Farpafraf
Noob
In MK9 IGAU and the most recent MKX there are always some strings or moves that appear somewhat subpar, some of those are complete and utter trash never to be seen in a competitive match.
I've always hated those moves but I'd like to list them in a thread (with your help of course) so that maybe someone can point out an use for them other people didn't think about or couldn't see.
Notation:
red = useless moves;
orange = very subpar moves;
yellow = reported moves I'd like to check;
green = weird moves that indeed have their uses;
B21: Why would anyone want to use this string when D'Vorah has a mid string that is nearly twice as fast and goes further (F112)? I mean I know B2 is +2 on block but the string is still useless.
B21: is a meaty (props to @TopTierHarley).
B3: 29 frame of startup for a mid hitting move that can't combo into anything and can't be special cancelled: 'nuff said...
B3: is another meaty, harder to use than both D'Vorah' U3 & B2 but grants more damage in the corner.
B14: B12 does more damage when hitconfirmed into air grab and it's safer.
3: 16 frame high, same range as 1 (7 frames), there are three excellent strings starting with 1, 3 has none. 4 has better startup, range and hits mid.
4
I'd like to clarify that I'm not asking to buff the characters with those moves: I'm just listing them.
I've always hated those moves but I'd like to list them in a thread (with your help of course) so that maybe someone can point out an use for them other people didn't think about or couldn't see.
Notation:
red = useless moves;
orange = very subpar moves;
yellow = reported moves I'd like to check;
green = weird moves that indeed have their uses;
B21: is a meaty (props to @TopTierHarley)
B3: is another meaty, harder to use than both D'Vorah' U3 & B2 but grants more damage in the corner.
B14: B12 does more damage when hitconfirmed into air grab and it's safer.
3: 16 frame high, same range as 1 (7 frames), there are three excellent strings starting with 1, 3 has none. 4 has better startup, range and hits mid.
4
B12D1: B12xx BF4 is better (+2% damage) and is already a bad enough option.
F4: Very unsafe OH but with very good range.
F4: Very unsafe OH but with very good range.
up laser (cybernetic): probably one of the worst AA in the game (7% damage, 16 frames of startup) on a character that has some of the best AA in the game, just uppercut or upball those jumping bit*hes.
B2 (Kenjutsu): B2 has less range, slower startup, arguably worse hurtbox than F2 which is also special cancellable and safer on block.
F332
3D4
4: lol
3D4
4: lol
24: 24 isn't special cancellable and is -21 on block, on hit it doesn't combo with anything even in the corner 221 is -2 on block and is special cancellable.
F1
F3
F34
F3D3: -22 on block, even if the last hit is a low it doesn't hold any mixup potential since KL doesn't have an OH special to cancel F3 with: at this point you might want to use F34 which whilst probably worthtless is at least safe on block.
F3
F34
F3D3: -22 on block, even if the last hit is a low it doesn't hold any mixup potential since KL doesn't have an OH special to cancel F3 with: at this point you might want to use F34 which whilst probably worthtless is at least safe on block.
F12+4, F12+41+3, F143: Have you ever seen a move that is -101 on block? Well with F12+41+3 now you have F12B4 is "safer" than those strings hitconfirmable into the roll for a full combo and can't be interrupted like F143.
F344: just use F343 safer and grants a combo on hit.
F344: just use F343 safer and grants a combo on hit.
B1 & B1D4: the strings with 2 have better startup damage (if hitconfirmed ) range and are safer.
121: The last hit can be armored through if you're not close to your opponent and the string is unsafe.F412 is better in every aspect, the last hit of 141 can be armored from every range but the string is +2 on block.
123: The last hit can't be armored through but F412 is just a better string.
F21+3: there's no reason not to use F211+3.
DB4:-72 on block. Probably one of the worst specials in the game, it's a 24 frame OH (but probably more before it connets with a crouching opponent). Have I already said that this move is -72 on block?
121: The last hit can be armored through if you're not close to your opponent and the string is unsafe.F412 is better in every aspect, the last hit of 141 can be armored from every range but the string is +2 on block.
123: The last hit can't be armored through but F412 is just a better string.
F21+3: there's no reason not to use F211+3.
DB4:-72 on block. Probably one of the worst specials in the game, it's a 24 frame OH (but probably more before it connets with a crouching opponent). Have I already said that this move is -72 on block?
114: the last hit is a low but 112 is better since 114 grants no mixups (the hammer special is too slow to be considered a mixup in my opinion).
212: average range (for Takeda), very unsafe.
B112
B112
I'd like to clarify that I'm not asking to buff the characters with those moves: I'm just listing them.
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