What's new

Tech Tactical Spartan Kombat

-----Hermes Dash Cancel-----
(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.

-----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.

----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.

----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.

-----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 ( :ex 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.


----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.
-----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.
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.



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.
 
Reserved.

Just so this reserved post doesn't feel sad about it being empty, I'm adding this:


Watching this video always gets me going and motivated to play as Kratos. To see the work NRS put into making him for MK9 (PS3) and having it go almost to waste does not feel right to me, so I picked up Kratos!
 

Axel_Redd

Vampire Jesus....he wants YOUR blood now!!
you should also put that arrows arn't punishable even at point blank on standing block. Its minus 1 i think. Very useful for making a combo like f221 safe since the last hit on that string is unsafe on block.

i've been mostly working on my 3 man team but im finding it really hard to drop CSZ from my kombat triangle for Kung Lao, he's just so damn fun to play. But anyways i'll probably go to the lab with kratos again to see what i can cook up.

oh and one more thing for right now. i think one of kratos's best footsies and wiff punishers is d4~HDC f2. the forward advancing property's and the reach make it like kitana's f21 only a bit slower but still a good wiff punisher (Think Kung Lao's F2 but cancellable into a special). should u land it its very easy to hit confirm into helios head. (you can easily link 2, to f2 if u see it hit and then into helios head)

Also, u may want to add that the f221 with arrows at the end is still interruptable between the arrows and the 1 i believe. at least it looks like it is, i need someone to test it.
 
Thank you very much everyone for the compliments!

I smile every time I see you post something new here.
I will money match any Kratos main offline that challenges me. I want to see what this character can do.
This makes me jovial. But it is unfortunate that you and I live states apart.

you should also put that arrows arn't punishable even at point blank on standing block. Its minus 1 i think. Very useful for making a combo like f221 safe since the last hit on that string is unsafe on block.

i've been mostly working on my 3 man team but im finding it really hard to drop CSZ from my kombat triangle for Kung Lao, he's just so damn fun to play. But anyways i'll probably go to the lab with kratos again to see what i can cook up.

oh and one more thing for right now. i think one of kratos's best footsies and wiff punishers is d4~HDC f2. the forward advancing property's and the reach make it like kitana's f21 only a bit slower but still a good wiff punisher (Think Kung Lao's F2 but cancellable into a special). should u land it its very easy to hit confirm into helios head. (you can easily link 2, to f2 if u see it hit and then into helios head)

Also, u may want to add that the f221 with arrows at the end is still interruptable between the arrows and the 1 i believe. at least it looks like it is, i need someone to test it.
Cyber Sub-Zero was my first main, back in my young MK9 days. (Acquired at midnight release)
>Laboratory
Alrighty then. I can't ever find anything no matter how much I go into the lab. Everything I find is either while playing against the A.I. or when playing online. Like that Hermes Feint, I came up with that while playing online.
>D+4xxHDC~F+2
Interesting! Though, I think I would prefer doing another HDC after the F+2. Saving the HoH for the end of a juggle.
>F+2,2,1~Apollo's Bow
Hmmm...........it does seem like it to me as well.
 

Axel_Redd

Vampire Jesus....he wants YOUR blood now!!
well u could do another HDC, if u connect and do it, u can connect 21 afterwards and its still a combo. but sometimes i just prefer f22 helios from a hit confirm. i can still go in to more pressure after that. and also...i wanna see a video of somone actually doing the infinite.....

btw, 111 its a great string to use for spacing, it makes wiff punishing a lot easier when ur doing ur HDC pressure.

we need sombernesses kratos frame data back x.x

also, finding stuff in the lab isn't that hard Substance. U just gotta ask ur self what ur looking for then test out all the moves and strings in different ways until u hopefully find what u want. thats what i do.
 
I know that part about some moves connecting after F+2xxHDC.
>Prefer F+2,2xxHoH
That's fine by me.
>Kratos' Infinite
I'm currently living without it, but I remembered it is 2xxHDC~Repeat. Not 2,1xxHDC~Repeat.
>111
You mean 1,1,2, or 1xxHDC~Repeat? Kratos doesn't have a 1,1,1 string. :confused: I'll assume you're referring to 1,1,2. Spacing? I normally use it in 1,1,2~Apollo's Bow, nobody expects Apollo's Bow after 1,1,2. So they get hit by the arrows.

>Somberness' Kratos Frame Data
Actually, I have his Frame Data copy/pasted into a text file on my PC.....
>Laboratory
Still, I don't think I will find anything when in the lab.
 

Axel_Redd

Vampire Jesus....he wants YOUR blood now!!
yeah, 112 my bad, also if u land a 112 on it, end it with ex apollo bow, if there blocking all 3 will hit, and i think ur at advantage.
 

Roko1985

Put down the controller and run!
yeah, 112 my bad, also if u land a 112 on it, end it with ex apollo bow, if there blocking all 3 will hit, and i think ur at advantage.
they can still poke on block, before the arrows if they crouch after the 112. About the infinit, I think is pached with the last pach 1.05. Never worked when I tryed it after that. In the corner f22 en arrows is god like. On hit 60%+ combo with two bars and back in the corner. On block I think you are at +1 or 3(I don't remember), still safe.
 
yeah, 112 my bad, also if u land a 112 on it, end it with ex apollo bow, if there blocking all 3 will hit, and i think ur at advantage.
they can still poke on block, before the arrows if they crouch after the 112. About the infinit, I think is pached with the last pach 1.05. Never worked when I tryed it after that. In the corner f22 en arrows is god like. On hit 60%+ combo with two bars and back in the corner. On block I think you are at +1 or 3(I don't remember), still safe.
Apollo's Inferno leaves Kratos at +3 on block.
>Infinite might've been patched
That is surprising, but it could have happened.
----
I think I'll have to create a general combo thread to store the information.
 

DragonPick

I don't play Runescape
Jeez at Kratos' raw damage. he's like a grappler without the grapples. I may have missed it but does the HDC gain meter while he's at it?
 
Jeez at Kratos' raw damage. he's like a grappler without the grapples. I may have missed it but does the HDC gain meter while he's at it?
Raw damage while having a special that grants a free-hit, but is weak in comparison to other fighters' free-hit-granting specials!

Yeah, Hermes Dash Cancels give him Meter, but according to the Meter Building Data by Aidan (Marvelous Meter-Man), around 40 HDCs are needed to fill up a whole bar of Super Meter.
 

DragonPick

I don't play Runescape
Raw damage while having a special that grants a free-hit, but is weak in comparison to other fighters' free-hit-granting specials!

Yeah, Hermes Dash Cancels give him Meter, but according to the Meter Building Data by Aidan (Marvelous Meter-Man), around 40 HDCs are needed to fill up a whole bar of Super Meter.
I guess it balances out then, into regular damage, but if you ever get touched by the very tip of anything, gg health bar.

And aww, I thought I could be more reckless with his meter then.
 

Mix-Up CJ

@MIxUp_CJ
I smile every time I see you post something new here.
I will money match any Kratos main offline that challenges me. I want to see what this character can do.
I would like to play you but it's unfortunate that we are continents apart ... I guess you get to keep your money
 

Killphil

A prop on the stage of life.
Anyone else have something to say about the Krab Toad? I run to him as my "closer" when I just can't win. His parry and damaging bnb's sans the HDC's are enough to net me a win from time to time. Plus I like to mix things up a bit. Zeus' rage is actually a really good spacing/footsie tool. Sure..its 17 frames of startup, but it commands a fair chunk of space in front of kratos and...someone help me out here, is it safe from max range? That is, not putting Kratos up in the person's face after the move completes? I use it more in the neutral game with him and it has pretty good success.
 
Killphil
I believe Zeus' Rage could be safe on block from maximum range, unless the opponent has a fast-advancing special like Raiden's Superman or Reptile's Elbow Dash. Also, Kratos' forward throw leaves the opponent at just the maximum range for an EX Zeus' Rage (Revenge of Olympus).
 

Axel_Redd

Vampire Jesus....he wants YOUR blood now!!
Anyone else have something to say about the Krab Toad? I run to him as my "closer" when I just can't win. His parry and damaging bnb's sans the HDC's are enough to net me a win from time to time. Plus I like to mix things up a bit. Zeus' rage is actually a really good spacing/footsie tool. Sure..its 17 frames of startup, but it commands a fair chunk of space in front of kratos and...someone help me out here, is it safe from max range? That is, not putting Kratos up in the person's face after the move completes? I use it more in the neutral game with him and it has pretty good success.
i use zeus's rage as a sort of frame trap after chaining arrows to f22. it usually works, lol.