What's new

MKA Character Summaries

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Okay, here we go. Just a quick summary of the characters in the game. Being that movelists are really simple to understand, it'll be really easy for me to do.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Scorpion
-Scorpion is much better here than in MK9. He doesn't have a vortex here, but some of the things you know from MK9 translate here, such as double hellfires, AA spear, and MR f1 = b2. HAP is very safe, and a lot of his normals here, such as 1, 2 and b1 lead to both free throws and free hellfire, which has a TON of advantage on hit AND will hit opponents who try to jump out (won't give grounded hitstun, just knockdown). Parry-cancelled HAP b1 is excellent on the range. MR f1, if not broken from the start, leads to a completely unbreakable sequence of spear, HAP 1, hellfire. This does a lot of damage, and leads to post-hellfire mixups, which leads back to MR f1 unbreakable sequence, or his throw, which is the most damaging throw in the game. Scorpion's counter zoning is really strong...both hellfire and spear will lead to another hellfire or spear, respectively, free. Really strong character offensively who will force you close to him to avoid unfavorable projectile trades. Really only screws himself over by having a weak low game.

Sub-Zero
-Clone really translated well into 3D in this game. Unlike MK9, it doesn't disappear when hit, and there's no armor to blow through it. And it works well in stopping footsies as it did in MK9...but it doesn't appear when done as close. He's really good at turtling out characters who can't get close, and ice lift is a really good projectile punish after a sidestep, which leads to his best damage. SHO 32 is Sub's main offensive game. Both 3 and 32 lead to free throws, and Sub's throw will do full damage if broken after throw lands. Both options aren't good on recovery, and 32 can be parry interrupted reliably, so it's only good when you need a quick damage option. SHO d1 is his best low poke...decent recovery and pushes back on hit, though SHO d4 is solid as well as it's unparriable, but is less safe. KB is largely useless outside of his CS branch. Sub also has the ability to impale, though it can only be used reliably after a freeze. One of BRC's worst matchups in the game and an overall great defensive character to use. Biggest problem is the difficulty it can be to get his better damage options, and his damage without ice lift is merely average. No chip damage on his projectile hurts too.

Reptile
-Though he doesn't have forceballs here, Reptile's still very much a decent character. With a very all-around toolset, he's not one to take lightly. You have to know everything to deal with every shenanigan he may have. Dash is just as fast here as in MK9, but it JUGGLES too for unbreakable damage! Can be landed off of his PAO u4, which autotracks sidesteps. PAO 43 is a good poking string...great range and works well with parry cancel, alongside the decent recovery. PAO sweep has good range and lowers his hitbox pretty well, alongside being an unparriable low. PAO d4 is another good low, as it gives great advantage like Sub's SHO d4. KIR is not as useful as PAO, especially since the movement speed is pretty bad, but 233 is a great string, although slow. Roll is another unbreakable option Reptile has, and invisibility is scary when combined with the fact that Reptile's PAO stance has so many solid footsiesand dash's stupidity in speed. Good footsies character, but has an awful projectile, so he can only win when close to the opponent.

Rain
-A fairly mediocre character. Rain doesn't excel at much, tbh, though his ZRM stance has pretty fast jabs strings in 113 and 2f2CS. His ZRM d4 is pretty solid as it possesses great advantage on hit and is unparriable. STO b2 is probably his best poking normal overall, though it does have block disable frames, as does his STO d2. All in all, he's merely quick, but pretty unsafe on a lot of things. Lightning isn't fast at all, especially in comparison to Nightwolf's, but it launches on hit. Water blast has instant screen coverage, and geyser kick has fast startup and is unbreakable. His teleport is pretty good, actually...comparable to Raiden's, though not as fast. It also has a unique property in completely avoiding Dairou's teleport attributes. Rain doesn't do much well other than get reliable punishes off jabs. As said, he's not really safe, and his damage isn't high at all.
 

AREZ God of War

The Crazy BeastMaster
Shang Tsung
-Shang is considered a low tier character, possibly bottom 5. he has minimal damage and very few useful moves aside from Soul Steal. He has to almost entirely rely around using his speed to work his opponent down to nothing piece by piece, while utilizing Soul Steal to constantly replenish since he rarely benefits form any other traded attacks. Snake 4, B+4 and B+2 hit mid, while his pokes and jabs remain very fast and useful with B+3 being the launcher. As a result of his need to conserve health, staying in Snake is best and quickly swapping to Straight Sword for a FT when you need to. U+2, and D+4 lead to FTs, B+4 and/or B+4, F+4 are both excellent and 11,2 and 11,4 both knockdown at range for Soul Steal. Overall Shang is best played similar to Sub-Zero, by spamming safe moves and Soul Steals constantly to help compensate for his very low damage. Best damaging combo is off a Snake-1,1B+3, cs, (jump up) AirCombo 1,1,2....1,1,2,3/4 or ground juggle- 1,1,B+3 (B+3) cs, 1,1,2/1,1,4 for 27% (31% for 1,1,2,4 or 1,1,4).

Shinnok
-Shinnok may not have the most damage out there, but he's a really sneaky character that gets damage in decent chunks. Summoning fiend is gonna be your best option here, as it is essentially a ground pound that cannot be reacted to reliably. Since jumping is the only thing to avoid it, his hand projectile works really well since it will reliably AA from a range, and is a free fiend if you land it. Another free fiend is his throw, which is amazingly good due to the fact that it cannot be parried and is unbreakable after it lands. Because KUO is ridiculously unsafe, you should never be in this stance, ever. AMU is where it's at, with a half screen low in AMU u2. AMU 441 isn't safe, but it's his best mid option, and the first and second hits are free throws. AMU 2 has a lot of range, and stuns long enough for a 50/50, but hits high. Really fun character to use, but beware of his lack of safety and over reliance on AMU.

Sonya
-A really good midrange character is what Sonya is. Kiss is an extremely good keepaway tool, as it has pushback on block, recovers really fast and stuns airborne opponents for a combo. It, alongside KAL b3, KAL d3 and TKD 3, will be your moves of choice for the most part. TKD 3 also sets up a free throw, and is mostly safe on block. Square wave also gives her decent corner escape, if you desperately need it. The general jist of her will be to space out kiss, and if they're too close, push them back out with a KAL d1/KAL b3 mixup. Since KAL d3 is parriable, KAL 4 will be there should you need an unparriable low. All in all, she's a really solid footsies character...only really hampered by being heavy parry bait once you get in. KAL b3 is parry interruptable, so it's not something you will want to spam.

Kitana
-Kitana ranks around the lower end of the mid-tier, however w/ some skill and mastery she can be played to hang w/ numerous characters of the higher tier. Many of her moves are unsafe therefore she is limited to what she has that is considered viable at high-level, so we will focus mainly on them. 1st is look for a chance to land U+4, a single kick-launcher that leads to her best damage, U+4, cs, 1,1,..cs,1,2,2,4(3) for 48%. Other launchers are easier to work with but do not lead to as much damage so always start w/ U+4 when possible, however off of any launcher always do: (launcher)...Fan 1,1, cs,1,2,2,4(3). Her Fan Toss is still an excellent Zoning Tool, however since she does not have her Air Fan Toss in this game, should you score a aaFan Lift, either go into 33/AC or simply finish it w/ Fan 1,1, cs,1,2,2,4(3) or a combination of both. Ba Gua F+3 is a useful mid, as is U+4 of course and 1,3,F+3 is a 3 hit-string that starts high and finishes mid - or opt to 1,1,cs on hit confirm. 1,2,2,3 is a good knockdown w/ good range. The majority of her lows all seem to seem to be very good, but they all need to be utilized together and a manner that flows safely - Kitana must use all of them to be effective, sticking to 1 or 2 will result in becoming predictable and eating too many OP mid-screen launchers. Pretty Kick is OK, but don't get comfortable w/ it since it's uses are limited. Overall i say Kitana is pretty balanced, which is unfortunately her downfall in a game w/ so many broken and OP characters.

Jade
-Easily one of the most dangerous characters to play, due to a number of factors. For starters, Jade possesses a throw infinite, by doing throw into teleport, then rinsing and repeating. And BO 4 compliments this well by being a huge ranged mid that is a free throw unless done from max range, in which case, coming in to do 50/50s with BO 11 and throw becomes your best bet. Because it is unsafe at closer ranges, though, BO 4 and BO 11 can't just be spammed. This is where a number of her other attacks come into play. FZI 3 and FZI d4 are great, safe options, and FZI d2 is a solid uppercut that's safer than most h2h uppercuts. Flash is an excellent projectile deterrent, and stays active for a pretty lengthy time. The basic goal of Jade is to get the throw infinite any way you can. She's an excellent character with really good range on her weapon. Her only real weakness is the lack of a truly scary low.

Frost
-Thus far Frost is ranked in the lower end of the tier list around 50, but it's possible she may even be bottom when compared to the rest of the cast. Her normals in either stance are still fairly weak, even in weapon not even able to break 40% w/out 33/ACs. A player needs to almost completely rely on her Freezing attacks and surpise mix-ups with Slide/Teleport Uppercut to gain damage since her best combo is an 9-hit aerial-linker off of her Ice Dagger's mid-launcher B+3, (B+3, B+3, CS, jump up 1,1,2,....1,1,2,3/4 for 38/39%); link it off of her launchers in Tong Bei....U+1, or 2,3 or 1,1,B+2, as well as Ice Daggers 3+2 (B+3, B+3). U+1 and B+3 can be transitioned from her Teleport Uppercut and vice versa. No matter what launch you get, always re-launch for an extra 3-5%, go into aerial Tong Bei 1,1,2....1,1,2,4. B+1 in Tong Bei is a delayed sweep, other unparryable low-pokes include D+3, D+4, (up-close) and B+3 and B+4 have better range, B+4 is a fake-out as well. All her pokes seem to be pretty decent with F+1 as a knockdown, 2,2, drops them at your feet and her uppercut is good, but it's probably safer to go for Teleport Uppercut since you can combo of it and even if u miss, using it dodges the JK. Most of the time you will want to lead w/ 1,1,1 or 1,1,B+2 or 2,3 since her Daggers seem to have a lot of recovery on block. Throw is very good but seems to have small hurtboxes

Sindel
-Sindel is also a lower end character probably ranging in somewhere in the 40's, however she has a few good tools other lows don't have. Using Sindel requires aolt of her weapon stance and the ability to zone w/ only half-decent Zoning tools she has. Her Fireballs are about the same as what they have always done for her but she has no AFB, like Kitana, so they have made them a bit faster. Banshee Scream is a great move that has 3-D hitboxes, but beware, missing it gives your opponent a free combo. Sliding Foot grab is another excellent move that hits low, her throw is also excellent as well, mix them in w/ her safe moves to create pressure and take advantage of 50/50 situations you create with them. Best strings to lead with are 4,4 in both Zha Chuan and Kwan Do styles, yet more options are available from Kwan Do like juggle damage. Zha Chuan 1,1,2 launchers and hits high twice and the 3rd hit is mid, and 2 itself is also a mid, while B+3, is her great sweep. B+1 hits mid and serves as a useful mix-up for 50/50s when combined with D+3, D+4, and D+1. Kwan Do U+1 is amazing and leads to her best damage: U+1, .......4,4,cs, 1,1,cs,4,4,3 for 48%. Other notably useful moves in Kwan Do include D+3, F+3, B+3, U+2 are all lows while U+3, 1, and D+1, all hit mid.

Sheeva
- one of the more dominating characters when played properly, she is best up close and sweep-to 1/2-screen, yet still has a decent full-screen game as well. As far as unbreakables go I never really used what she had since it always seemed better to go for the high damage, getting your opponents to waste their breakers, then crank out 50%'ers until the end. Her damage output w/out 33/ACs is virtually unrivaled by anyone and she is indeed a 2-mistake character. Kuatan style is limited but serves it's purpose; 1 is really her only mid, but it launches and leads to 43%, while 2,1 adds a jab to the mid. B+3, D+3, D+4 and F+4 are all unparryable low pokes - she does not have a a true sweep that yields a knockdown.D+1 is useless, since is slow and parryable. Shokan Blades-B+1 is a fast, difficult-to-parry launcher and leads to 52%. Despite not being a mid as it looks to be, F+2 is a launcher with God-like range, leading to 42%. F+2 twice travels 3/4-screen to close up gaps as well and is an extremely helpful tool to punish characters standing at a distance. 1 is a poke that gives a FT, , 3 and 4 as well as 3,4 are great pokes as well, 4 leads to a full-screen knockdown, while her only mids in Shokan Blades are D+3 and D+4, so probably better to opt with Ground Stomp instead. Ground Stomp is exceptionally good as well and is spammable, serves as a mix-up and launches, leading to 39%. Mix it in w/ Tele-Stomp to confuse them and force mistakes so you can punish them w/ her ridiculous combos. Fireball does what it's supposed to, check an opponent and remind them she can get you from anywhere. Finally, Untamed Fury is a rush-in grab from about sweep-range that is good for surprise attacks, and follow-ups to plants and knockdowns that keep opponents in range for it. Mix everything together and remain unpredictable and constantly stay moving. A Sheeva that isn't constantly moving isn't a Sheeva being played correctly.
 

AREZ God of War

The Crazy BeastMaster
Reiko:

Reiko is classed in the Low-Mid range due to his limited tools as well, however he is an extremly quick and unpredicatble character and can bang w/ the top characters when played smart. He only has a few good combos, but when put to good use, they really frustrate an opponent, triggering mistakes to be made. You can use his fast attacks in Yin Yueng to pressure , causing your opponent to block, which gives you the perfect opportunity to pummel them w/ his bad-ass throw.

His 1,1,3 is quick and is 2 high attacks, finished with a Mid-launcher. It can be followed with a variety of choices, however, none of them seem to do over 38%. Reiko's Throw spaces the enemy far away, allowing Reiko to re-group and plan his next wave of attack. Reiko's biggest combo starts w/ a launch from the Devastating Flip-kick (2x), jump up (air combo) 1,1,2,....1,1,3,4. It is breakable, but it IS his most damaging combo.

Assassin Stars (b,f+1) is a very good move, despite it not traveling full-screen like most projectiles. It is another 3-D moves and is difficult to side-step. It is also a very useful anti-air and it provides an unbreakable combo finisher as well. Due to the almost NO wind-up for this move, it is nearly impossible to "see it coming" and therefore should be used frequently, especially on those who play close-up 50/50 games.

False Emperor (b,f,+3) is a very quick attack , also useful for finishing combos or catching your opponent off-guard. Beware as this move is highly-punishable on block. Chances are if you see an opportunity to use this move successfully, his Devastating Flip-kick would be a better choice.

Devastating Flip-kick (d,f +4) is probably Reiko's most useful move. It has good range, is quick and unpredictable and is a Mid-launcher. Reiko's biggest combos start from this move and when followed with one of the previous mentioned moves, forms an unbreakable. Use it take opponent out of the air, launch a ducking/low-blocking opponent, or even move to a safer position, such as when you are anticipating someone teleporting behind you.

Teleport-throw (d,u+2) can be useful to an extent, but when an opponent catches on to you, it's best to put it away considering how punishable it is. Usually it leads to a free throw, but this may vary depending on the connection. It is a little more useful than Noob's because Reiko's can be done while air-born and it is a great way to punish projectiles when anticipated.

Yin Yueng - Use 1,1 or just 1 to poke, and 3 on ducking/low-blocking opponents. This style is also somewhat limited, as it does not have alot of combos or moves. In any case, Reiko does not have a TRUE sweep, but rather an assortment or low-kicks for poking and prodding in an effort to entice an opponent to duck, so 3 or Devastating Flip-kick can be administered. 1,1,3,cs is useless online, as the last hit doesn't connect, but it can still be used on an unexpecting adversary, and mixed in w/ repeated 1's, 1,1's, 3's, 1,1,3's, etc. for lows in Yin Yueng, use D+4, or B+3 successively, D+1 and D+3 are both parry-able.

COMBOS in Yin Yueng -

1,1,3,...cs,2, Assassin Stars or False Emperor or Devastating Flip-kick
1,1,3,...cs,3, Assassin Stars or False Emperor or Devastating Flip-kick
3,...cs,3, Assassin Stars or False Emperor or Devastating Flip-kick
3, ...Devastating Flip-kick, jump (air combo), 1,1,2,...1,1,3,4
Devastating Flip-kick, D+2, Assassin Stars (unbreakable)

CrudeHammer -

The CrudeHammer is a rather slow and unsafe weapon, so because of this you should only use it for finishing combos, or low poke chip damage. 2 and 3 both are Mid-launchers, w/ 3 being the stronger attack. Use them to re-launch your opponent and dish out damage while they float. CrudeHammer 3 is slower than Yin Yueng 3, but has a better reach and is good for setting up an OTG combo. D+3 and D+4 are low-unparryables, but they have slow recovery, so use them sparingly and just for chip damage or to lure your opponent into low-blocking so you can pound them w/ 3 or or Reiko's other Mids. The only major difference that separates the usefulness of Kahn or Noob's hammer is that Reiko has a quicker 1st-style and can cancel out a bit of the CrudeHammer's recovery by quickly switching back to Yin Yueng in between.

COMBOS in CrudeHammer -

3,3, Assassin Stars or False Emperor or Devastating Flip-kick
3,2, ...cs,1,1,3 or 1,1,2 or 1,1,4
2,2,....Assassin Stars or False Emperor or Devastating Flip-kick
2,3,...cs,1,1,3 or 1,1,2 or 1,1,4
3,2,...cs....jump (air combo), 1,1,2,...1,1,3,4
Devastating Flip-kick, D+2, Assassin Stars (unbreakable)

----------------------------------------------------------------------------------------------------------------------------------------------------------------
Shao Kahn

Shao Kahn:

Kahn has limited tools/useful moves and is classed differently tier-wise by many, however, in the right hands he can be a devastating opponent to face and be very difficult to get around. Kahn is mostly a "zoning" character and his knock-away throw helps contribute to this as well as all of his distance attacks.

For starters, his Mystic Choke (d,f +3) is unparryable, but very unsafe as well. It should only be used at a distance, and it's reach is extended when your opponent is throwing a projectile at the same time. Avoid trading with Sub-Zero and Frost, as there is no doubt you will be subject to punishment. Use it to abuse jumpers, as it will snatch them right up, and knock them away again.

Uplifting Knee (b,f +3) hits Mid and launches but is also parryable. It is somewhat quick and can be useful on ducking/low-blocking opponents. It can also be used to juggle, launch, re-launch, or finish a combo and an anti-air as well. Range is about 1/4-1/3 screen.

Charging Spikes (f,f +2) , another parryable Mid, it travels to about the half-screen mark, and is one of his quicker moves, also useful for finishing combos, catching side-stepping/ducking/low-blocking opponents off-guard. Beware this move is highly punishable on block, despite it being one of his best punishers.

Emperor's Shield (d,b+1) also is a parryable Mid...rather useless, it should be used sparingly and only on opponents who are caught off-guard. This move only travels a few feet in front of Kahn, however it's biggest strength is that it is a 3-D move and connects w/ side-stepping opponents, as well as shields the Emperor from all attacks, high, mid or low, except projectiles. Overall, another useless move to a "Pro", but a smart player w/ a bit of versatility can definitely use this move to their advantage. Mix it in w/ his Tele-grab and Projectile attacks.

Explosive Blast: (d,f+1) One of his more useful moves, it is a quick and efficient projectile attack that has little recovery time. Use it to keep your opponent at bay, and punish mistakes when an opponent is too far to reach w/ any other attack.

Ridicule: (d,u,+1) replenishes a small portion of health, and is a great way to belittle or intimidate your opponent. Never use it unless you are a full-screen away, as the timing will allow your opponent to punish before the taunt has finished. Kahn can NOT block until the sequence has completed, and can NOT cancel out of it, so if you use it less than Full-screen, you are ASKING for trouble. A strong Kahn will prove to be frustrating even for advanced players, and once you KNOW you have your opponent frustrated, use this move to keep them from regaining their concentration.

Tai Tzu -

1 leads to a free grab. Kahn's grab is quick and efficient and knocks your opponent away from you which is good against people who like to crowd your space. It is also quite useful because Kahn's 50/50 mix-up is rather shabby. His B+1 is one of his only Mids and it use is quite limited considering it is very slow and easy to spot coming. D+1 is quick low-poke which is also parryable, but still quite useful, since you will most likely only use it when your opponent is attempting a dial-combo. Can also be used to add extra hits on corner-combos.

D+4 is a low kick that is unparryable, use it to chip damage from opponents who are in standing Block. It is not very quick and has some recovery time also, so try to follow it w/ something else quick and unparryable. D+3 is a little more useful than the aforementioned, and has less recovery time. B+3 is Kahn's only sweep; it is fast and very useful and if you connect w/ one, try to follow it w/ (cs), D+1 or D+4. It can also be followed w/ (cs) 3, which hits Mid and will launch them up for a new combo starter.

WrathHammer -

The WrathHammer is a rather slow and unsafe weapon, so because of this you should only use it for finishing combos, or low poke chip damage. 2 and 3 both are Mid-launchers, w/ 3 being the stronger attack. Use them to re-launch your opponent and dish out damage while they float. D+3 and D+4 are low-unparryables, but they have slow recovery, so use them sparingly and just for chip damage or to lure your opponent into low-blocking so you can pound them w/ 3 or Tai Tzu B+1 or Kahn's other Mids.


COMBOS in Tai Tzu -

1,1,cs,...3,...cs,....1,1,3 Kahn's most damaging combo by a good bit, other variations of the combo starting with 1,1,cs are available, however, none are unbreakable to my knowledge. Leads to 47% on most characters, 52% if they are holding a weapon, in Shujinko's case, it's 54% normally, 62% when he is holding a weapon.

Other variations:
1,1,cs,....3,...cs,....1,1,2 (44%)
1,1,cs,....Uplifting Knee, cs,....1,1,cs (44%)
1,1,cs,....Uplifting Knee, Charging Spikes (33%)
1,1,cs,....3, B+4 or D+2 (40%)
1,1,cs,....2,....cs....1,1,cs (38%)
1,1,cs,....2,....Mystic Choke (41%)
1,1,cs.....3,...cs....1,1,cs (43%)
1,1,cs,....Uplifting Knee, cs....B+4


COMBOS in WrathHammer - You should really not being doing many combos in WrathHammer stance, like I said it is very slow and unsafe, however, the exception is after connecting w/ 3. As I mentioned earlier, baiting a person into ducking or low-blocking is a great set-up to connect w/ 3. any of the following combos will be adequete after that point:

3,3,cs.....1,1,cs
3,3,cs.....1,1,2 or 1,1,3
3, Uplifting Knee, Charging Spikes
3,3, Uplifting Knee OR Charging Spikes
3, Uplifting Knee, D+2 or B+4
3, 3, Mystic Choke or Emperor's Shield
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Noob Saibot

Noob:

Noob is ranked around 5th overall most useful by almost everyone, and he is truly one of the worst forces to fight in MKA. He has one of the quickest, safest, and high-priority Mids in the game. He can dish out 40%+ (52% tops)in a heartbeat and online, many of his moves become safe. The difference between a good and a great Noob-Player is determined by what his combos of choice are. The good player will crank out 40%'ers while the GREAT player will take some time in practice to completely master his 52% combo, and end the match in 2 of his opponents' mistakes.

IMO, characters that have the 2-Mistake-rule should automatically be placed in High-Mid if not higher, regardless of the difficulty ratio for success, meaning w/ enough practice anyone skilled enough can make a 2-Mistake-character a deadly force in MK.

Noob can utilize the Dark Assassin (d,f+3) by intricating it into the mixture of 4, or 2,4, or 2,1,1. Most of the time you will use it to "zone" your opponent or keep them away from you. Considering the fact that Noob is a close-up fighter and a heavy hitter, it will be up to you to decide when is best for the Dark Assassin. The Dark Assassin are one of Noob's most important moves, as they add to a large unbreakable combo. Dark Assassin can and are encouraged to be used as a juggle.

Black Hole (U,D+2) is another "projectile" attack where Noob raises his hands replacing the ground a few feet behind you in a mystic black cloud that sucks you through the floor and down from the cieling right in front of him. I have seen some people do it and push people into it, and I have also seen it done w/ a breaker, but for the most part I can see no real use aside from trying to make one of the most generic characters in the game appear more unique. Either way you look at it, is is not very safe, and just getting it to work usually results in Noob giving away free hits/punishment of choice.


Darkness(U,D+1) is an even more annoying move. As if Noob isn't hard enough to defend against him, he can turn invisible and spam safe 4 or safe 2,4's all the while his opponent is frantic to score a hit to reveal their attacker.....only to have him vanish into thin air again. Smart players will use Sareena or Nightwolf due to the fact that a connected knife or arrow prevents Noob from disappearing totally again. Noob's TrollHammer does not share Noob's cloaking ability either. Other methods to track Invis-Noob include watching the rotation/scroll of the screen, or bloody foot-prints.

Teleport Grab: (D,U+2) can be used on an unsuspecting opponent, jumper or when anticipating a projectile. It usually leads to a FT or at least a 50/50. Unlike Reiko's Teleport Grab, it can NOT be done while air-born. It is punishable on block as he floats haplessly in front of his opponent.

Monkey -

Monkey style can be very difficult to work around for some opponents and is a very useful and dominant style. All of Noob's big, bad combos begin in Monkey, usually stemming a juggle from 4 (Mid-launcher) or 2,4(high, Mid-launcher), & also 2,1,1,B+2(3 highs, ends Mid-launcher). The best thing to do once you connect w/ one of these is juggle w/ Dark Assassin, walk forward, cs...2,1,1,cs. A second 4 or cs,3 can also usually be added before the Dark Assassin-juggle if you are really feeling skilled. Online it is probably safest to lead w/ 4 by itself, as most connections make it safe, even on block @ times however OFFline or on a very good connection you will find yourself eating a punisher if you miss or get parried. 2 or 2,1 or 2,1,1 mixed w/ D+4 (x2) and throw can also be used to "lead" or poke and prod @ your opponent in effort to get them to either block low, duck or attempt to retreat, in which case the Noob-player is urged to use 4 or 2,4 (<--has more range) or also 2,1,1,B+2 (<--has most range).

COMBOs in Monkey -

4, Dark Assassin, ...2,1,1cs
2,4, Dark Assassin, ...2,1,1cs
2,1,1,B+2, Dark Assassin, ...2,1,1cs
4,...cs, 3, Dark Assassin, cs,...2,1,1cs
2,4,...cs, 3, Dark Assassin, cs,...2,1,1cs
4, Dark Assassin, cs,...D+2 (unbreakable)

TrollHammer -

The TrollHammer is a rather slow and unsafe weapon, so because of this you should only use it for finishing combos, or low poke chip damage. 2 and 3 both are Mid-launchers, w/ 3 being the stronger attack. Use them to re-launch your opponent and dish out damage while they float. TrollHammer 3 is slower than Monkey 4, but has a better reach and is good for setting up an OTG combo. D+3 and D+4 are low-unparryables, but they have slow recovery, so use them sparingly and just for chip damage or to lure your opponent into low-blocking so you can pound them w/ 4 or or Noob's other Mids. The only major difference that separates the usefulness of Kahn or Reiko's hammer is that Noob has a quicker 1st-style and can cancel out a bit of the TrollHammer's recovery by quickly switching back to Monkey in between. All 3 characters share this characteristic, however all are played differently aside from them sharing a weapon style. Following 3 with 2 may be tempting, however do not, it reduces damage and is harder to juggle. Almost always use 3, and if 2 happens, follow it with 3, Throwing Stars,cs... 2,1,1,cs.

COMBOS in TrollHammer -

3,3,....Throwing Stars,...walk-up, cs, 2,1,1,cs
2,3,....Throwing Stars,...walk-up, cs, 2,1,1,cs
3,3,....Throwing Stars,...walk-up, D+2 or B+4
3,3,(2,3)...cs,2,1,1,cs
3,3,(2,3)...cs,2,1,1,4
3,3,(2,3)...cs,2,1,1,B+2
-----------------------------------------------------------------------------------------------------------------------------------------------------------
Shinnok

Shinnok:

Shinnok is a brand new addition to the 3-D series in MKA and despite missing the MKD/MKDA 3 styles, i have somehow learned to like this character, which ironically is one of the more simple played, but can be a deadly addition to ANY high-level player's arsenal. Although he does not have a lot of big damaging combos, he has alot of "free hits" and his Summoned Fiend hand-grab move happens to be even more useful than Scorpion's Hellfire. Judgment Fist automatically corners an opponent when it connects, this allows Shinnok to keep people away from him and also gives him a great tool for changing from defense to offense frequently and safely. Another important thing to remember is that Shinnok's UNPARRYABLE throw (the ONLY one in the game) leads to a free Summoned Fiend, as does nearly every other plant and most combos in his arsenal.

Judgment Fist (d,b+1) Shinnok's projectile attack. It travels to the edge of the screen and corners an opponent who isn't quick enough to block or sidestep it. Judgment Fist has good range and can be used on jumping opponents, duckers, and also pressure appliers since it is extremely quick, & he takes a step back in the start-up frames. Any connected Judgment Fist leads to a free Summoned Fiend, so finish combos w/ it and it will make for even more damage.

Summoned Fiend (d,f+2) is among one of the most useful moves in the game and it is unblockable, unparryable, and can be used for OTG's. The only way to avoid this dastardly move is by sidestepping or jumping, and since doing either while fighting against a good Shinnok is risky, it adds to making him unpredictable. The only time Shinnok players need really show much hesitation w/ Summoned Fiend is when Shinnok is close to a grounded opponent, particularly after 2,4,4,cs, and U+2 in Amulet Staff; your opponent's wake-up uppercut during a Summoned Fiend after either connected attack will connect, causing him to evade your attack, and granting him a free throw.

Tricky Portal (d,b+3) is not particularly useful. It is rather unsafe and due to the amount of punishment he can receive after a blocked teleport, the only reason you should use this is on jumping opponents.

-----------------------------------------------------------------------------------------------------------------------------------------------------------
Kung Lao

Kung Lao is a very defensive character that relies heavily on punishment. He has one of the very few low launchers in the game. He has few quick normals that give him many options.

Your main goal with Kung Lao is to land his infinite air combo and you have 3 ways to do that. One way is to mix them up SM:F1 and BS:B3, this is risky however because both moves can be parried. Another way to land his infinite is to punish with his SM:2, if you cancel out of your block at the very first frame you have enough time to punish a good chunk of moves with this. The third way is obviously just to parry then launch afterwards.

Shaolin Fist (SM)
-2 is an amazing move to block cancel out of, if you are quick enough you can catch your opponent out of a jump cancel. If it hits them you get a free F1 launcher
-F1, decent mid launcher, but punishable (like most) by block cancelling. You can use it to mix your opponent up with his other stance's launcher. You can parry shortly after the move is done.
-113cs, comes out pretty quick and can be parry canceled for long range punishes.
-D4, quick low that's safe
-B4, good range and can be parry cancelled. It is pretty unsafe however.

Broadsword (BS)
-B3, a low launcher that is actually punishable if your opponent block cancels quickly. Parry cancel for more range. If the edge of the sword hits, do combo below so your air combo doesn't whiff.
-B3>cs>F1>cs>jump>112113CS4444, the F1 makes the air combo much easier
-F4, semi-safe, decent range. Can be parry cancelled which can be challenging to do at for but it's practical.
-1,1, F3, decent juggle finisher, use this when your opponent is almost dead and you don’t want to risk messing up his infinite. If your execution is good enough, you can use this to extend your air combo in the corner with by jumping out of the very end of the pushback on F3. If timed incorrectly the F3 will whiff, it’s also not too consistent to do in certain stages.
-D2, the preferred unbreakable uppercut, it does more damage than the shaolin fist uppercut. It’s a decent anti-air too.

Air Combat (AC)
-(Broadsword) (air only) 112113CS4444>Jump>repeat, Kung Lao’s main infinite combo, if it is mistimed then usually the 112 part knocks them on the ground. Try not to mash anything in the combo besides 4.
-Don't bother with shaolin fist air combos

Special moves
-db+3, quick but very punishable so don’t use it
-bf+1, It's OKAY, it can crouched and punished by a lot of things. It's only decent at a distance, don't use it at all vs characters like sareena
-du+2, your opponent can crouch this for free, the only follow up after this that can't be crouched is 2, but that's not even a mid.

^^^^^^^ RoGE - I moved your guide over here to page 1 w/ Reiko in the rawer versions so it's viewable and obvious to people until one of us breaks it down into a summarized form, I might even suggest a 2nd thread for full-guides and keep this as character summary/overviews. Not like this section is really congested very often anyway lol :) See my Mod-power haa
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
I can do Sareena, Tanya, Kabal, and Drahmin if you would like. These are the only characters I pretty much used anyway.
Definitely. Sareena aside, I didn't use them as much as you did.
 

redeyes

Button Masher
Bwahahaha, I just realized I fucked up on what I meant to say. What I meant to say was does anyone wanna see a character done early? I'm doing the characters in order of their character select position, which can be seen here: http://www.mortalkombatwarehouse.com/mka/#fighters
im interested to see how sonya and shinnok were back in MKA. when MKA came out i was still a little kid who really only played sub zero and just did clones and ice ball.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
im interested to see how sonya and shinnok were back in MKA. when MKA came out i was still a little kid who really only played sub zero and just did clones and ice ball.
Holy shit dude...stop making me feel old! >_>

Okay, check back in maybe 10 minutes and I should have both up.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
i was 11 not that young dont worry! but i had no clue MK was taken so serious back then!
Haha, well both Sonya and Shinnok are up. I need to confirm some stuff with Sonya, so she'll have some more add-ons once I get a chance to test things out again.
 

AREZ God of War

The Crazy BeastMaster
Shinnok
-Shinnok may not have the most damage out there, but he's a really sneaky character that gets damage in decent chunks. Summoning fiend is gonna be your best option here, as it is essentially a ground pound that cannot be reacted to reliably. Since jumping is the only thing to avoid it, his hand projectile works really well since it will reliably AA from a range, and is a free fiend if you land it. Another free fiend is his throw, which is amazingly good due to the fact that it cannot be parried and is unbreakable after it lands. Because KUO is ridiculously unsafe, you should never be in this stance, ever. AMU is where it's at, with a half screen low in AMU u2. AMU 441 isn't safe, but it's his best mid option, and the first and second hits are free throws. AMU 2 has a lot of range, and stuns long enough for a 50/50, but hits high. Really fun character to use, but beware of his lack of safety and over reliance on AMU.

Sonya
-A really good midrange character is what Sonya is. Kiss is an extremely good keepaway tool, as it has pushback on block, recovers really fast and stuns airborne opponents for a combo. It, alongside KAL b3, KAL d1 and TKD 3, will be your moves of choice for the most part. TKD 3 also sets up a free throw, and is mostly safe on block. Square wave also gives her decent corner escape, if you desperately need it. The general jist of her will be to space out kiss, and if they're too close, push them back out with a KAL d1/KAL b3 mixup. Since KAL d1 is parriable, KAL 4 will be there should you need an unparriable low. All in all, she's a really solid footsies character...only really hampered by being heavy parry bait once you get in. KAL b3 is parry interruptable, so it's not something you will want to spam.
LOL Wth THTB
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Noooo it's better lol
- Endurance mode
- ALL characters and arenas appear in the ladders
- Waaay less loading
- Sheeva/Scorp/Khameleon as sub bosses LOL
- Lie on the ground (b+block) ability
I do play with the classic controller coz with the wii remote+nunchuk it sucks
Wii version is really not good at all. The lie on ground function is messed up because 2 on wakeup launches now. It becomes a generally bad idea to throw any normals out because, unless you throw out a low or OTG move, you will be dodged and launched with much less scaling than most launchers.

It sucks that they did that, because Khameleon was pretty interesting.