Hey guys don't throw seeing double out just yet, slide is actually pretty good midscreen. I like using b3 slide and f22 slide to poke people at mid-range and they both combo on hit. You're sacrificing a bit of combo damage overall but it really helps out in neutral. Having the air teleport helps him counter-zone too. Still not really sure what to do with ghost ball but maybe as a mix-up with slide after b3 or f22?
Also for both vars, you can use b11+3 in neutral by spacing so the first hit whiffs and the second doesn't. If the second one gets blocked you're still safe, and if it hits you can confirm into tele.
Also d3 seems to be the low poke of choice, does anyone have any reason to use d1 or d4 over it?
So on the one hand I think this variation is getting slept on a little. It's not the "Rush them down and corner mixup" style that's for sure, but the slide and air teleport add some interesting mid screen zoning options. It's basically his "footsies" style where you're going to want to spend most of your time midscreen screwing with them.
Further people seem to be forgetting that everyone has access to hop kick/punch overheads, which do seem to be decently legit tools, especially for someone like noob.
That said...block ball is just...bad. Like "oh they meant for this to be a throwback optional move but didn't finish testing the game and now it's in a main moveset" bad.
First i figured I'd look for early combo drop setups ala SF3 ryu, and the answer is pretty much "nope". Shits stupid slow to startup and you're basically asking to be roll punished by anyone paying attention. Ther MIGHT be setups where you could catch a back roll or a quickrise/block...or maybe interrupt a wakeup...but i'm not confident.
Then i'd double check there wasn't some corner launch combo situation where you could combo into it. As far as I can tell that's a big no.
Ok...but on the upside this is a game with a lot of block strings and MK has always had those stagger animations. MAYBE there's some hope there. I found a few promising things off of some of his more advantaged moves that leave your opponent standing, but it's still a really big gamble given how telegraphed the startup is. It's a little helped since your shadow will likely be covering your body but not ideal.
What fucking kills it though is WHY. On HIT its -6, does "ok" damage, and of course gives them only one bar of each meter for a moment, and i fucking mean a moment. Worse the moment it's over they get everything back, so WHY go through all this effort to land it? It might as well not neuter their bars for all the effect it will have. I literally cannot think of a situation where you hit with this, and then follow up, and then actually have the fact that they're on one bar matter.
Hell i suspect with how fast it recovers, if you DID somehow mix them up into a launch combo at -6, they might still get their bar back and fallout before the combo is done. It just feels fucking awful for how insanely hindered it is.
Everything about it screams "well it'll be a fun callback, but make sure it doesn't break the game, gimp the hell out of it" which is just insulting to include in the supposed curated tournament variations. I hope to hell i'm missing something, but it's got to be the dumbest move in the game right now.