
when opponents have a breaker or are close to getting breaker Superman can use an unbreakable combo. this is a MAJOR advantage as not many characters have unbreakable combos. in MKDC, the ability to dish out good damage when opponents have breaker is huge. ppl are also less likely to even try to be risky even though they have a breaker/close to having a breaker because of his unbreakable. this is also a mental advantage over your opponent as much as it is a character advantage. any time Superman gets a launch he can PGP then dd4 for a combo that is unbreakable unless they breaker the launcher. if you block a move that causes the opponent to spin in a ball then you can PGP as they land for a 100% unbreakable combo punish.

Meter Management:
do NOT be a fool with your meter. your meter is POWER! DO NOT WASTE IT! BE SAFE!!!! if you get caught with a grounded combo and you can afford to eat the combo, EAT THE COMBO! it is more frustrating to your opponent when they cant get you to waste your breaker then it is for you to eat a ground combo you can afford to eat. use your meter for rage combo, rage activate mixup, air breaker into PGP/run in 50/50, if you are foolish and waste your breaker then you are wasting one of Superman's better tools by burning meter. also, DO NOT just activate rage "just because". save it for a rage combo after freeze breath hits or if you do activate, at least make sure you do it close to the opponent so you the a mixup off of the knockdown.

KOMBAT
first off please do not fool yourself into thinking that heat vision/gp is a zoning mixup, neither is hover heat vision/hover gp. these are easily avoided by stepping then jump toward superman when they see any special. the laser wont hit them because its a step then jump and the gp wont hit because of the jump.

heat vision is a good projectile when used right. in fact, its is the second best ground projectile in the game. besides doing great damage it also leaves Superman at a little advantage on hit and it can also anti-air. using air heat vision to punish other projectiles while jumping over them is ok at best but not recommended. better to ss then ground eye beam again as it does more damage when it hits and builds meter while staying safe.

be mindful that moves like shoulder charge/freeze breath/inhale/soaring knockout are not moves to throw out just to "check" your opponent. this is NOT online here so lag will not save you. you WILL eat FULL combos when you throw these moves out "just because".

use his L1 throw into pillars for combos every chance you get. know where you are on the stage at all times. after L1 throw into pillar you can freeze breath then combo or PGP for unbreakable damage.

using d3 into special is great but unsafe but it is a necessary risk. you can use d3~db2*df2*db3 or d3~df2*db3,4. d3~df2*db3 is MUCH easier and more practical. dashing in and stopping just short i.e. sweep range is a good place to stick this move in.

you can use b2 as a mixup to d3. b2 also has great priority and surprising range.

b1 should be used already in combo and not be thrown out randomly praying for a launcher to hit.

keep out game with heat vision when combined with short dash d3/b2 is a good tactic and not so easy to get around. the opponent doesnt know if you will heat vision or dash in and strike/throw or dash in and stop short and do nothing and cause them to wiff. also, if the opponent tries to time a jump assuming you will heat vision, anti-air with u2 then combo accordingly.


When Standard Uppercut or FF4 Hit:
PGP is not guaranteed after any of these options because the opponent can QR but it is a 50/50 trap. after uppercut or ff4 you can run in and mix up between d3/b2 or throws. if the opponent chooses not to QR and get up into the mixup then you can get a PGP guaranteed.

DF2*DB3,33:
let me explain what 33 is. after you cancel df2 with the db3 pro move you can land VERY fast by rapidly tapping 3, this allows Superman to land before you can recover and he can add a PGP to the combo.

About D3:
d3~df2*db3,33,dd4*1+2,dd4 is a combo that does 36%... yes, 36% guaranteed after landing a high crushing low punch with great range. unfortunately for your opponent ducking gets punished by his b2 safe mid launcher that leads to a combo that does almost 50%.


The Power of df2:
when doing combos that df2 links into i.e. d3~df2. this combo is guaranteed to always do 13% at minimum even if they try to break it. thats right, even if they try to breaker then punch STILL takes some damage. this is big because MKDC doesnt have characters take damage when they breaker.


Corner Trap:
anytime you land a df2 promove so that the opponents back is to the wall you can finish the combo by doing 4 which is the standard air gp. so the command would be df2*db3,4. why do this over 33 then PGP? because the standard air gp gives Superman major adv and the opponent(when cornered after it hits) cannot interrupt Superman and they must guess on d3,b2,throws.

STANDARD COMBOS:
1. 11~df3,b1,b1,234~dd4*1+2, dd4
2. 11~df3,b1,b1,234~df2*db3,33,dd4*1+2,dd4
3. b2/u2/b1,b1,234~dd4*1+2,dd4
4. b2/u2/b1,b1,234~df2*db3,4
5. d3~df2*db3,33,dd4*1+2,dd4
6. L1 throw into pillar,df3,234~dd4*1+2, dd4
7. L1 throw into pillar,df3,234~df2*db3,33,dd4*1+2,dd4
8. L1 throw into pillar, dd4*1+2,dd4 (unbreakable after throw)
9. u2/b2/b1,dd4*1+2,dd4 (unbreakable after 1st hit)
10. air breaker,dd4*1+2,dd4 (unbreakable)
11. anti-air cross-up uppercut,dd4*1+2,dd4 (unbreakable after 1st hit)
12.
- CREDIT: Check for this video

RAGE COMBOS:
1. 11~df3,RAGE,b1,b1,234~df2*db3,33,dd4*1+2,dd4
2. u2/b2/b1, b1, df3,RAGE,234~df2*db3,33,dd4*1+2,dd4
3. L1 throw into pillar, df3,RAGE, 234~df2*db3,33,dd4*1+2,dd4
4. *OPPONENTS BACK TO WALL - b2/u2/b1,RAGE,u2, (3)4~df3,(ssu putting your shoulder to the wall)234~df2*db3,4
5. *OPPONENTS BACK TO WALL - b2/u2/b1,RAGE,u2, (3)4~df3,(ssu putting your shoulder to the wall)234~dd4*1+2,dd4 (unbreakable after activation)

RAGE ACTIVATION COMBO:
1. RAGE~ff4
2. *OPPONENTS BACK TO WALL - RAGE~d1~df2*db3,33,dd4*1+2,dd4 (unbreakable)
3. *OPPONENTS BACK TO WALL - RAGE~d1~df3,b2, (3)4~df3,(ssu/ssd putting your shoulder to the wall)234~dd4*1+2,dd4

RAGE EXPLOITS:
1 . - CREDIT: Check for this video
2. - CREDIT: Check for this video


***SIDE NOTE***:
the only time uppercut gives a free PGP is after an anti-air uppercut on an opponent already high in air so that the uppercut sends them ridiculously high or after an anti-air cross-up uppercut. what is an anti-air cross-up uppercut? an anti-air cross-up uppercut is when your opponent tries to jump over you and you uppercut them as your body transitions from one side to the next.
 

Seapeople

This one's for you
Good stuff.

I've never used superman but one more combo I think could be added to his list is 11~df3, rage, 11, 11, 11df3, b1,b1,234~df2*db3,33,dd4*1+2,dd4
 
thanks for your input.

i didnt use that combo because it becomes breakable. the combo i listed is to do your damage and by the time rage wears off you are doing the PGP which is unbreakable.
 
SUB-ZERO

OPENING:


BEST NORMALS:
d1 - crouching jab that grants advantage on block or hit.

1 - standing jab that grants advantage on block or hit.

11 - two standing jabs that allow Sub-Zero to link in a freeze for combos. is adv on block.

4 - mid knee that allows Sub-Zero to link in a freeze for combos.

4,3 - two hit mid,mid string mainly used to end combos.

b2,4 - mid lunging punch followed by high knee that allows Sub-Zero to link in a freeze for combos.(doesn't work vs crouching opponents)

b2,4,3 - three hit mid,high,high string mainly used to end combos.

b4 - mid launcher. is punished by full combos by fast jabbers or characters with fast specials on block. can also be punished by d1~special by every character.

2b4 - 3 hit mid,mid,mid string that is safe on block vs every character besides flash. on hit in open space Sub-Zero can only combo with a slide follow up. with the opponents back to the wall he can get juggles without ice blast if all 3 hits connect. if the 2 is blocked or wiffed and just the b4 connects with the opponents back to wall then Sub-Zero can connect with an ice blast.

About b4/2b4 and b2 string -

SPECIALS:
db1(ice statue) - if the opponent strikes with an attack that hits high or mid during the active frames of the ice statue then Sub-Zero will land a counter attack for 10% damage. this can also be used for corner combos. when this move wiffs the opponent gets combo of choice.

df3(Sub-Zero's classic ice blast) - safe vs most characters from range, on hit it freezes the opponent granting Sub-Zero a combo of choice. from closer ranges to close range this move is punished by specials/combo of choice on block.

db2(ice nugget) - an ice nugget appears above the opponents head and falls on them. this move is unblockable but very easy to avoid, leaving Sub-Zero open for punishment, unless its in combo. this move is unbreakable.

bf4(slide) - Sub-Zero's classic slide. hits low, very unsafe on block.

db3(ice teleport) - a non striking move where Sub-Zero teleports behind his opponent. Sub-Zero is vulnerable during the opening of the start of the teleport and the opening frames after the teleport.


PRO MOVES:
db3*db1 - this is the promove version of the teleport. Sub-Zero teleports then goes into ice statue. if the opponent tries to attack during the vulnerable frames after the teleport, the ice statue catches their attempt as long as their strike hit high or mid.

bf4*db3 - promove version of the slide. after the slide Sub-Zero teleports. on block this move is still unsafe as the opponent can quickly punish Sub-Zero at the opening frames of the teleport and the opening frames after the teleport.

bf4*db3*db1 - a three move link chaining slide to teleport to ice statue. if the opponent doesnt punish Sub-Zero before the teleport but instead tries to attack after the teleport, the ice statue will catch the opponent as long as they strike with a high or mid attack.


STRATS

METER:
Sub-Zero's meter game consists of using rage for GUARANTEED damage anywhere on the screen.

*Meter Examples:
1.
2.
3.
4.
5.
6.


METER MANAGEMENT:
versus an opponent at the HIGHEST level realize that generally you will get the chance to use 2 breakers and 1 rage combo per game, having to use less breakers means more rage combos. usually using 2-3 or more breakers means no rage combo for you. this means that Sub-Zero must be played with very little risk. dont be so careless. no random b4s vs fast jabbers or random ice statues or random Ice Blasts for no reason or random slides just because. be careful, be safe!!!! meter is life or death!

BUILDING METER:
because Sub-Zero has advantage after 1,11, and d1 he can pressure with a series of pokes and gain meter vs a blocking opponent.

FRAME TRAPS:
again, because Sub-Zero has advantage after 1,11, and d1 on block/hit he can pressure with a series of strikes that cannot be interrupted. after 1 or d1 are blocked or hit Sub-zero has a few options.

1. pressure with another 1,11, or d1.

2. follow up with instant u2(Iu2) in case the opponent tries to strike, jump, or duck. (remember to make sure its an Iu2 otherwise the opponent may be able to duck it)

3. follow up with 4 which can't be interrupted or crouched and allows you to link in a df3 ice blast.

4. follow up with b4 or 2b4 which can't be interrupted or crouched.

UNBREAKABLE:
the only unbreakable Sub-zero has is his db2 ice nugget. the only time it is ever guaranteed is after a df3 freeze or if the opponent rolls back after a knockdown/breaker.

PILLARS:
do not hesitate to abuse L1 throw into pillars. any time you land an L1 throw into pillar df3 freeze is guaranteed then combo accordingly.

ANTI-AIR(AA):
Sub-Zero can aa with u2 or b4. b4 has WAY more range then u2 so i advise using b4 when the opponent jumps from a range.

PUNISHING:
1. vs moves that are only jab punishable - punish with 11~df3

2. vs moves that are EXREMELY negative - punish with 4~df3or b4

3. vs Flash bf4 - punish with b24~df3

4. vs moves that leave the opponent spinning in air in a ball like raiden ff4 on block - punish with b4, or u2, or df3 then db2 if you need an unbreakable.

GENERAL WAY OF FIGHTING:
ok, sub-zero is more defensive then offensive but he does have some offensive tools. remember...this is not online! pro move slide wont be safe.. EVER. b4 is not advantage.. EVER!! in fact, b4 when blocked offline means you get punished by full combos vs fast jabbers and characters with fast specials. db3 teleport WILL NOT grant you advantage after teleport. BE SAFE!! know how to place your normals and specials. Sub-Zero plays off of his opponent. he baits you into making mistakes. when you have rage realize that your opponent is in trouble, they get hit and its game over. you dont get rage by making 99 mistakes per round because you have no patience.


STANDARD COMBOS:
1. L1 throw into pillar, df3, 43~db2
2. u2, 4~df3, 43~db2
3. 11~df3, b4, f1,f1,f1, 43~db2
4. b4, df3, b243~db2
5. df3, 4~df3, b4, f1,f1,f1,43~db2
6. 4~df3, b4, f1,f1,f1,43~db2
7. b24~df3, b4, f1,f1,f1,43~db2
8. df3, db2 (unbreakable)
9. b4/u2, df3, db2 (unbreakable after 1st hit)
10. 4~df3/b24~df3, db2 (unbreakable after 1st hit/2hits)
11. L1 throw into pillar, df3, db2 (unbreakable after throw)
12.
- CREDIT: Check for this video

RAGE COMBOS:
1. 11~df3,RAGE,b24, b4,b243~db2
2. df3, 4~df3,RAGE,b24, b4,b243~db2
3. df3,RAGE,b24, b4,b243~db2
4. 4~df3,RAGE,b24, b4,b243~db2
5. b24~df3,RAGE,b24, b4,b243~db2
6. b4,df3,RAGE,b24, b4,b243~db2
7. u2,4~df3,RAGE,b24, b4,b243~db2
8. L1 throw into pillar,df3,RAGE,b24, b4,b243~db2
9. *OPPONENTS BACK TO WALL - u2,4~df3 or b4 df3,RAGE,b24, b4,1,43~db1, 43~db2
11. *OPPONENTS BACK TO WALL - u2,4~df3 or b4 df3, b24,RAGE~d1~df3,b24, b4,1,43~db1, 43~db2


RAGE ACTIVATION COMBOS:
1. *OPPONENTS BACK TO WALL - RAGE~d1~df3,b24, b4,1,43~db2
2. *OPPONENTS BACK TO WALL - RAGE~d1~df3,b24, b4,1,43~db1, 43~db2
3. RAGE~bf4
 

techn9ne

Footsies
Good stuff.

I've never used superman but one more combo I think could be added to his list is 11~df3, rage, 11, 11, 11df3, b1,b1,234~df2*db3,33,dd4*1+2,dd4
This combo will not work, in order for a combo to be a true rage exploit, the exploit part has to start as a mid attack. The mid attack hits you when you down block. 11 11df3 after rage in this combo can be ducked
 

Seapeople

This one's for you
This combo will not work, in order for a combo to be a true rage exploit, the exploit part has to start as a mid attack. The mid attack hits you when you down block. 11 11df3 after rage in this combo can be ducked
The df3 freezes the opponent and keeps them from ducking though. It also worked in this video

 

techn9ne

Footsies
The df3 freezes the opponent and keeps them from ducking though. It also worked in this video

Yes you are correct in this video, 11 11 11df3 work online only. Try this offline at a tourny and you have wasted your meter. Check out this video, this is an offline combo video, every exploit you see starts with a mid attack.


THANKS TO CHECK... EVERY COMBO YOU SEE WAS CREATED BY HIM.
 
GREEN LANTERN

BEST NORMALS:
d1 - crouching jab that grants adv on block and hit.

b2 - safe mid launcher.

b1 - low strike that also high crushes. unsafe on block.

d4 - low poke mainly used to finish a round/match or gain 1st hit of a match.

113 - 4 hit string that allows db1 link in. hits high,mid,high,high but the third and fourth hit cannot be ducked on block because the second hit jails for the third hit and the third hit jails for the fourth hit, forcing you to stand. on block it grants adv.


SPECIALS:
db1(green hand) - the best projectile in the game. it cannot be side stepped, can be used for aa, cannot be broken, and leads to breakable and unbreakable juggles. some characters cannot punish from max range but all can punish from close.

df3(green fist) - one of the faster projectiles with better then avg recovery. safe from far ranges, not from closer ranges.

bb3(green hammer) - unbreakable and hits mid so it cannot be low blocked and also has some aa properties. its GL's long range punisher. on hit it grants EXTREME adv. has some tracking to it but it can be side stepped simetimes. safe vs most only from far.

bf4(green wall) - 100% unsafe, totally worthless move. use it and die.

db2(overhead green hammer) - unbreakable, hits true mid, from max range is safe vs everyone but Flash.


PRO MOVES:
db2*db2*db2(triple hammer) - same properties as normal db2 only more hits. can be interrupted between all hits on block.



STRATS

METER:
Besides Shao Kahn, GL relies on meter more then any other character in the game. its his meter game complementing the rest of his tools that has him in the #1 spot, without his meter game he is not as good. this means you REALLY have to be able to manage your meter. GL uses meter for one reason, the breaker combo. when GL has meter it allows him to ABUSE specials without mercy because if the opponent tries to punish the will lose between 11%-29%(depending on the move broken) and GL will still have adv after then combo to follow up and build even more meter.


BREAKER COMBO:
after a breaker GL gets a combo. there are 2 situations after a breaker that require different combos.

1. if GL breakers a move where the opponent is grounded - db1 is guaranteed here and GL can follow up with 114~bb3 for 29% and adv after the fact(this combos is breakable, or he can combo with db2*db2*db2 for a 25% unbreakable combo.

2. if GL breakers a move where the opponent is airborne - bb3 is guaranteed here for 11% and adv after the fact.


BREAKER COMBO LIMITATIONS:
GL's breaker comes with its limits. if GL breakers while he is airborne then he gets no combo. if you get launched and you can survive the combo then eat it and save your meter. also, if a move is unbreakable GL cant breaker and thus cant combo.


ZONING:
1. df3 - from ranges abuse it. you main goal is mainly to build as much meter as fast as you can, taking damage is secondary to gaining meter. make sure to use df3 from ranges that keep it safe.

2. db1 - abuse this without mercy vs characters that cant punish from max range. when you have meter abuse it vs characters that dont have punishers that put them airborne. also, if your opponent jumps forward or backwards you cant db1 and catch them before they land.

3. bb3 - best if use to catch long range jumping. rarely use this.


USING 113:
113 gives GL advantage on block. after GL has gained the adv he can do several things based on what the read is on your opponents next move.

1. opponent does a crouch jab - because the first hit of 113 is high some players will try to crouch jab after the initial 113 is blocked in case you follow up with another 113. you have three options here. you can d1 and beat out their crouching jab, Iu2 to beat the crouching jab, or back up and db1 after their crouch jab wiffs.

2. opponent jumps forward - some players will try to jump over you in case you follow up with another 113 or d1. when this happens you again have more then one option. you can Iu2 catching then as they jump, or back up and db1 them out of the air.

3. opponent jumps back - some players jump back trying to escape another 113 or d1. again more then one option. Iu2 will catch them as they jump or do nothing and db1 them as they are in the air.

4. opponent stands/ducks and blocks - you can follow up with 113, d1, b1/b2 50/50



PUNISHING:
1. vs moves only jab punishable - punish with 113~db1

2. vs moves only punished by faster specials - punish with db1

3. vs moves leaving the opponent spinning in air - punish with u2 or db1

4. vs moves punished by combo of choice - punish with 113~db1

**NOTE** you can punish any of the situations listed above with db1 then db2 pro move for an unbreakable combo if they have meter and you need the damage.


UNBREAKABLE:
doing any special GL has in combo barring bf4 is unbreakable.


CORNER TRAP:
anytime bb3 hits a cornered opponent be it in or out of a combo GL gets a 113 attempt 100% guaranteed and it must be blocked or the opponent dies. the 113 cannot be interrupted, jump escaped, or even crouched. 113 MUST be guarded which means GL at minimum gets chip damage, more meter, and gets to keep adv leaving you stuck in a frame trap.


STANDARD COMBOS:
1. db1, db2*db2*db2 (unbreakable)
2. db1, 4~db2*db2*db2 (ender is unbreakable)
3. db1, 114~bb3
4. db1, 1, 113~bb3
5. u2, db1, db2*db2*db2 (ender is unbreakable)
6. u2, db1, 4~db2*db2*db2 (ender is unbreakable)
7. u2, db1, 114~bb3
8. u2, db1, 1, 114~bb3
9. 113~db1, db2*db2*db2 (ender is unbreakable)
10. 113~db1, 114~bb3
11. 113~db1, 1, 114~bb3
12. 113~db1, 4~db2*db2*db2 (ender is unbreakable)
13. Breaker~db1, db2*db2*db2 (unbreakable)
14. Breaker~db1, 114~bb3

RAGE COMBOS:
*OPPONENTS BACK TO WALL - u2,RAGE,u2, (1)13~db1, 114~bb3
*OPPONENTS BACK TO WALL - db1,u2,RAGE,u2, (1)13~db1, 114~bb3
*OPPONENTS BACK TO WALL - 113~db1,RAGE,u2, (1)13~db1, 114~bb3

RAGE ACTIVATION COMBOS:
*OPPONENTS BACK TO WALL - RAGE~d1~bb3,(1)13~db1,ssu/ssd, 114~bb3
*OPPONENTS BACK TO WALL - RAGE~db1,bb3,(1)13~db1,ssu/ssd, 114~bb3
*OPPONENTS BACK TO WALL - RAGE~db1,ssu/ssd, 114~bb3
 

Dark_Rob

Noob
Tom could you do one of these for Kitana? I know virtually nothing about this game, but Id like to start trying to learn a little so I can at least play in the MKDC tourney at Winter Brawl. Kitana looks like she can zone well with her air fans and I like characters like that so I figured Id start with her.
 
Tom could you do one of these for Kitana? I know virtually nothing about this game, but Id like to start trying to learn a little so I can at least play in the MKDC tourney at Winter Brawl. Kitana looks like she can zone well with her air fans and I like characters like that so I figured Id start with her.
will do, i'll do it this weekend.
 
KITANA

BEST NORMALS:
d1 - crouching jab that grants advantage on block or hit.

1 - standing jab that grants advantage on block or hit. specials can also be linked in.

11 - two standing jabs.

31 - mid,high string that grants adv on block. while the second hit is high, it cannot be ducked after 3 is blocked because it jails.

32 - three hit string that hits mid,high,high. the high hits can only be ducked by female characters due to hit boxes. while this string doesnt grant adv on block it is 100% safe. if you link a special you must cancel into the special on the second hit of the string. if you cancel on the third hit the special will be blockable.

2 - the last two hits of the above string with the exact same properties.

b4 - low poke that gives Kitana adv on hit. is punished universally by uppercut on block, flash gets bf4 spin into 42% combo.

b3 - sweep that high crushes and knocks down on hit. is punished universally by uppercut on block, flash gets bf4 spin into 42% combo.


SPECIALS:
ff1(ground fan throw) - her standard fan throw. she throws 2 fans that hit special mid so they cannot be ducked but can be blocked with crouch block. EXTREMELY unsafe on block unless she is almost full screen and even then some characters still punish it. almost every character in the game can punish it regardless of distance if they side step the attack.

while in air ff1(air fan throw) - this is the best airborne projectile in the game. you can cancel your jump with a fan anywhere from the highest point of a jump to its lowest which brings us to her instant air fan(Iaf). canceling her jump at its lowest point with a fan throw results in Iaf. VERY fast recovery, great for building meter.

bb1(fan lift) - classic fan lift giving kitana a juggle. not very useful in MKDC.

df4(roll) - an evasive launching move that has high crushing properties. this move is blockable by block in general, standing or crouching block.

db2(square wave) - her usual square wave special found in every MK game. it can be used as anti-air or to get away from your opponent.

df2(fan spin) - this special hits true mid so it cannot be ducked or crouch blocked. flash, shao kahn, superman, wonder woman, baraka, kano, raiden, liu kang, and scorpion can punish it with a fast special. every other character MUST punish it with a combo by using quick release. without quick release certain characters cannot punish this attack at all so because quick release is not easy take note if your opponent can do it or even knows about it. if they either dont know about it or cannot do it then this attack will become safe and abuseable vs certain characters.

db1(teleport) - this move can be done grounded or in air and also has 2 followups. db1 then 1 or 2 will teleport to a mid kick launcher and db1 then 3 or 4 will teleport to a low kick. these attacks can be interrupted by almost any attack in the game.


PRO MOVES:
db2*ff1 - this is the pro move version of her square wave. after the punches connect you can cancel to an air fan throw by inputting ff1 as the last punch makes hits the opponent.


STRATS

METER:
Kitana is another character in MKDC who's meter game is very important. she has a ground breaker combo in corners as well as a corner RAC and one of the best RE's in the game.

BUILDING METER:
Kitana can build meter 2 ways, her zoning and her pokes that have advantage. her Iaf is one of the best ways to build meter in the game. using air fans while running away is one of the most effective ways to build meter. kitana isnt just limited to zoning though, she also has one of the best up close games in MKDC as well because she has advantage after 1 and d1 and can pressure with a series of pokes and gain meter vs a blocking opponent. a sequence like 1,31,d1,d1,31,1, etc.. cannot be interrupted and on block will build meter.

POKING AND USING FRAME ADVANTAGE:
her df4 roll special, b3 high crushing sweep, and d1 make it very hard to ever approach her with highs. her 1, 31, and d1 all have advantage and she can also slip in her b4 low kick if you are stand blocking which also gives her adv on hit to continue the pressure. after 1, d1, or 31 is blocked kitana has a few options..

1. continue poking with a series of 1s. (only after 1 and d1 are blocked, not after 31 is blocked)
2. continue with d1 to keep the adv and continue pressure.
3. 31 which hits mid so it will catch players trying to crouch or high crush out of her high pokes. (only after 1 and d1 are blocked, not after 31 is blocked)
4. Iu2 if the opponent tries to jump out, this will also hit a crouching opponent.
5. b4 if they are standing.
6. 32 for chip.

***NOTE***
after 31 is blocked Kitana cannot follow up with another 1 or another 31, she can cancel her recovery after 31 with d1 and in doing so has 31 leaving her at adv because the cancel to d1 cannot be interrupted. after d1 is blocked she can 1, 31, or d1 again.

ZONING:
her Iaf is her best zoning tool. being able to air fan at the lowest possible height is totally safe from mid to far ranges unless you are fighting flash or a character with a teleport, otherwise the opponent has to anticipate it then throw out a ss special which could land them in big trouble. kitana can also jump back throwing standard air fans at all different heights. it is very difficult to approach her without a teleport.

ANTI-AIR
besides using the generic u2 kitana has 2 other ways to aa. her air fans will catch any jumpers and will also give her a combo. her db2 square wave will also aa.

DF4 ROLL PROPERTIES:
her df4 roll will roll through any projectile except for GL's green hand, Sonya's low rings, Liu Kang's low fireball, and Deathstrokes close grenade. if you anticipate a projectile attack you can df4 from up to 3/4 screen away.

PUNISHING:
1. vs moves only jab punished - punish with 11~df4

2. vs moves that cause the opponent to get knocked back - punish with df4

3. vs moves leaving the opponent spinning in air - punish with u2 or db2. punish with air fans if you need an unbreakable.

4. vs moves punished by combo of choice - punish with 31~df4

5. vs moves only punished by fast specials - df4 or quick release and 11~df4

6. vs slower recovering specials from closer ranges - punish with df4.

UNBREAKABLE:
Kitanas af is one of the best unbreakables in the game. after any launcher she can use af for an unbreakable combo.

STANDARD COMBOS:
1. u2/df4, 4x af (unbreakable)
2. u2/df4, 3x af, df2*ff1
3. u2/df4, 2X af, 34~df2
4. jumpkick~af, 3x Iaf (unbreakable)
5. jumpkick~af, 2x Iaf, db2*ff1
6. jumpkick~af, af, f1,f1,34~df2
7. L1 throw into pillar, af (unbreakable)
8. L1 throw into pillar, db2*ff1
9. L1 throw into pillar, 34~df2
10. 31~df4, 2x af (unbrakable ender)
11. 31~df4, af, db2*ff1
12. 31~df4, af, f1,f1, 34~df2
13. aa af, 4x af (unbreakable)
14. aa af, 3x af, db2*ff1
15. db1 2, 3x af, db2*ff1
16. db1 2, af, f1,f1,f1, 32~df2

RAGE COMBO:
1. *YOUR BACK TO WALL - 31~df4/df4,af,RAGE,u2, (3)2,(3)2,(3)2~df4, 4x af
2. *OPPONENTS BACK TO WALL - u2,RAGE,u2, (3)2,(3)2,(3)2~df4, 4x af (unbreakable)

RAGE ACTIVATION COMBOS:
*OPPONENTS BACK TO WALL - RAGE~d1~df4, u2, (walk in), (3)2,(3)2~df4, 4x af (unbreakable)

RAGE EXPLOITS:
- CREDIT: Check for this video
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
EDIT: Actually, instead of linking in this topic, I'm gonna make a page similar to UltimateMK's UMK3 guide page.
 

Seapeople

This one's for you
RAGE ACTIVATION COMBO:
1. *OPPONENTS BACK TO WALL*RAGE~d1~df3,(b2)4~df3, 43~db2 (unbreakable)
2. *OPPONENTS BACK TO WALL*RAGE~d1~df3,u2, (b2)4~df3,b4,1, 43~db1, 43~db2
I don't think either of these Sub Zero combos will work.

After (b2)4~df3 in the first combo the opponent would refreeze and fall down. It could go d1~df3,(b2)4, b4, 1, 43~db2.
After u2 in the second combo I think they can roll out, but I'm not positive.


There's also one rage exploit I use with green lantern next to the wall:

db1, rage, 4~bb3, (1)13~db1, 4~bb3 = 65% unbreakable and unavoidable. It's not worth planning your meter around but it can come in handy
 
I don't think either of these Sub Zero combos will work.

After (b2)4~df3 in the first combo the opponent would refreeze and fall down. It could go d1~df3,(b2)4, b4, 1, 43~db2.
After u2 in the second combo I think they can roll out, but I'm not positive.
i left an u2 out of the 1st combo, i corrected it now. the second combo is 100% guaranteed as is the 1st. let me explain as the combo happens..

with their back to the wall you activate rage which causes the knock back. you can d1 them as they are still in the air from the rage activation and link in a freeze after d1 hits. at this point they are frozen in the air so when you u2 them they splat face down. when they are splat face down is when you do b24~df3, the b2 is blocked and 4 is unblockable due to rage properties and the df3 is guaranteed after 4 hits. and they are frozen standing.

as for a GL rage activate combo... with their back to the wall rage activate~d1~bb3, (1)13~db1, 114~bb3 or again with their back to wall u2, RAGE, u2, (1)13~db1, 114~bb3.
 
kitana is basically done, im sure i'll look her over and see i missed a few things later. rob, if you have any questions i'll be glad to help and i'm sure reo will help you also.
 
this was originally posted by REO over a year ago. i also added a few things to it.


The Flash


Punishing:
BF4 is the best punisher in Flash's disposal by far, it comes out instantly and has an insane full screen reach. Can be buffered out of block easily and leads to a free combo after hit. BF2 can also be used for punishing, but I advise not to, since BF4 is all that is needed for punishing mistakes. 3 can also be used for punshing unsafe moves on block up close. 3,BF4 leads to more damage than BF4 alone, so always be on the look out if BF4 can be replaced by 3,BF4 in the current situation.

Anti-Aerial Game:
As mentioned above, BF4 takes the cake. Jumping against a good Flash is a risk because he can dish out a BF4 instantly and catch you in the air allowing a free juggle.

Offense
Flash strikes fear up close with the damage opportunity his mix-up game gives. B3 is a fast low with great range and equipped with pop up on hit. Beware as it is punishable on crouch block and using this move carelessly will get you killed. B3 also has no tracking whatsoever, this move will whiff if your opponent is sidestepping. 3 is a fast mid with great range. 3 alone is not safe on block and terrible on whiff. This move is very good if used correctly which I will explain briefly - On block, use 3,1 to avoid getting punished for 3 alone. On hit, use 3,BF4 to maximize the damage you will be able to dish out. D4 is a very, very fast and safe medium poke with poor range. D4 is especially a nuisance when you have someone pinned against a wall. By using sidestep-cancel, D4 will give advantage on block. 3,1 is a nice, safe(on block), realiable mid dial. 2,2 is a quick, safe double jab dial. Applying sidestep-cancel with 2,2 will give advantage on block.

Meter Management
Using breakers with Flash should be the last thing on your mind, only exception is if you desperately need to use your breaker to avoid losing a round. With that being said, you should always be saving your meters for Rage Mode. When Flash has his Rage meter full, he is an extreme threat as he can get a free BF4 after activating Rage Mode close-up ANYWHERE on the screen.

Glitch Grab:
Flash has his glitch grab which freezes the opponent and grants a free air combo of choice on the start of the next round - if done correctly in the previous round. Performing this move requires using DB1:1+3 when the opponent has less than 5% health left, applies to round 1 and 2 only. You won't find yourself using this every round, as it is entirely situational and dependent on your opponent's health.

Useless Moves:
BF2 - This special is useless alone and is only ever found useful when ending a combo. It can be punished severely.

DB3 - Useless teleport move as it is punishable on reaction.

DB2 - Very unsafe move on whiff and block.

DB4 - Can be punished on reaction with full combos.

D3 - This move should only ever be used when an opponent is laying on the ground as you're in Rage Mode.[

4 - Do not let the speed of this move fool you, it is punishable on block easily.



i wanna add a few things onto what REO said....

DB4:
some players may read REO say db4 is worthless and ask why. well technically its not TOTALLY worthless. when your opponent is trying to zone you, db4 can punish their zoning attempt. after db4 hits flash can get a bf4 to land then combo. to land the db4 requires you to guess vs faster projectiles. a better option is to ss, then when you see the projectile, use bf4 as this will work vs any zoner from almost full screen and can be done on reaction.

DB3:
the reason why db3 can be risky is because flash can be uppercut before he can even block. he can db3 then duck and avoid the uppercut but then the opponent can u2 and hit you crouching or out of any normal strike. u can db3 and stand block the u2 but then if they uppercut instead of u2 you will get hit by the uppercut, so its kind of a yomi situation. you can db3 then try to activate rage as you appear next to your opponent but this can be easily escaped by jumping back. if you know the opponent will jump back then you can db3 then aa bf4 them out of the air but if your opponent does not jump back but instead does an uppercut, or u2, etc you will get hit. so, it really still turns into a yomi situation even with rage.

RESET:
now lets move onto the flash's reset and what is and is not allowed to prevent yourself from using a semi inf. the flash infinite is a series of reset combos that re-launches your opponent every rotation and it is one of the 2 infinites that are banned. a basic example of the flash infinte would be this: any launcher/aa bf4 catching the opponent jumping, then either db3 or wait for them to hit the ground. when this happens b3 is unblockable and will re-launch. after the re-launch bf4 again, rinse and repeat. the infinite and any semi infinite is banned. instead we allow the flash to do 1 reset going into a combo of choice.

a legal reset is any combo you want provided you do not do a second reset. an example of an illegal reset combo would be b3,4~bf4,(wait for opponent to land)re-launch with b3,4~bf4,(wait for opponent to land)221,4~bf2. lets examine the combo now: b3,4~bf4,(wait for opponent to land) = 1st reset, the opponent has landed and cannot block the next combo. re-launch with b3,4~bf4,(wait for opponent to land) = second reset, again the opponent has landed and again the damage is reset and the opponent cannot block the combo. 221,4~bf2 = the ground combo after the reset, even though this ending combo did not result in an infinite its is not legit because a second reset was done.

a legal version of the same combo would be: b3,4~bf4,(wait for opponent to land) 221, 4~bf2. notice how the reset was done once followed by an otg combo. is it still legal to b3 re-launch after the reset? yes but when b3 re-launches u must finish the combo as a juggle, u cannot let them land again then combo. the most common reset combo is: any launcher/aa bf4,4~bf4, db3, 3~bf4,221~db4m 4~bf2

CORNER TRAP:
flash has a good corner setup after any launcher. if the flash launches the opponent with their back to a wall then he can u2 then u2 again to plant you. while planted u cannot roll and because of the animation of the plant flash gets a b3/standing 3 mixup. if u try to roll and dont attempt to block the mixup at all then u will get hit by either option and flash will get a combo.

OPEN SPACE SETUP:
flash also has a good setup after 221 combo launches in open space. after this launch flash let you hit the ground and can walk forward then b3. the opponent must low block or they will get launched, if they try to low block then you can use standing 3 then combo. the 221 setup is also a setup for a guaranteed RAC. if flash has rage and he lands 221 then dash in RAC is 100% guaranteed.

HIT BOX VERSUS FEMALE CHARACTERS:
vs female characters the fist hit of 3 wiffs when they crouch block if both characters are in the same stance position (open stance, closed stance) but if one of you is in open and the other in closed or vice versa then both hits connect. in short, for both hits connect here the characters must be in opposite stances.

STANDARD COMBOS:
1. bf4, 221, 4~bf2
2, bf4, 221~db4, 4~bf2
3. 3~bf4, 221, 4~bf2
4. 3~bf4m 221~db4, 4~bf2
5. aa bf4/b3/u2, 4~bf4,db3, 221, 4~bf2
5. aa bf4/b3/u2, 4~bf4,db3, 221~db4, 4~bf2

RAGE ACTIVATION COMBOS:
1. RAGE~bf4,db3,(2)2, 221~db4, 4~bf2
2. RAGE~bf4,db3,(1)1, (1)1~bf4, 221~db4, 4~bf2


***NOTE***
one last thing i want to add is that it is important to NEVER randomly throw out 3~bf4 as a guess. the window to link in bf4 after 3 hits is HUGE so its very easy to hit confirm the 3. ALWAYS hit confirm 3~bf4, never EVER just throw it out.
 

Seapeople

This one's for you
as for a GL rage activate combo... with their back to the wall rage activate~d1~bb3, (1)13~db1, 114~bb3 or again with their back to wall u2, RAGE, u2, (1)13~db1, 114~bb3.
With an opponent in the corner, Green Lantern can rage into db1/ d1~bb3/ d4~bb3/ Iu2 and rage exploit accordingly. All of these except d4~bb3 require great timing, and are extremely risky since GL is completely based off meter.

If Green Lantern lands db1, u2 or b2 against a cornerned opponent, he can rage into u2/ 114~bb3/ 4~bb3 and rage exploit accordingly.

Really, as long as you know that you will land over 58% damage (the amount of 2 breaker grabs) then a REC is worth doing.

Here's a video for one of his highest damaging exploits, created by Check: