RM Ree
Shiba Tamer
Lab Notes
Mid Screen Overhead - b2, run b12 xx ex ice blast, njp, jip, run 123 xx slide - 33%, 1 bar
- Random, just playing around with this. Feels optimized.
Throw into Clone Combos
FOREWORD (lol): forward throw will typically function as intended, dealing the standard 12%. If clone is particularly close, f-throw has some odd interactions. Notably in the corner, where the throw will complete AND the opponent will be frozen. However this often only reads as 2% damage. Notice when this happens the opponents posture is different and the distance from you is increased and thus, "jip (using 1), 242" will not properly connect. This specific case leaves b2 as your only viable launch. In extremely rare cases, the throw will complete, dealing the full 12% and the opponent will be frozen IF NOT HOLDING BLOCK, acting as if they were hit by or blocked the raw clone. Being able to recreate this in the corner reliably requires more testing, but would lead to some shenanigans. To see the mechanic in question, clone somewhere and have SZ complete his throw, launching the opponent into it. Due to all of this random bullshit, this post focuses on back throws.
Mid-screen Throw Into Clone
- clone, back throw, tech, jip (1), 242, run, 123 xx slide - 23%
(b2 follow up is possible, but the damage is poor)
Corner Throw Into (close) Clone
- clone, back throw, tech, jip (1), 242, jnp, jnk (late) - 22%, safe clone
- clone, back throw, tech, jip (1), 242, jnp, jip, 1, b12 xx slide - 26%
- clone, back throw, tech, run, b2, b2, d1, b12 xx slide - 27%
- clone, back throw, tech, run, b2, b2, 242, 123 xx slide - 31%
Corner Throw Into (far) Clone - SZ switches sides
- clone, back throw, tech, jip, 242...
Standing Mix up Opportunity from Missed Tech
Missed tech >low/ OH - Upon standing from a missed tech after throw into clone, SZ is at frame advantage. You can meaty b33/ b2 mix up for damage, or f4 xx clone to reset the entire situation safely if you used close clone (far clone missed tech puts you in the corner). Note that the opponent has NO reversal window/ opportunity here as far as game mechanics are concerned.
Mix up Shenanigans
- Corner b33 xx ice ball, whiff clone, jip, b2... - true combo
- Corner clone, back throw, tech, jip, b2... - NOT a true combo
I assume that due to the way MKX scales throws inside of combos, and this scaling interaction with a standing opponent, b2 becomes a viable reset option. Other strings seem to combo normally.
That's all. Most of this is tested without meter, on male character (Scorpion), so there's more to be seen, I'm sure.
Mid Screen Overhead - b2, run b12 xx ex ice blast, njp, jip, run 123 xx slide - 33%, 1 bar
- Random, just playing around with this. Feels optimized.
Throw into Clone Combos
FOREWORD (lol): forward throw will typically function as intended, dealing the standard 12%. If clone is particularly close, f-throw has some odd interactions. Notably in the corner, where the throw will complete AND the opponent will be frozen. However this often only reads as 2% damage. Notice when this happens the opponents posture is different and the distance from you is increased and thus, "jip (using 1), 242" will not properly connect. This specific case leaves b2 as your only viable launch. In extremely rare cases, the throw will complete, dealing the full 12% and the opponent will be frozen IF NOT HOLDING BLOCK, acting as if they were hit by or blocked the raw clone. Being able to recreate this in the corner reliably requires more testing, but would lead to some shenanigans. To see the mechanic in question, clone somewhere and have SZ complete his throw, launching the opponent into it. Due to all of this random bullshit, this post focuses on back throws.
Mid-screen Throw Into Clone
- clone, back throw, tech, jip (1), 242, run, 123 xx slide - 23%
(b2 follow up is possible, but the damage is poor)
Corner Throw Into (close) Clone
- clone, back throw, tech, jip (1), 242, jnp, jnk (late) - 22%, safe clone
- clone, back throw, tech, jip (1), 242, jnp, jip, 1, b12 xx slide - 26%
- clone, back throw, tech, run, b2, b2, d1, b12 xx slide - 27%
- clone, back throw, tech, run, b2, b2, 242, 123 xx slide - 31%
Corner Throw Into (far) Clone - SZ switches sides
- clone, back throw, tech, jip, 242...
Standing Mix up Opportunity from Missed Tech
Missed tech >low/ OH - Upon standing from a missed tech after throw into clone, SZ is at frame advantage. You can meaty b33/ b2 mix up for damage, or f4 xx clone to reset the entire situation safely if you used close clone (far clone missed tech puts you in the corner). Note that the opponent has NO reversal window/ opportunity here as far as game mechanics are concerned.
Mix up Shenanigans
- Corner b33 xx ice ball, whiff clone, jip, b2... - true combo
- Corner clone, back throw, tech, jip, b2... - NOT a true combo
I assume that due to the way MKX scales throws inside of combos, and this scaling interaction with a standing opponent, b2 becomes a viable reset option. Other strings seem to combo normally.
That's all. Most of this is tested without meter, on male character (Scorpion), so there's more to be seen, I'm sure.