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**WEEK 10** STBL Show questions Thread!!

S1LENT1

Shadow Priest
**WEEK 10** STBL Show questions Thread!!

http://www.justin.tv/s1lent1
Hello everyone... thank you all for watching and making each episode a success.

Week 10's show will be next SUNDAY July 10th. We are going to schedule to start at 7pm pacific, 10pm eastern again.

Please post all your questions here! This makes it easier for VULCAN to find to create our re-ordered thread for the show.
**If you need to post a question within 2 hours from the show start time, please put them in the new thread that Vulcan creates each week. If you post in this thread late we more than likely will not see your question.

Week 10, and all future shows will be open to any question about the game or about any character. Please feel free to ask anything from the most basic to the most advanced. WE WILL ANSWER EVERYTHING... unless we have covered the question in depth previously.

Thank you all for watching, see you next show!!
 

RoBoBOBR

evil beaver
I got a question about the Living Guide (brilliant thing, BTW, thank you! =)). It was updated twice already, how can i be sure that guides were updated properly? For example, changelog states that version 1.3 contained (among athers) updated Jax guide, but when i load it up (in updated app ofcourse) it still says "Jax living guide Ver: 1.0" at the top, and i cant' notice any difference compared with 1.2.2 Jax guide.

Also, if i notice a typo in the guide should i just sit straight and wait for it to be corrected, or can i submit it somewhere?

Also: what are Kung Lao's and Reptile's wake-up attacks? I know spin is good, but does it get any additional invulnerability frames?
 

Robotic

Gentleman.
Will specific matchup strategy (example: If you are Sub-zero, what to do against Kabal, what to do against Raiden, etc.) be introduced to the living guide or is that too much work?

Have there been any fixes to glitches/infinites/etc. with the patches that have come out that were never discovered by the community? If so, which ones?
 

shoshinsha

Apprentice
Hi, guys. As always, thanks for the show. Kenshi questions for tonight (I'm hoping you'll be going into more depth with him now that he's been out a week or so):

1. Kenshi seems like a good character, but his combo options seem VERY limited. No one has found anything that lets him get more than about 35% mid-screen, or 40% in the corner. The way his strings and specials always have a knock back seems like he was designed this way. Can you explain why?

2. Kenshi's ex moves don't seem to add more than 1 or 2% to a combo, and they can't be used to extend combos much, either. His X-Ray seems ok. What should he be using meter on?

3. Does Kenshi have any really good or really bad matchups against the top-tier characters and why?

4. What are Kenshi's best options for dealing with heavy pressure (for example: from characters like Cage, Reptile, etc.)?

5. When can we expect Kenshi added to the Living Guide?

Thanks!
 

REO

Undead
1.) Why does Cyrax only do 80% with 1 bar? It disgusts me that I am given a chance of survival after witnessing a combo video taking part mid-match and think he should just flat out kill you. Other chars barely break 50% with 3 bars leaving their opponents to save meter for other areas instead of breakers. But with Cyrax this is not the case since his combo always eats a breaker. This is not fair, so I say increase Cyrax's damage.

2.) Why is Sub-Zero's ice puddle so useless? I mean, it's not like he has a special that is good enough to be considered as two specials in one. And no other character has a useless special, this is not fair and is preventing Sub-Zero from being able to compete.
 
My Questions

1) I recently bought the living guide for kindle, however I had to use the Kindle for PC app because I don't own a phone that can support kindle or purchase it from the android market. Testyourmight showed off that kenshi and skarlet have been added to the living guide. I took a look in my version and saw that it wasn't. How do I update to the recent version? (Amazon also says that the guide would include tag moves, however there's nothing in my book about it, not that I really care about tag at all, but just wondering if my version is outdated or something).

2) I am a big fan of stryker, him being one of my strongest characters. How do you feel about kenshi's zoning/counter-zoning against Stryker's?

3) A cross over jump seems to stuff all of Kenshi's wake-op options, what would you recommend?

4) I can't seem to beat a spamming noob when using Stryker. His projectile will beat mine (it connects before the second shot gets out), Dash blocking seems like a terrible option, as blocking his projectiles pushes me almost back to where I started, and using EN roll just puts them across the screen again. How could I beat this using Stryker?

5) How should I punish a block slide from either Sub Zero, or Cyber-Sub Zero, Stryker's punishing launcher (b1, 2, 2,) has a high hit box, and no matter how many times I've tried, can not get the timing down for it to connect.

6) Love the show, love the MK9 living guide, good luck at EVO, keep rockin the MK9 Community :)
 

zee

Icy
1) If Sub-Zero is standing in front of his clone, Raiden can do an Electric Fly on his way back to the ground after a jump. This will connect even though it looks like it should whiff, and beats Sub-Zero if he's doing anything except blocking. If he IS blocking, Raiden usually just flies over Sub and his clone. Should I be leaving a clone slightly above the ground now to shut down this nonsense?


2) Sub's recovery on all normals and specials is awful, why don't you feel that a slight speed buff is in order? His staggered strings and even some normals can be punished by many characters. I feel like Reptile is a 10x quicker version of Sub, minus the clone but with so many other options that make him god-tier.


3) What are your thoughts on altering Sub's hit-box during a Slide so it actually goes under the projectiles that it looks like it should go under, like Mileena's sais or Human Sektor's rockets?


4) How about making the Ice Puddle quicker but low-blockable? Would that be unfair?


5) What about a slight damage increase to something between MK versions 1.0 and 1.2?! 20-30% damage without sketchy resets is shit compared to the damage a lot of the other characters can get.
 

TheChad_87

Bad Reputation
1) Do you feel like there's any particular reason Mileena and Nightwolf haven't been seeing much high calibur tournament play (or perhaps they have and I missed it). Both seem like great competitive characters.

2) With Cyrax, It seems to be that if I can land a net, I win. Often, this is easy enough, but sometimes it's really hard to do. Usually I'm doing a jump-in punch/cross-up, 3, 3, ~Net. Or dropping m.Bomb/f.Bomb, Net and catching them when they jump. Are there any more effective methods for doing this?

Thanks so much!
 

Dark_Rob

Champion
1) If Sub-Zero is standing in front of his clone, Raiden can do an Electric Fly on his way back to the ground after a jump. This will connect even though it looks like it should whiff, and beats Sub-Zero if he's doing anything except blocking. If he IS blocking, Raiden usually just flies over Sub and his clone. Should I be leaving a clone slightly above the ground now to shut down this nonsense?


2) Sub's recovery on all normals and specials is awful, why don't you feel that a slight speed buff is in order? His staggered strings and even some normals can be punished by many characters. I feel like Reptile is a 10x quicker version of Sub, minus the clone but with so many other options that make him god-tier.


3) What are your thoughts on altering Sub's hit-box during a Slide so it actually goes under the projectiles that it looks like it should go under, like Mileena's sais or Human Sektor's rockets?


4) How about making the Ice Puddle quicker but low-blockable? Would that be unfair?


5) What about a slight damage increase to something between MK versions 1.0 and 1.2?! 20-30% damage without sketchy resets is shit compared to the damage a lot of the other characters can get.
1) Have you tried ducking? And whats wrong with blocking it? If you block it you F+4,ice ball into full combo.

2) 2,2 is 100% safe on block. 2,2,4,ice clone is safe vs 99% of the roster. How much safer can you get? In order to punish your staggered strings your opponent has to know your going to stagger them. He has to read it. Mix up better between staggering your strings and completing them.

3) Subzero's slide is a fast advancing special that hits low and is hard to react to up close. It already goes under about 80% of projectiles and you want it to go under everything? You really want your cake with tons of icing dont you. lol

4) That would actually make the move even more useless. At least now you can use the EX version in the corner for a sick damage reset. By making the move blockable you take that away from him as well.

5) Sketchy resets? You call B+2 a sketchy reset? How so? If sub guesses wrong at best he is still getting a hit and at worst hes still in your face pressuring with 2,2. And if he guesses right, hella damage. If Sub has xray and guesses right he can get up to 65% damage. Id hardly call that sketchy.
 

Marvaz

come at me
Hi silent and tom, i am a HUGE fan of the show, being as how i live in mexico i rarely have any good competition, so i rely on online. I have a couple questions i would like answered.

1) With sub zero i noticed when i do b2, cancel i cant block high or low. Why is that?? And if there is a way to block immidiately afterwards please let me know, I noticed this with some of my other characters i use like JC and liu kang. After f12 or certain strings i find myself not being able to block high or low.

2)I will most likely be attending evo, as long as i can make decent money selling dog tacos over here in mexico city- but my question is, Is there a way to calm your nerves down while playing at a tournament. Is there something i can buy over the counter or any drugs you recomend?? Im serious abou this btw.

3) Who is your guyses pick to win evo or top 3. Please answer.

I apologize for my grammer, being as i live and mexico i only went to school up til 5th grade. ANd the schooling here is not that great.
 

Kombo

Apprentice
1) What is Kung Lao's best bnb combo to use midscreen and in the corner? Also after hitting someone with and anti air spin what should I follow up with?

2) Does Kung Lao have any frame traps, safe jumps, or other kinds of setups besides the 112 low hat?

3) What advice can you give to Kung Lao players to take their game to the next level or separate themselves from the rest?

4) For Sub Zero what are some good traps, resets and corner combos and how do I use ice blast efficiently?

5) Any advice can you give for Sub Zero against zoners and teleporters?
 

cR WoundCowboy

WoundCowbae <3
shang tsung help

Shang matchup questions:
Jade: I can't really zone against her and i am inexpereinced with this matchup in general. How should I handle this matchup?

Mileena: Her invincible wakeup teleport kick prevents me from keeping her grounded and my skulls are ineffectual because I always eat damage for attempting to use them and even when I block a teleport, the damage i get is garbage. What is the best way to approach this?

Kung Lao: I do alright against defensive Lao players, but once they get in I cannot escape from his jail strings, rolls and mixups. How do I get him off of me?

Thanks for your help Tom and I look forward to meeting you at EVO.
 

zee

Icy
1) Have you tried ducking? And whats wrong with blocking it? If you block it you F+4,ice ball into full combo.
That's what I was saying: it seems that if Sub blocks, Raiden will just fly overhead. But if Sub in the middle of any animation like an Ice Ball, 22 or is just standing there, the Electric Fly will hit. I do need to test this further; there may only be a pretty specific height where this scenario occurs. Ducking is obviously safe.

2) 2,2 is 100% safe on block. 2,2,4,ice clone is safe vs 99% of the roster. How much safer can you get? In order to punish your staggered strings your opponent has to know your going to stagger them. He has to read it. Mix up better between staggering your strings and completing them.
22 into block is completely safe? I'd try 22 into delayed clone and get hit by a Reptile dash etc. Apparently the delay makes it unsafe, thanks.

3) Subzero's slide is a fast advancing special that hits low and is hard to react to up close. It already goes under about 80% of projectiles and you want it to go under everything? You really want your cake with tons of icing dont you. lol
lol... just the obvious projectiles that it "looks like it should" go under! I'm not asking for it to go under Cyrax's net or Reptile's force balls. But anyone who's played as Sub for a few weeks would know exactly what he can and cannot Slide under, so it is what it is.

4) That would actually make the move even more useless. At least now you can use the EX version in the corner for a sick damage reset. By making the move blockable you take that away from him as well.
Any invincible wake up move negates the EX-Ground Freeze corner reset, doesn't it? Instead, I go for the NJP face splat into B+2 reset in a corner just so I'm not wasting meter, and can achieve more damage if successful. If the Ice Puddle/Ground Freeze were more useful for 95% of the match, which happens outside of the corner, I'd say it might be a more useful tool all around.

5) Sketchy resets? You call B+2 a sketchy reset? How so? If sub guesses wrong at best he is still getting a hit and at worst hes still in your face pressuring with 2,2. And if he guesses right, hella damage. If Sub has xray and guesses right he can get up to 65% damage. Id hardly call that sketchy.
Sub can have fun with his B+2 games if he has a life lead, but if he needs that reset to close out a round and guesses wrong, he would have been better off 214 sliding all day. How many times would you take the B+2 risk in a round vs a competent player that knows how the reset, and how Sub works?

I get what you're saying, Rob... I just feel the "damage scaling on a frozen opponent" was hit a little hard, just so NRS could be sure to not leave Sub OP by any stretch.
 
1. Is there any practical use for Kitana's F3, 1 combo starter? Since it tech jumps lows I've been experimenting with using it when I anticipate a low poke from my opponent, but the move has such a long startup that I get hit out of it as often as I connect. Any hope for this move or should I give it up?

2. Some Kitana players have expressed concern that her overall damage might get toned down in a future patch. The general opinion seems to be this would be a harsh nerf for her because she needs her damage to stay high to be competitive. Any thoughts on this?

3. Are Smoke players under-utilizing his enhanced forward smokeport? This seems like a really good way to get in close or get behind your opponent and cross them up. In watching videos of competitive players it seems like they only ever use the away smokeport to get to range but never use the forward version.

4. Now that all of Sheeva's enhanced grabs have armor, how meter dependent is her overall gameplan now? I know that her 2, 1, 2, F1~Grab N Punch is a great way to build meter thanks to your living guide; does she have any other good strategies to build up meter?

5. I'd like to work Sheeva's F3~Low Grab and F3~Grab N Punch traps that you go over in the living guide into my game more. So far I've mostly been using this on my opponent's wakeup. Her F3 has such a long startup that I'm always iffy about approaching a standing opponent with it. In general, when are the best times to use the F3 traps?
 

GGA HAN

Galloping Ghost Arcade
What are Kano's worst matchups? Can you list what punishes upball on block? Also, I'm having difficulty with Smoke as Shang Tsung, it seems that his shake really limits my options to keep smoke out. How should I approach that match?
 

Altsa

Does Smoke have any really bad matchups in your opinion, such as 3-7 or worse? Also would love some advice punishing reptiles dash as Smoke. Does Smoke have strings that are fast enough to punish blocked elbow dash? I always do d+1 to punish it but I have no idea what I should do after that. Is there a good followup to d+1?
 

BATTLEBEAR

NJ Jobber
Once again props to all the work you guys put into the community with this show. After you bodied my Baraka at ECT, i picked up the living guide and was in for a real treat for how much it leveled up my Baraka game. But my question is after a launching an opponent, will doing a single forward 4 put you at enough advantage to do a 22 1+2 string? Locally it seems to work but i have no idea if it's my opponents mistake or the move property.
 

ZeroEffect

Warrior
So I was finally able to catch up with the previous episodes from about a month back. I'm still entertained by the show, but I was curious about why the change was made to focus on general questions instead of the in-depth character breakdowns in the earlier vids?
 

salvificblood

Worst Sub-Zero Ever
Recently I played against a very good Quan Chi player and having never played a good Quan Chi before, I found the matchup particularly awkward. The games we played were very close and we won a fairly even number of rounds and matches each with him having the slight edge. The problem I found was that I would take control of every match and steadily push him towards the corner. Just when I felt he had no answer for Sub's mixups, he'd launch his offense from a teleport that would always land behind me and catch me with this every time as I couldn't fuzzyguard very successfully against his strings due to not knowing whether the low launcher comes before or after the overhead in a given string. So I'd be crouch blocking and getting hit with the overhead or getting hit with the low in standing block and unless I had breaker, he'd quite literally take almost my whole lifebar from me in one combo or reset. I am really not sure exactly what it's called but all I know is that it was disgusting and I've never seen anything like it before. How do I get out of it because it seems like he's trapping me somehow at the moment? and how do I fuzzyguard against Quan Chi?
 
Hey Silent and Tom, great show and thanks for answering everyone's questions.

I only have a few that are related to Noob Saibot:

1. Why does a landed Shadow Tackle from Noob Saibot not break Ice Clone?

2. As Noob Saibot if I do a block string into a portal or a portal over the enemy on wake-up and properly guess that the opponent is going to jump forward and respond with a NJP (Neutral Jump Punch) while the portal is still active, why is my NJP hitbox non-existent/whiffs despite that it clearly hit the enemy?

Was that a design decision, or is it a bug?

It would be cool if Noob Saibot could spike the enemy into the portal for a reset (or at least go into a combo after the NJP), after having guessed the correct response from the opponent.
 
How many characters have safe-jump tactics? Could you please list them and briefly explain what those characters do to grant their safe jump?