M2Dave
Zoning Master
Happy New Year, fools.
If you search my post history, I believe that I have created such a thread for every single NRS fighting game since Mortal Kombat 9. Me feeling old AF right now aside, rate your character, or team rather, using the rubric below. The purpose is to learn more about the game and share the information, some of which may be presented on the podcast, with your training partners and fellow TYM members. I also hear that Lord Paolo is lurking, and if you downplay enough (please do not!), you may receive buffs. In all seriousness, I will rate Reiko/Tremor, the team that I have been using the most recently, very soon. I will also include a couple of my secondary teams at a later time. Please consider rating teams, not individual characters, and provide brief explanations using the categories and point system below.
Ashrah/Sareena
Quan Chi/Sareena
If you search my post history, I believe that I have created such a thread for every single NRS fighting game since Mortal Kombat 9. Me feeling old AF right now aside, rate your character, or team rather, using the rubric below. The purpose is to learn more about the game and share the information, some of which may be presented on the podcast, with your training partners and fellow TYM members. I also hear that Lord Paolo is lurking, and if you downplay enough (please do not!), you may receive buffs. In all seriousness, I will rate Reiko/Tremor, the team that I have been using the most recently, very soon. I will also include a couple of my secondary teams at a later time. Please consider rating teams, not individual characters, and provide brief explanations using the categories and point system below.
- Offensive options (5/5) – this category revolves around frame advantage on block and hit, 50/50 mix ups, hard-to-blockable setups, and vortices.
- Neutral game and footsies (5/5) – this category revolves around normal attacks and special moves that control the space in your vicinity, including the air.
- Defensive options (5/5) – this category revolves around defense, specifically the value of your character’s armored special move but also the frame data and range of his or her low pokes as well as the quantity of health points.
- Damage output (5/5) – this category revolves around the damage output that a team acquires from combos.
- Zoning and anti-zoning (5/5) – this category revolves around options outside of footsies range such as a projectile or a long-range physical attack. Also evaluate a team’s ability to avoid projectiles and close the gap from a distance.
Offensive options 4.5/5 - 2,1 is +2 on block. b+4 is +3 on block and hits low. b+2 hits high but is +8 on block. f+2 is a safe and un-reactable overhead. Command throw leads to 30%+ of damage. This team has everything that you need to win offensively. The only reason that I am subtracting half a point is because the command throw inherently carries a risk and a couple of the resources are expensive (i.e., ambush ground pound and EX command throw costing two bars).
Neutral game and footsies (4.5/5) - d+4 is one of the best, if not the best, low pokes in the game because of its speed, range, and frame advantage on hit, which allows you to set up the aforementioned offensive options. EX stars are excellent in the neutral. b+3 is a solid whiff punisher, but there is some risk as the move is -13 on block while b+3,4 does not jail. For this reason, I am subtracting half a point. As far as anti air is concerned, standing 4 is very good.
Defensive options (4.5/5) - Standard d+1 with very good range. Exceptional d+4 as already mentioned. Tremor provides an additional 100 health points. Advancing armor that guarantees okizeme on hit. The armor is slow at 19 frames, though, which prevents Reiko/Tremor from having a perfect score as some characters can crush the startup with quick consecutive strings rather easily, forcing you to take the mix up.
Damage output (4.5/5) - damaging yet expensive is an accurate description of this team. After any string, you deal 40%+ using one bar and the full kameo bar. You deal 33% of damage after command throw using the same resources. These numbers increase by 10-12% using fatal blow. If you spend three bars and use fatal blow, you deal around 55%. The comeback potential is therefore one of the best in the game. Reiko's damage output without Tremor, on the other hand, is below average. He usually does around 25% meter-less and 32% using one bar.
Zoning and anti-zoning (4.5/5) – stars are obviously one of the best projectiles in the game. They are decently fast, multi-hitting, and damaging. They also have a high vertical hitbox. EX stars are excellent as already mentioned. You can use metallic's rock toss against characters like Kung Lao and Nitara who like to remain in the air a lot. If the opponent is caught airborne, rock toss launches, and you can follow up with EX slide if you are close enough. Unlike Motaro's reflect, Crystalline's wall punch needs to be used preemptively, but the move still serves its purpose. Aside from characters like Liu Kang and Quan Chi, Reiko essentially out-zones everyone else and controls the pace of the match with the stars.
Final Score: 22.5/25
Neutral game and footsies (4.5/5) - d+4 is one of the best, if not the best, low pokes in the game because of its speed, range, and frame advantage on hit, which allows you to set up the aforementioned offensive options. EX stars are excellent in the neutral. b+3 is a solid whiff punisher, but there is some risk as the move is -13 on block while b+3,4 does not jail. For this reason, I am subtracting half a point. As far as anti air is concerned, standing 4 is very good.
Defensive options (4.5/5) - Standard d+1 with very good range. Exceptional d+4 as already mentioned. Tremor provides an additional 100 health points. Advancing armor that guarantees okizeme on hit. The armor is slow at 19 frames, though, which prevents Reiko/Tremor from having a perfect score as some characters can crush the startup with quick consecutive strings rather easily, forcing you to take the mix up.
Damage output (4.5/5) - damaging yet expensive is an accurate description of this team. After any string, you deal 40%+ using one bar and the full kameo bar. You deal 33% of damage after command throw using the same resources. These numbers increase by 10-12% using fatal blow. If you spend three bars and use fatal blow, you deal around 55%. The comeback potential is therefore one of the best in the game. Reiko's damage output without Tremor, on the other hand, is below average. He usually does around 25% meter-less and 32% using one bar.
Zoning and anti-zoning (4.5/5) – stars are obviously one of the best projectiles in the game. They are decently fast, multi-hitting, and damaging. They also have a high vertical hitbox. EX stars are excellent as already mentioned. You can use metallic's rock toss against characters like Kung Lao and Nitara who like to remain in the air a lot. If the opponent is caught airborne, rock toss launches, and you can follow up with EX slide if you are close enough. Unlike Motaro's reflect, Crystalline's wall punch needs to be used preemptively, but the move still serves its purpose. Aside from characters like Liu Kang and Quan Chi, Reiko essentially out-zones everyone else and controls the pace of the match with the stars.
Final Score: 22.5/25
Ashrah/Sareena
To be added... them top tier ladies...
Quan Chi/Sareena
To be added... NRS = anti-zoning zealots...
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