What's new

The "Things You May Not Know About MK9" Thread

DragonPick

I don't play Runescape
Shao Khan, Goro, and Kintaro are really bad at fighting. At least other characters know what to hit and where and stuff, but the bosses just clumsily smash around

Scorpion, Quan Chi, and Noob Saibot are all heavily influenced with the netherrealm and all use portals.

They game never says finish them when you beat Ermac :(

If you watch the way Kenshi fights and the way he acts, you can tell he's probably legally blind and not fully.
 

Konqrr

MK11 Kabal = MK9 Kitana
Move sequences that are not combos can be broken. For example, if Cage hits you with d3 the follows up with f3 it can be broken even though its not a true combo.
All attacks that make contact with you when you are in any kind of hit stun will allow you to break. This is universal.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Baraka does not actually have a frametrap with 2,2 1+2 f4. 2,2 1+2 slices will net you 75% of a bar, which is the better option.
what are you talking about zoid? 221+2 is +8, f4 is 12 frames.
jump you'll get hit,duck you'll get hit, jump away you'll get hit,walk away you'll get hit,backdash and your getting hit.
its either take it or armor it,if your opponent getting out of the trap you messed up somewhere (unless you talking vs low hitbox)

also ya might want to edit the d1/d3 slices part to state that that information is on block (i know it obvious to us but still)
 

Zoidberg747

My blades will find your heart
what are you talking about zoid? 221+2 is +8, f4 is 12 frames.
jump you'll get hit,duck you'll get hit, jump away you'll get hit,walk away you'll get hit,backdash and your getting hit.
its either take it or armor it,if your opponent getting out of the trap you messed up somewhere (unless you talking vs low hitbox)

also ya might want to edit the d1/d3 slices part to state that that information is on block (i know it obvious to us but still)
......

I must have not been paying attention when I typed. I meant 2,2 1+2 slices is the better option for meter gain, but I dont know why I said it wasnt a frametrap. Lol sorry, will fix it.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
......

I must have not been paying attention when I typed. I meant 2,2 1+2 slices is the better option for meter gain, but I dont know why I said it wasnt a frametrap. Lol sorry, will fix it.
thats ok lol, i was like, ive tested every possible escape from that trap,what did i miss?
yea 221+2~slices builds a stupid amount of meter, i like 221+2~spin when not doing the f4 trap aswell
(slighty less meter and chip but puts you at better spacing and since the have to stand to block the overhead no risk of them ducking the spin to try punish or the spin getting less pushback on crouching opponent)
 

Seapeople

This one's for you
-The following are all the characters I know of who can go invisible in the current version of the game:
Reptile, Smoke, Kitana, Cyrax, Cyblax, Liu Kang and Shang Tsung. Scorpion could go invisible in early versions of the game as well as possibly Freddy, Nightwolf & Raiden.
-Sub Zero's mk3 costume suffers from the input bug worse than any other in the game :p
 
-The following are all the characters I know of who can go invisible in the current version of the game:
Reptile, Smoke, Kitana, Cyrax, Cyblax, Liu Kang and Shang Tsung. Scorpion could go invisible in early versions of the game as well as possibly Freddy, Nightwolf & Raiden.
-Sub Zero's mk3 costume suffers from the input bug worse than any other in the game :p
Invisible or Invincible?
 

Chongo

Dead Kings Rise
All four of the DLC characters have a launcher special move and they don't speak. I mean they grunt and yell, but never say words
If you do the street stage fatality on Freddy, he'll shout "NO!" like everyone else. Just Freddy though.
 
KL's standing 2 is one of the most useful basic attacks in the game.

Ermac's instant Airblast blows up pokes and leaves him at +24.

Scorpion cannot use a BnB after an AA spear.

The entire cast can throw punish Scorpion's EX TP, and Takedown.

Scorpion cannot pressure after any landed poke. 1 and 2 can be poked/uppercutted and 3 can be jump punished.

Hellfire is jump punishable from midscreen

Scorpion's just frame TP can be punished if you block dash into it.

NW's SC and Jax's Dash Punch can be ducked and full combo punished by any move 13f and under.

Scorpion can d1xxTP punish Jax's Overhead Smash.

Jump overs on wake-up are unsafe.
 

Konqrr

MK11 Kabal = MK9 Kitana
What? Baraka has plenty of attacks that are <17f and therefore can't be interrupted without armor.
Most often when you successfully get a sweep to be blocked, you are not right in their face. So to close the gap to get a decent move in, you lose frames and they can escape unless he takes risks with faster moves or settles for f44 (-2). Baraka still has to be relatively unsafe when he has frame advantage lol

I still can't get over how at NRS they said that Baraka didn't have a launcher because he was "too strong and didn't need it" ... then we proceed to rape with safe blade charge and spark spam during beta and he gets nerfed. Good thing they gave him a launcher (-11 on block LOL!!!!) and a new d1.
 

rev0lver

Come On Die Young
With Kitana, usually when you catch an airborne opponent with a f21 that puts them in a corner you can still followup with a jk~fan rather than having to do d1 cutter loops

I think a lot of people know this by now, but if you neutral jump with Kitana and kick+squareboost right before she hits the ground she gets frozen in mid-air. Best used when stance switched to her facing the front because her ass faces the screen in this.

When your opponent is on a magic pixel, Kitana can jump into a low ex squareboost that you can't do anything about unless you have a teleport. You can jump it but you have to anticipate it and be high up.

Kitana's xray is the only one in the game that can be performed in both the air and ground. Although it hits mid like most xrays, it will for some reason whiff on crouch and certain attacks from midscreen or closer.

Though Kitana's standing 2 has great horizontal range, her standing 3 (where she kicks straight up) is somehow more effective at countering jump kicks despite the animation.