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MKX Terminology and Cancel types

SUGATA

Noob
I am a novice in MK, please answer my questions. Thank you!

I. TERMINOLOGY:

Please, explain to me what does it mean exactly in MKX terminology (and my suggestion) and what are the difference between them:

1) Kombo?
(may have gaps for opponent to act; series in Move list under Kombos section)

2) Combo?
(may have gaps for opponent to act; all in one: Kombo, Strings, Cancels, Specials, Run and so on)

3) String?
(combo w/o gaps for opponent to act)

- Hit string?
(string on hit)

- Block string?
(string on block)


II. CANCEL:
There are 3 types of Cancel:
1) Run cancel - cancelling most Neutrals (which are not 0) into Run?
What is its minimal frame length, fastest?

2) Special move cancel - cancelling most Neutrals (which are not 0) into some Special moves?

3) Kombo neutral cancel - cancelling some Neutrals into Neutral in Kombos series (which are named Kombos in Move section in game menu)

Please correct me if i am wrong...
 

Mikemetroid

Who hired this guy, WTF?
Lead Moderator
1) Kombo?
(may have gaps for opponent to act; series in Move list under Kombos section)

2) Combo?
(may have gaps for opponent to act; all in one: Kombo, Strings, Cancels, Specials, Run and so on)
only difference between these two are people who also failed their spelling test in grade school

bekause
karing
kombat
kieling
 

YoloRoll1stHit

Publicly Educated
1.Kombo
Actually I never used in word. But I think it's the list of all available normal strings in the move list page 2 (for example Kitana has 11, 111, F11, F112...). They're Kitana's kombos, brought to you by NRS
2. Combo
You do combo to do BIG DAMAGE by using those moves in "kombo list" and special moves together. Like using Kitana's 111 ground fan, dash forward, F33 ass boost. That's a COMBO
 

SUGATA

Noob
1.Kombo
Actually I never used in word. But I think it's the list of all available normal strings in the move list page 2 (for example Kitana has 11, 111, F11, F112...). They're Kitana's kombos, brought to you by NRS
2. Combo
You do combo to do BIG DAMAGE by using those moves in "kombo list" and special moves together. Like using Kitana's 111 ground fan, dash forward, F33 ass boost. That's a COMBO
1. What is the name for this (game menu kombos which has different animations for 2nd, 3rd strikes than they are in single normal state) things in other fighting games?
3. What is the difference between Combos and Strings (Hit/Block)?

4. Could Normal be canceled into Normal and when/how?
 

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
I don't feel im the one to answer most of your questions because i am afrid that the Kommunity is vast, and they all have different beliefs on terminology!

the longer you are here, the easier it gets to decipher!

Also i heard that there are no more "possible to block at last negative frame"... is this a true?
what do you mean?

everything is possible to block.
 

SUGATA

Noob
what do you mean?

everything is possible to block.
"Punishing:
There are two ways of punishing in MKX. You can use a reversal special attack or normal attack. The first thing to understand when looking and what can and cannot be punished is that there are no frame perfect punishes. This is because the opponent is able to block on the last negative frame which is why there are no frame perfect punishes."
http://testyourmight.com/threads/mkx-system-guide.49846/
 

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
"Punishing:
There are two ways of punishing in MKX. You can use a reversal special attack or normal attack. The first thing to understand when looking and what can and cannot be punished is that there are no frame perfect punishes. This is because the opponent is able to block on the last negative frame which is why there are no frame perfect punishes."
http://testyourmight.com/threads/mkx-system-guide.49846/

you can block and punish just fine... if you hit me with a -10 frame string and i block it, i can return with a 9 frame move and punish you every time you repeat it!

he was only stating that it takes 1 frame to leave block to go back to a ZERO state!!!

blocking is just fine so is normal reversal...!!!

also on the animation of going into a block from neutral there is a couple frames that it doesn't visually let you know that you are capable of blocking but in fact capable!
 

TwiztidOne

I don't know who that is...
you can block and punish just fine... if you hit me with a -10 frame string and i block it, i can return with a 9 frame move and punish you every time you repeat it!

he was only stating that it takes 1 frame to leave block to go back to a ZERO state!!!

blocking is just fine so is normal reversal...!!!

also on the animation of going into a block from neutral there is a couple frames that it doesn't visually let you know that you are capable of blocking but in fact capable!
I believe what he means by frame perfect punishes is punishing a move that's -10 with a normal that's 10 frames, like in tekken.
 

SUGATA

Noob
you can block and punish just fine... if you hit me with a -10 frame string and i block it, i can return with a 9 frame move and punish you every time you repeat it!

he was only stating that it takes 1 frame to leave block to go back to a ZERO state!!!

blocking is just fine so is normal reversal...!!!

also on the animation of going into a block from neutral there is a couple frames that it doesn't visually let you know that you are capable of blocking but in fact capable!
No he was talking that:
1) In my last negative frame after my blocked move i can block but can not to move.

2) As a Reversal Normal move starting after 1 frame delay after releasing Block, but Special move is starting w/o delay.

So if i want to punish -10 opponent i must to use max 8f normal or 9f special
 

Cossner

King of the Jobbers 2015
I am a novice in MK, please answer my questions. Thank you!

I. TERMINOLOGY:

Please, explain to me what does it mean exactly in MKX terminology (and my suggestion) and what are the difference between them:

1) Kombo?
(may have gaps for opponent to act; series in Move list under Kombos section)

2) Combo?
(may have gaps for opponent to act; all in one: Kombo, Strings, Cancels, Specials, Run and so on)
A combo is a series of 2 or more hits that's can't be blocked after the sequence has started. Kombo is how idiots call a Combo.
I have no idea of what you're talking about in the parenthesis.
3) String?
(combo w/o gaps for opponent to act)

- Hit string?
(string on hit)

- Block string?
(string on block)
A string is an animation that comes out once you press a sequence of buttons. Some have gaps some of them don't. A blockstring is a SF term for a series of attacks that force your opponent to remain blocking while they come out.
II. CANCEL:
There are 3 types of Cancel:
1) Run cancel - cancelling most Neutrals (which are not 0) into Run?
What is its minimal frame length, fastest?
Run cancel means stop the animation of the run into something else, like blocking or a move. You have it the other way around.
2) Special move cancel - cancelling most Neutrals (which are not 0) into some Special moves?
You have it the other way around here too. It means canceling a special into something. Stuff like Scorpion's fireballs into dash.
3) Kombo neutral cancel - cancelling some Neutrals into Neutral in Kombos series (which are named Kombos in Move section in game menu)

Please correct me if i am wrong...
This made no sense.
 

SUGATA

Noob
How to determine which moves in command list can not to be cancelled?
if 0 in Cancel section of the Move - it means this move can not to be cancelled?

Then why i can cancel D3 Sub zero poke on hit into special slide but this will not string (combo) together??
Cancel hit adv = Move tot (startup+act+recovery) - cancel + hit adv
CHA of D3 = (9+2+12) - 15 + 14 = 22
Slide has 9f startup but it will not combo.
 

Cossner

King of the Jobbers 2015
How to determine which moves in command list can not to be cancelled?
if 0 in Cancel section of the Move - it means this move can not to be cancelled?
Just doing them and trying to cancel them into specials lol
Then why i can cancel D3 Sub zero poke on hit into special slide but this will not string (combo) together??
Cancel hit adv = Move tot (startup+act+recovery) - cancel + hit adv
CHA of D3 = (9+2+12) - 15 + 14 = 22
Slide has 9f startup but it will not combo.
Because having frame advantage doesn't mean it'll combo.
 

MK_Al

Apprentice
Weather normals / strings or specials are cancelable is a special property of that move; there are no general rules and you have to try it out.
In most cases you can cancel standing normals and strings into specials. You can - in general - not cancel normals into normals and crouching normals into specials. To cancel means that, lets say I cancel a standing 4 into a special move, the animation of the standing 4 will be cut short. The standing 4 will then have less recovery frames.
You can also not tell if things combo on paper; again you have to try stuff out in the training mode. In general you can
- cancel most strings into a special
- link a string after a special
- link a string after the initial string given that the first string puts your oponent into a juggle state
Linking strings or normals means that the recovery frames of the initial move will not be cut short, but the move gives you enough time to continue your stuff anyway. In most cases you will only gain a combo via linking when the initial move juggles.
 

Cossner

King of the Jobbers 2015
1) Is it wrong that "0" in cancel spot in move' detail means "Not cancellable"?


Then what are the requirements/conditions to make a Combo?
If it's then it means it's 0. Sometimes they aren't cancelable but they do have a number. The data isn't very well pieced together but it's still useful.

A combo is just 2 or more hits that the opponent can't block once they've landed. If you have something like Scorpion 114, that hits 3 times. Your opponent cant block during those 3 hits therefore they combo. Whether something combos or not doesn't depend on the frame advantage, it depends in whether you're in a "comboable" state or not.
 
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SUGATA

Noob
If it's then it means it's 0. Sometimes they aren't cancelable but they do have a number. The data isn't very well pieced together but it's still useful.

A combo is just 2 or more hits that the opponent can't block once they've landed. If you have something like Scorpion 114, that hits 3 times. Your opponent cant block during those 3 hits therefore they combo. Whether something combos or not doesn't depend on the frame advantage, it depends in whether you're in a "comboable" state or not.
Thank you guys for your responses.

I. About Terminology:
I will try to resume (correct me if i am wrong):

STRING (the game refers to them as Kombos) - all available Normal strings in the move list page 2 (ex: 114); is an animation that comes out once you press a sequence of buttons (following after 1st strikes can have exclusive animation):
- some Strings have gaps (not guaranteed), some Strings do not (guaranteed)
- BLOCK STRING - is a SF term for a series of attacks that force your opponent to remain blocking while they come out because there are no gaps; is when a Move canceled into another Move doesn't leave any gap between the cancel and startup frames, forcing you to Block the whole thing during the process (I can not to act, but can to block). Example: He has +10 on block, and then he is doing 10F move.

COMBO (like Juggle) - a series of Normals, Strings and Special moves, linked together, which can't be blocked after the series has started.


> Then still i have one question:
1) What is a Hit string?


II. About frame advantage:
Resume:
EXCLUSIVE TO MKX - Having frame advantage doesn't mean it'll combo:
- frame advantage in MKX: means that the opponent can not to do anything (while he is not in State 0), except Block.
- opponent can Block always, except during his Block adv. Negative frames (Punish) and in the air (juggle).

> 2) Am i right about the last "opponent can Block always, except his Block adv. Negative frames (Punish)"


III. About Combo making:
"Whether something combos or not doesn't depend on the frame advantage, it depends in whether you're in a "comboable" state or not."

> 3) Is it true that i can not to make Combos "on paper", can not to know eaclty when i am/will be in comboable state?