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What Your Character Can do on D1 Hit

Gaxkang

Banned
The D1 due to its frequency and the centrality of the poke game to entire game itself, makes the D1 perhaps like the most important move in the game. Followed by specials that say, dictate how a fight goes, or combo starters that don't seem that punishable. Etc.

So a big question for any player to consider is what their character can do when they hit with a D1. Really this info should be front and center in the tutorial for characters because it is so important.

So I think it'd be useful in a general way if like people said what their character does/can do when they get a D1 on somebody. And if somebody misses something, someone can point that out. It's useful info for anyone really I think.

I play Kano right now. When he does a D1 he can throw. Technically something starting with his standing 2 (a high) could be used instead, but one is unlikely to hit it and online very unlikely. So Kano's option is to throw.
 

Inzzane_79

Every time someone farts, a demon gets his wings
People can neutral duck that throw can´t they? d1 into throw is not a combo as far as I know.

Still a good option and mindgame
 

SpiceWeasel

Nothing personal mate!
The D1 due to its frequency and the centrality of the poke game to entire game itself, makes the D1 perhaps like the most important move in the game. Followed by specials that say, dictate how a fight goes, or combo starters that don't seem that punishable. Etc.

So a big question for any player to consider is what their character can do when they hit with a D1. Really this info should be front and center in the tutorial for characters because it is so important.

So I think it'd be useful in a general way if like people said what their character does/can do when they get a D1 on somebody. And if somebody misses something, someone can point that out. It's useful info for anyone really I think.

I play Kano right now. When he does a D1 he can throw. Technically something starting with his standing 2 (a high) could be used instead, but one is unlikely to hit it and online very unlikely. So Kano's option is to throw.

After D1 you have an 50/50 with Kano, do D1 Kano Ball or D1 Lumbar Check, but how it always is with Kano guess wrong and u get fucked xD
 
Usually characters with weak mids have a good special cancel to compensate:

Dvorah: d1 db4mb (safe)
Frost: d1 spin (safe)
Kano 50/50: d1 cmd grab (unbkbl) / d1 kano ball (unsafe)
Kotal: d1 cmd grab (unbkbl)
Baraka: d1 chopchop (unsafe but hard to punish)
Kollector: d1 cmd grab (unbkbl)
Cetrion: d1 wall (unsafe but hard to punish)

And some characters with great mids also have good d1 special cancels lol
 

S+ Main

Noob
Usually characters with weak mids have a good special cancel to compensate:

Dvorah: d1 db4mb (safe)
Frost: d1 spin (safe)
Kano 50/50: d1 cmd grab (unbkbl) / d1 kano ball (unsafe)
Kotal: d1 cmd grab (unbkbl)
Baraka: d1 chopchop (unsafe but hard to punish)
Kollector: d1 cmd grab (unbkbl)
Cetrion: d1 wall (unsafe but hard to punish)

And some characters with great mids also have good d1 special cancels lol
subzero: d1xxslide
 
E

Eldriken

Guest
Skarlet is guaranteed an s1, f2 or f4 after d1 on hit. She gains a lot of potential by landing a d1. Gotta respect her possible follow-ups.
 
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Deleted member 35141

Guest
Pretty sure non of those combo on hit like the title says which is weird cause it comboed in the last 2 games
My mains in particular mkx kenshi d1 blade spin worked an green arrow bow spin worked

Edit- may have misread but d1 cmnd grabs dont work and d1 on hit into special in this game isnt smart for ex sub slide why be plus just to slide and get punished hard
 
Last edited by a moderator:

stokedAF

casual kahnage
I play shao kahn and the only thing I have learned to do after a D1 is a D4 to push them off of me or a throw. Any Kahn players help a brother out?
 
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Deleted member 35141

Guest
Usually characters with weak mids have a good special cancel to compensate:

Dvorah: d1 db4mb (safe)
Frost: d1 spin (safe)
Kano 50/50: d1 cmd grab (unbkbl) / d1 kano ball (unsafe)
Kotal: d1 cmd grab (unbkbl)
Baraka: d1 chopchop (unsafe but hard to punish)
Kollector: d1 cmd grab (unbkbl)
Cetrion: d1 wall (unsafe but hard to punish)

And some characters with great mids also have good d1 special cancels lol
ok so most of your examples are slower than the d1 hit advantage so d1 in defense is now the other players turn.
Also d1 cmnd grab doesnt work on hit as they whiff or if you wait the cmd your turn is technically over
Edit- im starting to realize why so many people get d1 mashed as its not your turn anymore if you do a move slower than your advantage
 
ok so most of your examples are slower than the d1 hit advantage so d1 in defense is now the other players turn.
Also d1 cmnd grab doesnt work on hit as they whiff or if you wait the cmd your turn is technically over
Edit- im starting to realize why so many people get d1 mashed as its not your turn anymore if you do a move slower than your advantage
Actually no because d1 is special cancellable, try pressing a button after blocking any of the examples above and you are gonna get hit (some exception like you can low profile frost spin after blocking d1). Which is the idea I guess, you don't have a mid to hit confirm pokes, but you have a special to compensate it.
 
Johnny can jail a s2 after a d1 on hit. He can also do MB forceballs but it works on 5-6 characters lol

Kollector: d1 cmd grab (unbkbl)
After a d1 on hit Kollector d1 command grab not an unblockable setup, it is a 50/50. The command throw is a mid throw so it cannot be neutral ducked, however the opponent can quick hop on a read and full combo punish. If Kollector reads the read he can do db3 and will catch the opponent mid air.
 

kcd117

Noob
Kano's best normal is his D1 and the only guaranteed thing he has after a D1 on hit is another D1 lol That says a lot about the character. He can use that to enforce his 50/50s but if you insist on disrespecting the only risk you are taking is getting hit by another D1.
 

Phr4nk

2021 Ash Main
Jade doesn't have anything that combos but she has a couple jails.
B3(43) is a good follow-up for pressure.
 
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Deleted member 35141

Guest
Actually no because d1 is special cancellable, try pressing a button after blocking any of the examples above and you are gonna get hit (some exception like you can low profile frost spin after blocking d1). Which is the idea I guess, you don't have a mid to hit confirm pokes, but you have a special to compensate it.
ok that makes more sense alot of posts in this thread contradict but the cmnd grabs dont work.
Just want it to be clear for others is that these specials dont combo like the last 2 games they just go into blocked special unless the opponent hits something , if they block well unless you use a safe special your getting punished hard
 

scarsunseen

Miley Cyrax®
I mainly play Kabal Clean Cut. After Kabal hits a ducking opponent with D1 (or D3), you can follow up with a S2, which is a high. Even though they never let go of down, D1 and D3 on hit forces your opponent to stand.

S2 is +3 on block and +17 on hit. So it's basically still your turn after S2. After D1 or D3 or S2, you can also F4 into mix. F4 is normally 9 frames on start-up. After a blocked S2, F4 is basically 6 frames instead. You could go into his F4-overhead string or F4-BF2 for a low option. This character has some sick buttons.
 

Blewdew

PSN: MaxKayX3
I don't get why the answer for what to do after a d1 on hit is still so unknown for so many people.
it's simple math an applies to every character:

1. If your hit advantage is higher than the startup of a move, this move is uninterruptable.
for example: D1 +10 on hit => every high up to 9 frames is garantueed, NOT 10 frame highs though

2. mids can frame trap after d1 if the difference between the startup of the mid and the hitadvantage of the D1 is less than the startup of the opponent's D1
for example: D1 +10 on hit, mid 15f startup => 15f-10f=5f, since there is no 5f in the game it's a frame trap and garantueed
D1 +10 on hit, mid 17f startup => 17f-10f=7f, characters with 7f pokes can trade with the following mid
D1 +10 on hit, mid 20f startup => 20f-10f=10f, moves faster than 10f can interrupt the following mid, 10f moves can trade

3. nothing can combo off a D1, I don't know why some of you discuss this here. you can always block the special cancelled from a D1 on hit

this applies to every nrs game, doesn't matter if it's mkx,ij1,ij2 or mk11

it seems like this knowledge is super unknown while it's proabably the most important one. knowing your frames is essential for winning especially on higher levels of play.

ok that makes more sense alot of posts in this thread contradict but the cmnd grabs dont work.
Just want it to be clear for others is that these specials dont combo like the last 2 games they just go into blocked special unless the opponent hits something , if they block well unless you use a safe special your getting punished hard
D1 doesn't combo in mk games. in injustice yes.
 
Usually characters with weak mids have a good special cancel to compensate:

Dvorah: d1 db4mb (safe)
Frost: d1 spin (safe)
Kano 50/50: d1 cmd grab (unbkbl) / d1 kano ball (unsafe)
Kotal: d1 cmd grab (unbkbl)
Baraka: d1 chopchop (unsafe but hard to punish)
Kollector: d1 cmd grab (unbkbl)
Cetrion: d1 wall (unsafe but hard to punish)

And some characters with great mids also have good d1 special cancels lol
Alright, just to clarify because many ppl are making wrong assumptions:
  • if you hit d1, cmd grab will miss
  • d1 doesnt combo into anything, doesn't mean you can't cancel d1
  • examples from bove will beat you opponent if he tries to hit a button after blocking your d1 (with exceptions as i mentioned)
I don't get why the answer for what to do after a d1 on hit is still so unknown for so many people.
it's simple math an applies to every character:

1. If your hit advantage is higher than the startup of a move, this move is uninterruptable.
for example: D1 +10 on hit => every high up to 9 frames is garantueed, NOT 10 frame highs though
In this current state? No. Do this, record AI mashing d1. Then, after hitting d1 with Frost, try to jail with a high normal...
 
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Deleted member 35141

Guest
@Blewdew
Yea your right havent played mkx in awhile and realized kenshi had a armored blade spin out of d1 so it would go through anyone poking back instead of a actual combo my fault. Where as in injustice which is still fresh in my mind definitely comboed, d1 bow spin got so many people lol.