Alien Substance
Evanesce
-----Hermes Dash Cancel-----
(Credit for its discovery: xxteefxx)
(Credit for its discovery: xxteefxx)
Alright. so....whats bothering me is that kratos is REALLY hated lol. i dont blame anyone, but sadly i dont play with him myself. THOUGH! another thing that was bothering me since i ever TRIED Kratos, is that it seems like no one knew about his dash cancel combos. I saw tylerlantern and check, re making kratos combos to do a max damaging meter combos of 76% percent and 71% just recently. well, what if i told you that u can do 90% combos with 3 meters? or lets see....55% Meterless BNB?
here's a quick video I made, about Kratos Dash cancel in combos, and others. hope you all like it
Video notes:
"In here, you will see and understand what is Dash canceling. because of dash canceling, Kratos can deal more damage without the use of a single meter. A single Meterless BNB can hit up to 55%. So imagine the possibilities of adding Enhanced attacks? Dash cancel can be used as Anti wake up, Footsies, Pressure game, and greatly enhances Kratos Combo Ability.
This is something i knew from months ago. I tried to make a Project learning Lab for Kratos, sadly nobody loves him as much compared to the other roaster. So i decided to make this small vid, just to talk about Dash cancel SPECIFICALLY ,were a lot of people dont know about it so far.
Watch and enjoy. hope this video was helpful or new to you."
-----Hermes Flash Parry-----
(Credit for the realization EX HDCs can be utilized as a Flash Parry: xxteefxx. Credit for driving that idea into the light: Axel_Redd )
Like Kabal's Flash Parry, Kratos can do a similar technique with his Enhanced Hermes Dash Cancel. HFP in anticipation to a poke or wakeup from the opponent, the Armor will absorb the hit, and counter with F+4,2. Correct usage of Flash Parries, along with the Golden Fleece, can turn Kratos into an unstoppable tank the opponent will fear approaching. HFPs require a good sense of anticipation, reads, and reflex.
(Credit for the realization EX HDCs can be utilized as a Flash Parry: xxteefxx. Credit for driving that idea into the light: Axel_Redd )
Like Kabal's Flash Parry, Kratos can do a similar technique with his Enhanced Hermes Dash Cancel. HFP in anticipation to a poke or wakeup from the opponent, the Armor will absorb the hit, and counter with F+4,2. Correct usage of Flash Parries, along with the Golden Fleece, can turn Kratos into an unstoppable tank the opponent will fear approaching. HFPs require a good sense of anticipation, reads, and reflex.
-----Hermes Feint-----
This is similar to Stryker's Gun Cancel Mindgames.
Preferred feinting methods are HDCing into Apollo's Bow, Head of Helios, a jump backwards or forwards. For the added "hesitation effect", hold on to the Hermes Dash for a second or two before dash-canceling. Once the opponent has been conditioned into respecting the feint, there may be a rare opportunity to catch them with a released Hermes Dash, from which you can start close-kombat.
Be cautious against characters with offensive teleports or moves with long range.
This is similar to Stryker's Gun Cancel Mindgames.
Preferred feinting methods are HDCing into Apollo's Bow, Head of Helios, a jump backwards or forwards. For the added "hesitation effect", hold on to the Hermes Dash for a second or two before dash-canceling. Once the opponent has been conditioned into respecting the feint, there may be a rare opportunity to catch them with a released Hermes Dash, from which you can start close-kombat.
Be cautious against characters with offensive teleports or moves with long range.
----HDC Safe Jump-In
( Credit: Mix-Up CJ )
2,1xxHDC~JIP grants Kratos a safe jump-in. The relative safety of this technique depends on how quickly the HDC and jump is performed. This can be useful after a combo ending with the Head of Helios to reset your opponent.
( Credit: Mix-Up CJ )
2,1xxHDC~JIP grants Kratos a safe jump-in. The relative safety of this technique depends on how quickly the HDC and jump is performed. This can be useful after a combo ending with the Head of Helios to reset your opponent.
----D+4xxHDC~F+2
( Contribution by Axel_Redd )
A good footsie tool is D+4xxHDC~F+2.
Kratos' F+2 advances, similar to Kitana's F+2, only a little slower. A Hermes Dash canceled backwards may be preferred here due to the range on the F+2.
( Contribution by Axel_Redd )
A good footsie tool is D+4xxHDC~F+2.
Kratos' F+2 advances, similar to Kitana's F+2, only a little slower. A Hermes Dash canceled backwards may be preferred here due to the range on the F+2.
-----Golden Fleece Blockstring Interruption-----
The Golden Fleece, like Cyber Sub-Zero's Icy Counter, takes only 1 frame to start up. Certain strings of certain fighters are interruptible by Kratos' Fleece, as well as CSZ's Parry. The asterisks indicate where Kratos can parry in the string:
Raiden: B+3,*1,*2 and 3,3,*4.
Quan Chi: B+3,*1+2.
Kung Lao: 2,4,*1+2.
Kitana: F+4,*1.
Cyrax: 2,1,*2.
CSZ: 3,3,*2.
Sub-Zero: 2,1,*2 and B+1,*2,*1.
Smoke: 3,*2.
Johnny Cage: F+3,3,*B+3.
Jax: B+1,*2,*4.
Reptile: Second Hit of Reptilian Elbow ( Elbow Dash)
Baraka: B+3,1,*F+1.
Kabal: B+1,*2,1.
Nightwolf: F+3,*1,2.
Kano: F+3,*B+2 and B+1,1,*2.
Credit for this discovery, or at least my knowledge of it, goes to the good contributors of the Cyber Sub-Zero sub-forum. Due to the Data Loss of around 3 months, I am unable to check the sub-forum and give specific credit. D=
The Golden Fleece, like Cyber Sub-Zero's Icy Counter, takes only 1 frame to start up. Certain strings of certain fighters are interruptible by Kratos' Fleece, as well as CSZ's Parry. The asterisks indicate where Kratos can parry in the string:
Raiden: B+3,*1,*2 and 3,3,*4.
Quan Chi: B+3,*1+2.
Kung Lao: 2,4,*1+2.
Kitana: F+4,*1.
Cyrax: 2,1,*2.
CSZ: 3,3,*2.
Sub-Zero: 2,1,*2 and B+1,*2,*1.
Smoke: 3,*2.
Johnny Cage: F+3,3,*B+3.
Jax: B+1,*2,*4.
Reptile: Second Hit of Reptilian Elbow ( Elbow Dash)
Baraka: B+3,1,*F+1.
Kabal: B+1,*2,1.
Nightwolf: F+3,*1,2.
Kano: F+3,*B+2 and B+1,1,*2.
Credit for this discovery, or at least my knowledge of it, goes to the good contributors of the Cyber Sub-Zero sub-forum. Due to the Data Loss of around 3 months, I am unable to check the sub-forum and give specific credit. D=
-----Parry Projectile jump-over into Anti-Air-----
There are different options to AAing an opponent who has jumped over your Golden Ball from certain ranges.
Fullscreen: Dash forward into Standing 1xxHelios / Zeus' Rage.
About a dash closer than fullscreen: Head of Helios / Standing 1xxHelios.
Around jump-distance: B+1xxHelios / Reactionary Standing 1xxHelios.
Closer than jump-distance: Almost guaranteed free combo from the Golden Ball.
There are different options to AAing an opponent who has jumped over your Golden Ball from certain ranges.
Fullscreen: Dash forward into Standing 1xxHelios / Zeus' Rage.
About a dash closer than fullscreen: Head of Helios / Standing 1xxHelios.
Around jump-distance: B+1xxHelios / Reactionary Standing 1xxHelios.
Closer than jump-distance: Almost guaranteed free combo from the Golden Ball.
----Unpunishable Bow of Apollo----
(Frame Data by Somberness.)
Apollo's Bow is only -1 on block at point-blank range. This makes it useful for removing the frame-disadvantage of certain blocked strings, such as F+2,2,1. While Apollo's Bow is useful in this way, it can be detrimental if the opponent crouches before Kratos fires the arrows. Only strings that allow you to jail the opponent on stand block will be completely safe.
(Frame Data by Somberness.)
Apollo's Bow is only -1 on block at point-blank range. This makes it useful for removing the frame-disadvantage of certain blocked strings, such as F+2,2,1. While Apollo's Bow is useful in this way, it can be detrimental if the opponent crouches before Kratos fires the arrows. Only strings that allow you to jail the opponent on stand block will be completely safe.
-----B+1-----
----Low/Overhead
The B+1 grants Kratos his only low/overhead mixup with B+1,2 and B+1,B+4. The overhead is horribly unsafe on block, whiff, and on hit if the opponent tech rolls afterwards. The low is safe on block.
----Hermes Dash Cancel
After an HDC, Kratos can start HDC pressuring, throw the opponent, or do another B+1 and restart the Low/Overhead/HDC~pressure/HDC~Throw options.
----Anti-Air
(Credit: Roko1985)
B+1 has a huge hitbox and can be used as an AA attack. The Head of Helios can be buffered with B+1,D,B,2. With the buffer, if the B+1 whiffs, the 2 overhead will come out with its large hitbox.
The B+1 grants Kratos his only low/overhead mixup with B+1,2 and B+1,B+4. The overhead is horribly unsafe on block, whiff, and on hit if the opponent tech rolls afterwards. The low is safe on block.
----Hermes Dash Cancel
After an HDC, Kratos can start HDC pressuring, throw the opponent, or do another B+1 and restart the Low/Overhead/HDC~pressure/HDC~Throw options.
----Anti-Air
(Credit: Roko1985)
B+1 has a huge hitbox and can be used as an AA attack. The Head of Helios can be buffered with B+1,D,B,2. With the buffer, if the B+1 whiffs, the 2 overhead will come out with its large hitbox.
B+1 might have an appropriate amount of active frames to be used as an anti-wakeup against certain non-EX specials
----Zeus' Rage Range----
Zeus' Rage has a ridiculous hitbox. You remember the distance both fighters are from each other when every match begins? Let's call that the "start distance". The range of Zeus' Rage is a short dash farther than the start distance, which looks like a long range to me, considering the crazy hitbox extends slightly further than Kratos' Blade.
The reach of Revenge of Olympus has less than half of a dash's range than the X-Ray, which is also the distance the opponent is left away from Kratos after a forward throw.
----X-Ray Range
Kratos' X-Ray has the reach of one diagonal jump and one backdash. In situational occurances, the X-Ray can be used as a counter to a projectile that doesn't cause the opponent's hitbox to lower, or as a long-ranged whiff punisher.
Zeus' Rage has a ridiculous hitbox. You remember the distance both fighters are from each other when every match begins? Let's call that the "start distance". The range of Zeus' Rage is a short dash farther than the start distance, which looks like a long range to me, considering the crazy hitbox extends slightly further than Kratos' Blade.
The reach of Revenge of Olympus has less than half of a dash's range than the X-Ray, which is also the distance the opponent is left away from Kratos after a forward throw.
----X-Ray Range
Kratos' X-Ray has the reach of one diagonal jump and one backdash. In situational occurances, the X-Ray can be used as a counter to a projectile that doesn't cause the opponent's hitbox to lower, or as a long-ranged whiff punisher.
This thread was created to collect and store information about tactics and techniques for Kratos. I don't believe I am qualified to write up a full guide for Kratos; so this post will also be home to things I would've put into a guide that covers more than the basics.