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What are Top 10 moves of every Variation/ Char?

Eddy Wang

Skarlet scientist
Hey guys, I would like see what do you guys think about this, the other goal behind this is also to see if there is a variation whose top 10 moves feels more like something pretty bad compared to others variations top 10 moves.

In order to reduce the work and having lots of ppl putting thousands of reduntant lists of characters they might not even main, do a top 10 moves for variations you main only.
Note: There might be characters which share universal top 10 moves among their variations, its completely normal.

I begin.

Ninjutsu Scorpion
1. Teleport (the mb version can trip guard or anti-air almost anyone on good reads, great hit advantage)
2. D4
3. F2
4. B2
5. NJP
6. Standing 1
7. B3
8. J3
9. B121
10. Teleport Cancel (can escape long ranged strings and reposition himself for punish or neutral)


Hat Trick
1. Hat-a-rang
2. Forward Hat Trap
3. Forward Low Hat Trap
4. F2
5. B2
6. J2
7. Ex Hat Call back
8. B321 (this in particular because its an untech-able Knockdown which immediately cancels into Hat traps)
9. Standing 1
10. 11212
 

oaoo94

Owner of HAZARDOUS Gaming
Cybernetic Kano

1. B1
2. B13
3. 112
4. B31
5. B131+3
6. B232+4
7. BF3 [MB]
8. DF2
9. DF2 [MB]
10. DB1
 

Creepy00

Noob
Grandmaster Sub
1. Ice clone
2. d4
3. B12
4. Jip1
5. F12
6. F33
7. F4
8. d3
9. b2
10. Ice burst/ Frost bomb
 

JDM

Noob
HQT Predator:

1.) BF3 (Straight Laser/Laser Cancel)
2.) D4
3.) DB3 (Low Laser)
4.) NJP
5.) 3,2
6.) BF2 (Disk)
7.) 21
8.) B22
9.) 12(2)
10.) F12/D3
 

Creepy00

Noob
Boneshaper Shinnok
1.F4
2.Hellspark MB
3. D1
4. jip1
5.Hellspark
6. F41U2
7. Scepecter Lauch (DF2 MB)
8. D4
9.F221+3
10. Dark beam
 

danymort

You will obey
Summoner

1. B2
2. B324
3. 141
4. Bat
5. Trance
6. NJP
7. F2122
8. Ground Burst
9. D1
10. B12
 
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Shaikhuzzaman

magicmeerkatman
Summoner Quan

1. Low bat
2. Bat fireball
3. njp
4. bf3
5. 141
6. b2
7. b3
8. EXdb1
9. b1
10. d3

Pay no attention to the order the moves are listed. Couldn't really decide on the order except 1 and 2.
 

GuerillaTactix

#bufftakeda
Lasher Takeda

1. b21 (OH,OH)
2. Kunai/EX Kunai (db1/EXdb1)
3. f1 2+4 / f12 2+4
4. Whip Trip (bd2)
5. Whip Strike (df1)
6. Tornado Kick (bf4)
7. Low Slash (D+F1)
8. d3
9. f3
10. D4

The order could probably change but would you agree? @MrProfDrPepper

Actually I'll let you figure out where the jump in normals go because I completely forgot about them just now. I play a pretty grounded style. lol!
 

Groove Heaven

Jobber-baron
Gunslinger Erron Black

1. 21122
2. EX sand grenade
3. stand-off stance 2
4. f13
5. stand-off stance 4
6. d4
7. money shot
8. caltrops
9. slide (as an ender)
10. 112
 

GreatKungLao

LiuTana



Dualist:
1. Healing:DOGE (it looks beautiful)
2. DD1.
3. Dark Buff Charge.
4. EX Solar Flame.
5. EX Red Orb.
6. Bicycle Kicks.
7. Dragon's Roar.
8. Flying Kick.
9. F21U4.
10. F443.

Flame Fist:
1. Ip Man Punches.
2. Parry.
3. Shaolin Flame.
4. Low FIreball.
5. Air Fireball.
6. Dragon's Roar.
7. EX Fireball.
8. F21U4.
10. F443.

Dragon's Fire:
1. Five Instant Air Fireballs.
2. Flying Kick MB.
3. Bicycle Kick MB.
4. EX Fireball MB.
5. Low Fireball.
6. Dragon's Roar.
7. F21U4.
8. F443.
9. F213.
10. 113.
 

Lokheit

Noob
Cryomancer Sub-Zero:

1) F4 (by itself to make block cancels safe).

2) F4,2,1+3 (Cold Blooded, the foundation of every Cryo combo).

3) Slide (to go under most projectiles including most Mids when you don't have the clone to protect you).

4) D4 (to stablish your distance and get advantage).

5) EX Iceball (Omnomnom projectiles and stuns when they think you're not dangerous at range).

6) B2 (Cryo makes B2 combos easier and more damaging, making 242 obsolete).

7) F122 (meterless juggles, hit confirmable after neutral on block F12).

8) Regular Hammer (HDK, 12 damage combo ender).

9) EX Hammer (goto meterburn combo extender).

10) Iceball (meterless combos for the meter hungry variation).

Honorable Mentions:

- Both JIP (JIP1 has the perfect range to insta punch from your F4/D4 range, JIP2 has great down hitbox and cancel to followup HKD).

- EX Iceburst (waking up with EX Slide is risky and EX Hammer can be armor broken, it also connects on block on more stuff than the Hammer, unexperienced Cryos will ignore this one for the Hammer, but it's really useful).

- B12 and 111 (goto punishers and damage initiators).
 

Tweedy

Noob
Tempest Kung Lao

1. Orbiting hat
2. 11212
3. F2
4. B321
5. EX spin
6. divekick
7. J2
8. J3
9. D4
10. teleport 3