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What are Top 10 moves of every Variation/ Char?

freerf245

11 11 11 11
Wrestler

1. 11
2. GG
3. OHDP
4. F21
5. 124
6. Quad Grapple
7. F3
8. B2
9. Energy Wave
10. D2

Heavy Weapons

1. 11
2. GG
3. Rocket
4. OHDP
5. F21
6. F3
7. 123
8. B121
9. B2
10. B3

Pumped up

1. 11
2. SGG
3. OHDP
4. F21
5. F3
6. Energy Wave
7. IAGP
8. Ex GP
9. B2
10. D2
 
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KingKhrystopher

Official Merlin of TYM
Royal Storm Kitana

1. Fan Throw

2. Air Fan Throw

3. Instant Air Fan Throw

4. Fan Toss

5. Fan-Nado

6. Vortex

7. F1

8. 21

9. B23

10. Float

Honorable Mention:

11. Fan Spring

12. F33
 

GLoRToR

Positive Poster!
Pyromancer:

1. Shroud: MB armored safe on block.
2. Instant Air Fireball
3. 7f d1
4. F2 fast advancing normal mid double hits great cancel
5. D4 with decent reach
6. D3
7. 8f Jab
8. b3 low starter
9. Heavily unsafe teleport
10. Struggling to put anything else in here.
 

craftycheese

I tried to throw a yo-yo away. It was impossible.
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!
I would maybe say where the f3 is. Tough to say what id get rid of in that list to put it in. Probably the f3 or d4.
 
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1man3letters

Alpha Tarkatan - Moderator
Moderator
crystalline:
1. shatter
2. flex
3. f121
4. d1
5. d4
6. b2
7. 21d4u4
8. 212
9. rock drop
10. dd4

aftershock
1. air quake
2. f121
3. ex stone punch cancel
4. d1
5. d4
6. b2
7. 21d4u4
8. 212
9. rock drop
10. dd4

metallic
1. lava shatter
2. f121
3. ex stone punch cancel
4. d1
5. d4.
6. rolling magma
7. 21d4u4
8. 212
9. rock drop
10. dd4

honorable mention for crystalline/aftershock/gold metallic - rolling kutter


ethereal
1 fade
2. roll
3. sai
4. telekick
5. b22 1+3
6. 21u4
7. f12b4
8 4u3 1+2
9. 123
10. d3

piercing
1. b12 1+3
2. roll
3. b21 2+4
4. sai
5. telekick
6. low sai
7. f12b4
8. 21u4
9. 4u3 1+2
10. d4

ravenous:
1. roll
2. telekick.
3. sai
4. b12 1+3
5. f12b4
6. 21u4
7. 4u3 1+2
8. d3
9. high pounce
10. low pounce

honorable mention for mileena - d2
 

Shaikhuzzaman

magicmeerkatman
Balanced Kenshi

1. Karma Eruption (EX Rising Karma)
2. Rising Karma
3. b32
4. 1
5. db4
6. bf3
7. bf2
8. Throw
9. Blade reflect (why not I'm running out of moves)
10. 4412 (I use it sometimes)
 

MrProfDrPepper

NRS, Guilty Gear, and KI, the holy trinity
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!
Thanks for tagging me lol, for me it would be
1) B21
2) whip trip (db2)
3) low slash (df1 (normal))
4) whip strike (df1 (special))
5) air whips (F1 or F2 in air)
6) F21 3+4 (and all variations of this string)
7) tornado kick (bf4)
8) whip flurry (bf2)
9) kunai (db1)
10) F3

Where would you put the order for lashers best moves @Pleasa let's get a lasher opinion train rolling lol
 

ArmedCalf

I guess I play Necromancer now.. PSN: ArmedCalf
Imposter Shinnok ( in no order)

1. IATele
2. f4
3. Hell Sparks
4. D4
5. Mimicry
6. B3
7. S2
8. 112
9. Njp
10. Throw
 

-Blinky-

The Cyber Initiative
Blood God:

1) B1
2) Obsidian Totem
3) Crystal Totem
4) B122
5)114
6) Air Throw
7) EX Pizza
8) F1B2
9) EX Sun Ray
10) Blood Totem
 

STRYKIE

Are ya' ready for MK11 kids?!
When you have to list throw at #8, you know the character is bad.
Disagree, throws can be a very vital component depending on the other tools that need to be respected or what kind of oki it setups up. If I was a Kotal or Takeda player I'd definitely have their throws in my list.

Although in Balanced Kenshi's case yeah he probably just ran out of good things to talk about lol.
 

Shaikhuzzaman

magicmeerkatman
Disagree, throws can be a very vital component depending on the other tools that need to be respected or what kind of oki it setups up. If I was a Kotal or Takeda player I'd definitely have their throws in my list.

Although in Balanced Kenshi's case yeah he probably just ran out of good things to talk about lol.
No throw is as essential to kenshi as it is to Lao
 

Lokheit

Noob
Wait instant JIP jails after a d4 on hit? Damn son. I've been using a small run cancel into F33, but there's still a small gap.
I meant it as insta punch (tap up forward, then punch the following instant) from the range you want to play (which is more or less your F4/D4 range, it will hit from "fight start" distance, which most JIPs don't) so you have even more options from that range, sorry for the confusion in my wording there.

To be honest training with Unbreakable made my Cryo game stronger as Unbreakable needs a lot of insta JIPs for max damage during its EX Aura combos and I implemented the insta punches in my Cryo gameplan after getting used to them with UB.
 
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craftycheese

I tried to throw a yo-yo away. It was impossible.
Dude I LOVE d4 so maybe f3 for sure.. a meaty d4 set you up for a 50/50 though. The range is nice and it's plus on block.
True. The free b3 or b2 mixup after a successful d4 is nice. Ya, I dunno. f4 maybe? Maybe d3 could be replaced too with the air whips since d3 is probably the most beneficial to ronin after it hits but both d3 and d4 are good across all variations, so I dunno.
 
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Cameronwinss

Hay gurl hay
Tanya
1.B1 2+4
2.Tonfa Toss
3.Ex Tonfa Strike
(Just for fun moves)
1. 34
2.321

Cassie
1.B124
2.B212D2+4
3.Ex nut punch
4.Ex Flip Kick
5.F34
6.DF1
7.Regular and ex instant air guns
8.Ex Guns(Grounded)
9.21U4
10.Xray because yes.
 
Mournful Kitana

In no order. Either essential, safe or made safe string, advancing attack or mix up tool;
1. Glaive
2. Air Glaive
3. Shadow Kick
4. Staff Grab
5. Float
6. 21
7. f112
8. f22u4
9. b14
10. d4

Honorable mention, b3 & b4. While not safe w/o Glaive great for opening up. Low profiling.