BillStickers
Do not touch me again.
This thread has two purposes:
Note: I haven't decided the best way to organize this yet-- it could either be really redundant or grouped into sections based on character and/or the nature of the move on whiff or block. For now, I'm going to try to group it by frame data and see how that goes.
Please comment with your latest findings! I'll be adding to this top post as needed.
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On Block
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-50 on block, opponent standing
1 Bar: f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (49%)
2 Bars: f4 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (53%)
3 Bars: f4 1~EX fan, JIP f4 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (55%)
-45 – -46 on block, opponent in air
-36 – -45 on block, opponent in air
1 Bar: f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (49%)
2 Bars: f4 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (53%)
3 Bars: f4 1~EX fan, JIP f4 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (55%)
-20 – -23 on block, opponent high in air
-12 – -14 on block, opponent low in air
1 Bar: d1~EX lift, dash x 2, b2~fan, fan, 2~fan, f2~cutter (29%)
-12 – -17 on block, close range
1 Bar: 2 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (48%)
2 Bars: 2 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (52%)
3 Bars: 2 1~EX fan, JIP f4 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (54%)
-11 on block, close range
Note: Keep in mind that if your opponent is player 1, moves that are -11 on block are essentially -10.
Meterless: d1~cutter (~5% on blocked cutter, 9% if cutter not blocked)
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On Whiff
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Note: If I'm reading the frame data correctly, then I believe that, if an attack whiffs, the attacking player is at disadvantage for the entire duration of the move. If this isn't true, please let me know.
-22 on whiff, close (Kitana must be ducking)
1 Bar: d1~EX lift, dash x 2, b2~fan, fan, 2~fan, f2~cutter (29%)
-37 – -44 on whiff, close (Kitana must be ducking)
1 Bar: 2 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (48%)
2 Bars: 2 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (52%)
3 Bars: 2 1~EX fan, JIP f4 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (54%)
-58 on whiff, out of range–full screen*
- To be a quick reference for punishing various moves by the MK9 cast.
- To figure out the absolute best combos to use (damage output-wise) when punishing. I want to include options for no meter, 1, 2, and 3 bars.
Note: I haven't decided the best way to organize this yet-- it could either be really redundant or grouped into sections based on character and/or the nature of the move on whiff or block. For now, I'm going to try to group it by frame data and see how that goes.
Please comment with your latest findings! I'll be adding to this top post as needed.
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On Block
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-50 on block, opponent standing
- Kitana: Upraise (-50), EX Upraise (-50)
1 Bar: f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (49%)
2 Bars: f4 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (53%)
3 Bars: f4 1~EX fan, JIP f4 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (55%)
-45 – -46 on block, opponent in air
- Mileena: Ball Roll (-46), EX Ball Roll (-45)
-36 – -45 on block, opponent in air
- Ermac: Teleport (-43)
- Kung Lao: Dive Kick (-37), EX Dive Kick (high) (-37)
- Scorpion: Teleport (-43)
- Sektor: Teleport Uppercut (-45)
- Quan Chi: Sky Drop (-36), EX Sky Drop (-36)
1 Bar: f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (49%)
2 Bars: f4 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (53%)
3 Bars: f4 1~EX fan, JIP f4 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (55%)
-20 – -23 on block, opponent high in air
- Mileena: Teleport Drop (~-23), Teleport Drop w/ Sai (~-20)
-12 – -14 on block, opponent low in air
- Mileena: EX Teleport Drop (~-12), EX Teleport Drop w/ Sai (second teleport crouch blocked) (-~14)
1 Bar: d1~EX lift, dash x 2, b2~fan, fan, 2~fan, f2~cutter (29%)
-12 – -17 on block, close range
- Ermac: Force Push (-17)
- Kano: Upball (-13)
- Kenshi: Rising Karma (-13) (dash after blocking)
- Kung Lao: Low Hat (-12)
- Reptile: Elbow Dash (-13), X-Ray (-12)
1 Bar: 2 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (48%)
2 Bars: 2 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (52%)
3 Bars: 2 1~EX fan, JIP f4 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (54%)
-11 on block, close range
Note: Keep in mind that if your opponent is player 1, moves that are -11 on block are essentially -10.
- Reptile: Acid Spit (-11), Force Ball (-11)
Meterless: d1~cutter (~5% on blocked cutter, 9% if cutter not blocked)
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On Whiff
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Note: If I'm reading the frame data correctly, then I believe that, if an attack whiffs, the attacking player is at disadvantage for the entire duration of the move. If this isn't true, please let me know.
-22 on whiff, close (Kitana must be ducking)
- Scorpion: EX Teleport (-22) (punish after first punch)
1 Bar: d1~EX lift, dash x 2, b2~fan, fan, 2~fan, f2~cutter (29%)
-37 – -44 on whiff, close (Kitana must be ducking)
- Jax: Dash Punch (-37)
- Kitana: Cutting Fan (-44)
- Nightwolf: Shoulder (-40)
1 Bar: 2 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (48%)
2 Bars: 2 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (52%)
3 Bars: 2 1~EX fan, JIP f4 1~EX fan, JIP f4 1~EX fan, JIP f2 1, NJP, 4~fan, 4~lift, dash, b2~fan, fan, 4~cutter (54%)
-58 on whiff, out of range–full screen*
- Ermac: Force Push (-58)