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Guide - A-List Run Cancel Frame Data

DaZengie

https://www.facebook.com/groups/MortalKombatATX/
Hi fellow A-list users. I'm at the point where I'm comfortable using A-list as my main now, and can do all his standard skrc consistently and almost frame perfectly. I want to take this to the next level. I want to know if F3SKRC is worth learning and replacing over F3, 4RC. It's going to take some time to develop that muscle memory to gain a few + frames over F3, 4RC. But I'm also worried that if I mess up that cancel, I eat a full combo punish whereas if I mess up F3, 4RC and the 4 comes out it's more forgiving. Your thoughts? Thanks.
 

EGP Awesomo

R.T.S.D
Hi fellow A-list users. I'm at the point where I'm comfortable using A-list as my main now, and can do all his standard skrc consistently and almost frame perfectly. I want to take this to the next level. I want to know if F3SKRC is worth learning and replacing over F3, 4RC. It's going to take some time to develop that muscle memory to gain a few + frames over F3, 4RC. But I'm also worried that if I mess up that cancel, I eat a full combo punish whereas if I mess up F3, 4RC and the 4 comes out it's more forgiving. Your thoughts? Thanks.
Yes, on whiff you get to run cancel anyways. On block you get meter and more advantage. I dont see why you wouldnt want to learn it
 

rafaw

#YouSuck
Hi fellow A-list users. I'm at the point where I'm comfortable using A-list as my main now, and can do all his standard skrc consistently and almost frame perfectly. I want to take this to the next level. I want to know if F3SKRC is worth learning and replacing over F3, 4RC. It's going to take some time to develop that muscle memory to gain a few + frames over F3, 4RC. But I'm also worried that if I mess up that cancel, I eat a full combo punish whereas if I mess up F3, 4RC and the 4 comes out it's more forgiving. Your thoughts? Thanks.
I dont see a point to use f3skrc over f3rc, bc f3rc is already a blockstring, and if you whiff using f3skrc you probably will be punished, f3rc even whiffing can be dash cancelable.
 

EGP Awesomo

R.T.S.D
I dont see a point to use f3skrc over f3rc, bc f3rc is already a blockstring, and if you whiff using f3skrc you probably will be punished, f3rc even whiffing can be dash cancelable.
that doesnt happen, f3skrc comes out on block and hit only, On whiff you get a regular f3 rc
 

DaZengie

https://www.facebook.com/groups/MortalKombatATX/
Yes, on whiff you get to run cancel anyways. On block you get meter and more advantage. I dont see why you wouldnt want to learn it
I didn't even think of the meter gain. Makes sense. The execution is something I have to get used to.
I just have to get practice f3skrc,f3skrc, etc. until it's ingrained in my head then.

Now i really have to watch my stamina. Because if I run out of stamina doing f3skrc, the sk will come out, whereas if I do f3,4, the 4 comes out and it's more forgiving...
Thanks.
 

Dizzy

False Information Police Officer
Premium Supporter
NetherRealm Studios
I think as time goes on f3 skrc will be used in pressure sequences such as after a d4 hits and nut punch much more.

I could be wrong because it's been a while since I checked (and was much worse at SKRC at the time) but I remember f3 skrc having a harder time converting off an anti air f3. If that is actually true, I doubt I would implement it in neutral in case I were to hit someone in a juggle state low to the ground.
 

EGP Awesomo

R.T.S.D
I think as time goes on f3 skrc will be used in pressure sequences such as after a d4 hits and nut punch much more.

I could be wrong because it's been a while since I checked (and was much worse at SKRC at the time) but I remember f3 skrc having a harder time converting off an anti air f3. If that is actually true, I doubt I would implement it in neutral in case I were to hit someone in a juggle state low to the ground.
its not hard at all, pretty easy once you get used to f3 skrc
 

LeftOverShark

Tick Throw Specialist
I don't know if it's just me but I have more difficulty with the cancel being a bf instead of a df or db.
I was having a lot of trouble at first, figured out my problem was I was counting the forward from bf4 as one of my forwards for the cancel. The way I do my inputs though is like b4f cause thats just the way my muscles memorized.
 

dennycascade

UPR_ghastem
So when I'm in the corner as A-List, lots of times people will try to mess up my nut punch wakeup by neutral jump punching or kicking, which means I have to use EX flipkick if I want out of their corner pressure. Does anyone know if EX flipkick (if it hits the opponent at the apex of their jump) can be converted into any combo ending in nut punch? I can't test it until I get my ps4 back so I was just wondering if anyone knows already.
 

Gurpwnder

Saikyo Student
So when I'm in the corner as A-List, lots of times people will try to mess up my nut punch wakeup by neutral jump punching or kicking, which means I have to use EX flipkick if I want out of their corner pressure. Does anyone know if EX flipkick (if it hits the opponent at the apex of their jump) can be converted into any combo ending in nut punch? I can't test it until I get my ps4 back so I was just wondering if anyone knows already.
If you read a n.j p / k, one thing you can do is to just wait until they fall down a bit, then ex.NP as usual.
 

Dizzy

False Information Police Officer
Premium Supporter
NetherRealm Studios
Hey all. I think most (if not all) of these numbers may be off by 1 frame. I haven't had time to test it thoroughly but found the issue when looking into other characters run cancels. I have no idea if it was changed at some point or has always been like this (I think it may have always been like this), but it appears you can cancel runs 1 frame faster than I previously thought, which would potentially make the cancels 1 frame faster across the board.

To prove my theory, I did some manual testing as well. For example, jailing F24 into F3 is possible, meaning it must be +12 at least. I remembered I had this originally, but for some reason doubted the result and changed it. Thus is the life of someone trying to record frame data for the first time :D

Just a small update.
 

dennycascade

UPR_ghastem
Anyone else ever randomly get that weird fast nutpunch that can't be meterburned when canceling something into bd3? It seems to be way more punishable than the regular nutpunch and it just messes up my combos out of nowhere.
 

kelevra

Steel cable bungee jumper
Anyone else ever randomly get that weird fast nutpunch that can't be meterburned when canceling something into bd3? It seems to be way more punishable than the regular nutpunch and it just messes up my combos out of nowhere.
Thats when you mash out the NP really fast. Try doing bd and then tripple tap the 3.
 

dennycascade

UPR_ghastem
Thats when you mash out the NP really fast. Try doing bd and then tripple tap the 3.
Oh so it's intentional? If we could learn to do it consistently it might actually be useful, like ending corner combos with 113 fast nut punch for more damage like in the other variations, instead of 12 slow nut punch. Does it provide the same advantage on hit as the regular slow a-list nut punch?
 

kelevra

Steel cable bungee jumper
Oh so it's intentional? If we could learn to do it consistently it might actually be useful, like ending corner combos with 113 fast nut punch for more damage like in the other variations, instead of 12 slow nut punch. Does it provide the same advantage on hit as the regular slow a-list nut punch?
it does give the same advantage on hit i think and i use it in one corner combo which is runcancel from hintconfirm into 12(charge)1 6x12-fastnp

a regular np would whiff after 6x 12 but the mashed out does hit