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(If you want to see what I have planned for every character please see my Kano post. This is what all character posts will be like as soon as I get the appropriate information and experience.)
This thread lists information on a character-by-character basis. It lists each character's strengths and weaknesses as well as ways to exploit them. This guide will not make you the ultimate MK9 player by any means, but it will serve to educate you on tactics that you can use to greatly enhance your overall game. These are general strategies not specific to use by any one character. This was originally going to be a Kano-specific guide, but by posting slightly more generic strategies and information it can be utilized by any character in the game. It's almost more of a "How to Defend Against Any Character" guide, but if a character can't effectively use his or her tools to fight you then the match is already lost.
On a side note, I am strictly a Kano player, and I have never played as many of the MK9 characters. All of my information comes from fights that I have had with these characters and information posted on Shoryuken, the 5-star rated MK9 Miniguide for iphone, and these forums. As such, some of these tactics and information are theoretical and based solely on posted information. I'll be sure to post (below the character name) when I am drawing these strategies purely from posted information and not actual gameplay scenarios. If you see anything that you think to be incorrect, or if you know better strategies than the ones I have listed, please post your thoughts and findings. Thank you. On that note, make sure to read the posts submitted by readers. As already stated several times, the Baraka info is not completely accurate and some people disagree with a few of the other strategies. This was completely expected (as without my 360 currently this is all theoretical) and the influx of information is only going to serve to strengthen the effectiveness of this guide. You should also see those (and all) character posts updated shortly.
DLC Characters appear at the end of the guide in the order in which they were released.
I'm going to go ahead and get the skeletal info on each character posted and I will go back in and add many more details. The current info is admittedly a little generic but you've gotta start somewhere. I plan on adding frame data and info on every special and notable normals.
MK9 Strategy 101
The strategies listed in the posts below are character-specific. However, there are some very good foundation skills that you need to master because these will apply to almost every fight you experience during your time with MK9. They are as follows:
Wavedashing
Your character is most vulnerable while airborne, plain and simple. You can't block and you're stuck in a set trajectory just waiting to get picked off by your opponent. Some characters have good reason to be airborne because of certain attacks they possess, but unless you are specifically taking advantage of air superiority your feet should be planted firmly on the ground. So if you can't just jump around randomly, how are you supposed to get around? The answer is Wavedashing. Wavedashing is simply "dash, block, dash, block" repeated very rapidly. This allows your character to scoot across the floor in a defensive stance. Rather than floating through the sky like a balloon you are rolling towards your opponent like a tank. I really can't stress this enough: keep your feet on the ground.
*The exceptions to the "feet on the ground" rule would be Kung Lao, Cyber Sub-Zero, and Sonya's Dive Kicks, which control the air very well. Kano's Air Ball is in the same category. Kitana, Mileena, and Kabal can control the air from afar with their projectiles. But again, unless you have a specific reason for being airborne plant yourself on the ground.
Wavedash Baiting
Now that you've got the basics of Wavedashing down let's add another useful application of the skill: Wavedash Baiting. Typically you are wavedashing to get around the playing field. Wavedash Baiting involves wavedashing specifically to bait out and punish an attack from your opponent. Smoke's Teleport, for instance, is an easily abused move that is fast enough to punish most actions in the game. However, the great thing about Wavedash Baiting is that the more powerful and abusable a move is, the easier it is to bait out and punish. You simply dash forward and block like you are starting up a wavedash, but hold off for a sec on the 2nd dash. The objective is to trick your opponent into committing themselves to a move that now has no chance of success. This works wonders on wakeup. Again, the better the move the easier it is to bait. Kung Lao, Nightwolf, and Johnny Cage all have fantastic wakeup games that can be punished severely with Wavedash Baiting. In the case of wakeup, you want it to look like you are dashing in to mount an offensive, only to block a few frames before they bust out their wakeup.
To Jump or Not to Jump
In Mortal Kombat you will never be more vulnerable that you are while airborne. Unless you have a specific reason for taking to the skies your feet should be planted firmly on the ground. Random jumps will lose you the match. Some characters are good at controlling air space and when playing those characters that might be a viable strategy and warrant prolonged hangtime. But even with those characters, sloppy use of these tactics can net severe punishment opportunities from their opponents. Jumping as a means of covering ground is always a bad idea. It might feel awkward at first but wavedashing is a much more effective maneuver for closing in on your opponent. There will be times when you are forced to jump, such as when avoiding Cyrax's Bombs. Many attacks like that aren't actually meant to hit you but are meant to force you to jump. That alone should tell you what a horrible idea it is to jump during a match.
This thread lists information on a character-by-character basis. It lists each character's strengths and weaknesses as well as ways to exploit them. This guide will not make you the ultimate MK9 player by any means, but it will serve to educate you on tactics that you can use to greatly enhance your overall game. These are general strategies not specific to use by any one character. This was originally going to be a Kano-specific guide, but by posting slightly more generic strategies and information it can be utilized by any character in the game. It's almost more of a "How to Defend Against Any Character" guide, but if a character can't effectively use his or her tools to fight you then the match is already lost.
On a side note, I am strictly a Kano player, and I have never played as many of the MK9 characters. All of my information comes from fights that I have had with these characters and information posted on Shoryuken, the 5-star rated MK9 Miniguide for iphone, and these forums. As such, some of these tactics and information are theoretical and based solely on posted information. I'll be sure to post (below the character name) when I am drawing these strategies purely from posted information and not actual gameplay scenarios. If you see anything that you think to be incorrect, or if you know better strategies than the ones I have listed, please post your thoughts and findings. Thank you. On that note, make sure to read the posts submitted by readers. As already stated several times, the Baraka info is not completely accurate and some people disagree with a few of the other strategies. This was completely expected (as without my 360 currently this is all theoretical) and the influx of information is only going to serve to strengthen the effectiveness of this guide. You should also see those (and all) character posts updated shortly.
DLC Characters appear at the end of the guide in the order in which they were released.
I'm going to go ahead and get the skeletal info on each character posted and I will go back in and add many more details. The current info is admittedly a little generic but you've gotta start somewhere. I plan on adding frame data and info on every special and notable normals.
MK9 Strategy 101
The strategies listed in the posts below are character-specific. However, there are some very good foundation skills that you need to master because these will apply to almost every fight you experience during your time with MK9. They are as follows:
Wavedashing
Your character is most vulnerable while airborne, plain and simple. You can't block and you're stuck in a set trajectory just waiting to get picked off by your opponent. Some characters have good reason to be airborne because of certain attacks they possess, but unless you are specifically taking advantage of air superiority your feet should be planted firmly on the ground. So if you can't just jump around randomly, how are you supposed to get around? The answer is Wavedashing. Wavedashing is simply "dash, block, dash, block" repeated very rapidly. This allows your character to scoot across the floor in a defensive stance. Rather than floating through the sky like a balloon you are rolling towards your opponent like a tank. I really can't stress this enough: keep your feet on the ground.
*The exceptions to the "feet on the ground" rule would be Kung Lao, Cyber Sub-Zero, and Sonya's Dive Kicks, which control the air very well. Kano's Air Ball is in the same category. Kitana, Mileena, and Kabal can control the air from afar with their projectiles. But again, unless you have a specific reason for being airborne plant yourself on the ground.
Wavedash Baiting
Now that you've got the basics of Wavedashing down let's add another useful application of the skill: Wavedash Baiting. Typically you are wavedashing to get around the playing field. Wavedash Baiting involves wavedashing specifically to bait out and punish an attack from your opponent. Smoke's Teleport, for instance, is an easily abused move that is fast enough to punish most actions in the game. However, the great thing about Wavedash Baiting is that the more powerful and abusable a move is, the easier it is to bait out and punish. You simply dash forward and block like you are starting up a wavedash, but hold off for a sec on the 2nd dash. The objective is to trick your opponent into committing themselves to a move that now has no chance of success. This works wonders on wakeup. Again, the better the move the easier it is to bait. Kung Lao, Nightwolf, and Johnny Cage all have fantastic wakeup games that can be punished severely with Wavedash Baiting. In the case of wakeup, you want it to look like you are dashing in to mount an offensive, only to block a few frames before they bust out their wakeup.
To Jump or Not to Jump
In Mortal Kombat you will never be more vulnerable that you are while airborne. Unless you have a specific reason for taking to the skies your feet should be planted firmly on the ground. Random jumps will lose you the match. Some characters are good at controlling air space and when playing those characters that might be a viable strategy and warrant prolonged hangtime. But even with those characters, sloppy use of these tactics can net severe punishment opportunities from their opponents. Jumping as a means of covering ground is always a bad idea. It might feel awkward at first but wavedashing is a much more effective maneuver for closing in on your opponent. There will be times when you are forced to jump, such as when avoiding Cyrax's Bombs. Many attacks like that aren't actually meant to hit you but are meant to force you to jump. That alone should tell you what a horrible idea it is to jump during a match.