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Rate Your Character (Mortal Kombat X Edition)!

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Eldriken

Guest
Full Auto Jacqui Briggs:
1) 50/50 mixups and pressure - 3/5
2) Neutral game and footsies - 3/5
3) Defensive options - 1/5
4) Zoning and anti-zoning - 3/5
5) Damage output - 5/5

Total - 15/25

No need to go into detail. If you play this character, you know why she has the numbers listed above.

Edit: Revised a bit after some consideration.
 
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YoloRoll1stHit

Publicly Educated
Royal storm Kitana
1. 50/50 mix ups and pressure 1/5. She has terrible overheads. The "mixup" she can do is forward throw or backward throw (because you have to press different buttons to tech 2 types of throw). Only true 50/50 she has is her xray

2. Neutral game and footsies 3/5. Her pokes are bad but she has the best walk speed in the game. She can do combos without running so she's not afraid to backdash. She has some long range normals being safe on block and hit confirmable into combos, and also everything can be cancelled into fan. Her lift is safe at max distance, her ex lift goes full screen and can be used as a surprise 37% combo. She has many good anti air/anti crossup options like jump 2 fan, instant air fan, walk back/walk forward and trip guard, D1/F4/1 xxfann. Sadly she doesn't have anything plus on block, her fastest mid hitting normals (B1) is stolen from a god damn T-rex

3. Defensive options 2/5. Her 7 frame D1 has good range but it's terrible on block. Her D3 and D4 have stupid range. She has an armored launcher which can be dodge by doing low profile moves.

4. Zoning and anti-zoning 4/5 – Her fan is the most dangerous projectile in the game which can be converted into full combos from full screen. Instant air fan is very fast, second hit of ex fan hits mid and her ex lift goes full screen. Her spinning dance can be used to reflect most projectiles on reaction

5. Damage output 5/5 – Her meterless damage: 39% midscreen, 46% corner. If she uses 1 bar of meter she can do 44% midscreen and 52% corner. She is one of the most damaging characters in the game without using any damage boost special
15/25. This is my opinion. I miss my MK9 Kitana :(
 

Pnut

Mouth of the Illuminati
50/50: 2/5 incredibly unsafe where only 1 option leads to combo. The risk reward is definitely out of his favor because all of his mixups but one can be OS armored anyway.

Neutral Game: 3.5/5 great tools. D4, d1, j1, ex oh smash. His footsies cover a large amount of area which is good on paper. But he has nothing that's safe which ultimately is why this isn't higher. In a game with a run button, range is vastly overrated.

Defensive options: 2.5/5 some great tools with d4, jb1 and ex oh sword. If he can play lame he can do well but the problem is that playing defense in this game is incredibly difficult. Options are still unsafe.

Zoning and Anti Zoning: 1.5/5 one of the worst in the game. He struggles to keep anyone out and most characters already out zone him anyway because his only viable zoning tool costs a bar, is slow, and can be armored with little consequence.

Damage: 3.5/5 about upper middle of the pack. Depends on if he starts with f2 or not. Gets 32 off of his armored launcher but gets more off a read. There are characters with better but a lot with worse.

13/25 about the middle. If he had anything that was safe he would be much higher.
 

WynterEnd

Your sacrifice honors me!
50/50: 2/5 incredibly unsafe where only 1 option leads to combo. The risk reward is definitely out of his favor because all of his mixups but one can be OS armored anyway.

Neutral Game: 3.5/5 great tools. D4, d1, j1, ex oh smash. His footsies cover a large amount of area which is good on paper. But he has nothing that's safe which ultimately is why this isn't higher. In a game with a run button, range is vastly overrated.

Defensive options: 2.5/5 some great tools with d4, jb1 and ex oh sword. If he can play lame he can do well but the problem is that playing defense in this game is incredibly difficult. Options are still unsafe.

Zoning and Anti Zoning: 1.5/5 one of the worst in the game. He struggles to keep anyone out and most characters already out zone him anyway because his only viable zoning tool costs a bar, is slow, and can be armored with little consequence.

Damage: 3.5/5 about upper middle of the pack. Depends on if he starts with f2 or not. Gets 32 off of his armored launcher but gets more off a read. There are characters with better but a lot with worse.

13/25 about the middle. If he had anything that was safe he would be much higher.
This seems a bit low to me, although I agree with your sentiments. However, using Dave's rating scale as described in the OP I ranked things differently than they feel. Like damage, according to Dave is 5/5. And, using Dave's guide, I think his defense has to be 4+, but, like you, it "feels" more 3ish
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Cassie Cage

50/50 mix ups and pressure (5/5)
  • Great mixups and hard-to-block strings that can lead to good chip damage on block. Incredible pokes that lead into opponents having to respect 50-50s. Due to b1's range, only has to be within jump distance to technically be in her opponents face or at least threaten it.
Neutral game and footsies (5/5)
  • Long range mid-hitting 11 frame normal, one of the best whiff punishers in the game. Good ranging low-overhead string. Other normals like B2 have ridiculous range. Deceptive d4 range and speed paired with it's hit advantage open up offense for her.
Defensive options (4/5)
  • Awesome counter poking, safe armored 6 frame launcher. Quick hitting f44 string which launches and can break armor during oki. Overall is quite weak to zoning, and is often over-dependent on stamina which causes her not to have it at critical moments.
Zoning and anti-zoning (3/5)
  • Spec Ops missiles force opponent to react to them and is the main reason for receiving a 3 overall. Hollywood instant air gunshots can be effective against some characters. EX glow kick can punish some long range projectiles and has armor on the way up.
Damage output (4/5)
  • Insane corner damage that lead into 50-50s. With that said, mid screen damage is good and not great. Almost all combos require heavy use of stamina that can cut off momentum and force some combos to be cut short due to it.
Overall 21/25
 
A List Cage

-50/50 mixups and pressure - (4/5)

Has a strong overhead which leads to standing reset, but lacks a low starter. However, he has one of the best standing resets in the game and his pressure options are pretty effective.

-Neutral game and footsies - (3/5)

Has a great space controlling d4 poke and a far ranging f3 which leads to combo/standing reset. These options fail to compete with a large percentage of the cast however. Also lacks an anti-air.

Defensive options - (4/5)

Ex nut punch is a fairly effective armored launcher and can be used to interrupt pressure. But it is punishable. I believe his ex shadow kick is what brings him to 4/5. It's a safe wakeup, can interrupt pressure, and catches almost everyone off guard full screen.

Zoning/anti-zoning - (3/5)

In a lot of matchups, I sadly find myself to want to zone. Such a change from mk9's Johnny. But his forceballs seem to be pretty effective against most of the cast. Once again, his ex shadow kick is a great tool to close the full screen gap and is great for anti-zoning.

Damage ouput (3/5)

Johnny's damage output isn't horrible but it could be better. Midscreen meterless, he can practically only dish out around 25%. With one bar, around 35%. In the corner he can reach 35-40% with 1-2 bars.

Total: 17/25
 

Pnut

Mouth of the Illuminati
This seems a bit low to me, although I agree with your sentiments. However, using Dave's rating scale as described in the OP I ranked things differently than they feel. Like damage, according to Dave is 5/5. And, using Dave's guide, I think his defense has to be 4+, but, like you, it "feels" more 3ish
I didn't read the scale but the times it does that high isn't that often. In fact I'd say it's around one time on average per game. More times than not you are not landing f2 but when it does land it does hurt a lot. I'd be willing to give a .5 more
 

REDARROWBUGGY7

@REDARROWBUGGY7
@General M2Dave, very fun thread!

Commando Kano

1. 50/50 mix ups and pressure (1/5)
Commando's most basic mixup is between [B13, B1] [B13, EX Command Grab] and [B13~Choke]. The mixup is meter dependent because the regular Command Grab can be countered by the defender using a Throw/Block option select. The first mixup can be punished by any 9F or faster jab into a full combo or interrupted by low profile pokes and randomly whiffs against grounded attacks. The second can be punished by jumping over into a full combo. The third option is safe. However, Choke randomly whiffs on crouching females and is full combo punishable. The reward is 28%, 19% and 11% respectively. Although Commando has a frame trap with [2, B13] it leads to a poor mixup game anyways. 1 point off for meter depedency, 1 point off for having all options full combo punishable, 1 point off for low damage and 1 point off for unreliable hitbox.

2. Neutral game and footsies (2/5)
Kano has average to below average footsies. None of his strings propel him forward and so the player must be very precise in calculating the space when pressing his footsie buttons. Although his F4 is a low crush, which is nice, it simply does not lead to anything all that threatening. F4 is safe on block and Commando can play a mind game with EX Command Grab to punish an opponent for reversing pressure. However, the EX Command Grab threat requires meter and is full combo punishable by a crossover or randomly loses to grounded attacks. Fortunately the normal [B1] is one of the better anti-airs in the game and D4 is a low profile poke with good range. 1 point off for lack of threat after using his footsie tools, 1 point off for requiring meter to use his threat after using his tools and 1 point off for putting himself at risk of a full combo just for attempting to use his threat after F4.

3. Defensive options (3/5)
EX Up Ball, EX Choke and EX Command Grab are all either safe on high guard or counter Block. However, the first option is full combo punishable on low guard, the second option is a high and full punishable on neutral duck while the third option is full combo punishable by a crossover. EX Kano Ball cancel is full combo punishable on block and leads to a combo on hit. Unfortunately Commando cannot capitalize all that well for landing the hit due to his low damage output. 1 point off for lack of safety, 1 point off for meter dependency.

4. Zoning and anti-zoning (2/5)
The Knife in Commando is quick on startup and recovery. However, it's a high and thus cannot lock down opponents. A simple duck and walk will get around the Knife. There is also no mixup in his Knife game except when approaching footsie range and that is whether Commando will make a move and initiate offense. The Knife does control running to a certain extent which is nice. Air Kano Ball is a high risk/low reward counter-zoning tool. EX Air Ball is cannot be blocked. However, it's punishable on reaction by armor, NJ2 and loses to projectiles. 1 point off for lack of lockdown, 1 point off for being a high projectile and 1 point off for lack of reliable anti-zoning .

5. Damage output (1/5)
This is Commando Kano we're talking about. 1/5 if only because his corner damage is respectable.

Total Score: 9/25

@hard_goodbye
@CanadianBaconX
 
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M2Dave

Zoning Master
Full Auto Jacqui Briggs:
1) 50/50 mixups and pressure - 2/5
2) Neutral game and footsies - 1/5
3) Defensive options - 1/5
4) Zoning and anti-zoning - 3/5
5) Damage output - 5/5

Total - 12/25

No need to go into detail. If you play this character, you know why she has the numbers listed above.
I think Jacqui has solid 50/50 mix ups and pressure that lead to excellent damage, especially in the corner. She has decent footsies with f+1 and f+1,2, both of which are 0 on block, and the superior walk speed. f+1,2 leads to very good meter-less damage mid-screen.

I agree that she has horrendous defensive options and low pokes. She also has a terrible uppercut.
 

TakeAChance

TYM White Knight
Ethereal Mileena
1. 50/50 mix ups and pressure (4/5) –
Ethereal Mileena contains the same 50/50 mixup of her other variations with her multiple low strings or her cancellable EX roll. This allows her to 50/50 in numerous situations. Ethereal adds another layer to this with her EX Fade which makes some of her riskier 50/50 options completely safe. F4 is no longer an unsafe commitment. She does however, live and die by her 50/50. With her 50/50 options she sacrifices her health bar everytime she utilizes her oh launcher and needs meter to have a true 50/50 launcher. Ex Fade cancels on block can lead to MANY multiple mixups.


2. Neutral game and footsies (4/5) –
F24~fade backwards B22~fade backwards etc. are all king in the neutral. Most characters can do little to stop this on block and it allows Mileena to safely build meter. While she is lacking a SUPER long range safe mid, she does well from jump distance, but some characters do easily out footsie her in the neutral. Her ability to run away for free and maintain her spacing makes her a strong runaway character.


3. Defensive options (3/5) –
Ethereal Mileena suffers defensively. Having a 9f poke is often too slow to mitigate a great pressure orientated character which forces her to live and die by her 8f roll. If she has meter, EX Fade does give her a free out, and she does have an armored launcher, however she must have meter to utilize them. If Ethereal Mileena runs out of meter she is a sitting duck. Her fastest mid hitting string is 11F making it very difficult to initiate her offense up close under pressure. Coupled with the fact that she burns through meter, and must run away to build it safely means an opponent CAN lock her down rather quickly if she makes 1 wrong read. She does benefit from the safely of EX Fade to get out of pressure which no other variation has. Totally meter dependent.


4. Zoning and anti-zoning (4/5) –
Ethereal Mileena is a strong anti zoner. When she is full screen she not only has the option to fade in place to build meter, but to build it with her own projectile. Any projectile that hits allows Mileena to throw another sai for free, or teleport to a location of her choice. If the opponent wants to stand back and throw projectiles, she gets a well timed ex teleport kick into a full combo, or a regular telekick into air sai for 13% plus advantage frames. With a low profile roll that goes under most projectiles to advance, She truly cannot be fought at full screen. She would be a 5/5 but she is more anti zoner than zoner so she loses a point due to her own zoning capabilities.


5. Damage output (3/5) –
Any other variation of Mileena I would not hesitate to give 4 or even 5/5 damage wise, however one of Ethereal Mileena's draw backs is her damage potential. Other variations of Mileena get 35+ percent no meter, while Ethereal Mileena looms around the 27-33% marker. While this is significant meterless damage, she has to spend a bar to hit 35+ unlike her other variations, and if she spends bars within her combos outside of her mixups, she loses her defensive and mixup capabilities. Her corner damage still remains tremendous hitting 47+ off a single bar, although it is off an insanely slow overhead. Her damage is one of her biggest drawbacks compared to her other variations due to having to give up so much for so little.

Total: 18/25
 
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Mayor Jackson Briggs:

-50/50 mixup and pressure 6/5
B3 a deceptively fast and safe low and b2 a slow but also safe overhead thats gives him a pretty dumb and safe Option select overhead with The Overhead Dash punch
due to it only special cancelable on hit.
Argueably the best pressure in the game with f21, f2, 11, b3d2 , b121 all beeing either 0 or +2 on block, Jax can make u fear pressing bottons. And 11 and 12 sometimes even b12 and 23 are armor breakers ,someone like Predator cannot wakeup against Jax or even reversal after any pressure string.
With wrestler he gains a command grab to make u even fear blocking with a bunch of Tick throws.
His +7 Energy wave is just the cherry on the cake.

- Neutral game and footsies 5/5
F2, f21, f3 , d12 are all strong poke or footsie tools.
Dash punch to safely close the gap.
Heavy weapons also gives him the ability to hit confirm from almost anything.

- Defensive tools and options 5/5
D3 beeing 8 frames and neutral on block and a 7 frame d1 he has pretty strong counter poking tools.
Hes gotcha grab , S1 and Anti air grab work very well together to stop hes opponent from jumping freely at him.
A ton of armor to push his opponent into the corner or to get the moment back.

- Zoning and counter zoning 3/5
He can only zone or counter zone in 2 variations beeing HW and PU.
Hes ground pound and LAW rocket forces the opponent to move or jump and he can zone quit good with the machine gun.
He can also avoid projectiles with a njp or forward jump and do a Air ground pound to counter zone.
Also d12 moves him forward while avoiding High projectiles.

- Damage Output 4/5
Midscreen he gets max 38% for one bar but on females max 29% and 20%+ meterless.
Jax damage output shines in the corner with 50-52% for one bar with a overhead or a low and 42% meterless.

In total 23/25 top 5 for sure
 
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DevilMaySpy

Mama's Little Bumgorf
Cassie Cage-General+Spec Ops and Hollywood

1. 50/50 mix ups and pressure (4/5)
Cassie's mixups include a low/overhead starter of DF1, a completely safe high/low/overhead in B212, D1+2 that does excellent chip, and a F3 overhead into the Getaway Flip, which can be option selected into F33 to make it unpunishable by most of the cast. The Getaway flip is full combo punishable if it isn't Meter Burned or Option Selected, but if both of these are on point, then Cassie takes little risk for maximum reward of a vortex and good damage. B1 resembles prepatch Superman's F2, and it's her number 1 means of getting in and applying pressure to the opponent. She can keep them guessing between B12, EX Guns, and B124 on block since it has a gap. 332, even though it's a high, is good for maintaining block pressure because it's slightly plus. In her Hollywood variation, F34 is a great pressure tool because it does 18% on hit and it's completely safe on block against anyone not named Reptile. D3 and D4 are good to use after regular nutpunches to keep the opponent in check and force them to block the next mixup. In her Spec Ops variation, you can call a regular missile which hits low, then do a F3 overhead as the missile is coming down to create difficult to block situations, similar to Summoner Quan Chi with his bat. You can also do the reverse with an overhead EX missile and DF1 low. Additionally, you can pile on the missiles in the corner with an EX overhead, regular low, and an overhead or low mixup right after that to create quasi unblockables.

2. Neutral game and footsies (5/5)Cassie has some of the best footsies in the game. Her B1 is not only good for pressure, but it comes in handy here as well. She can full combo punish or catch the opponent in the middle of something with a well timed and well spaced B1. Her jump 1 and standing 1 are also great anti airs. B2 does not have a hitbox, so it's a good poking tool to use. The lack of a gap in B212, D1+2 forces people to respect it at all times, and you can do a regular Getaway Flip after this at max range to remain completely safe.

3. Defensive options (5/5) Cassie's Powerflip is quite possibly the best EX move in the game. It has a startup of 5 frames, it launches, and it's completely safe. It blows up gaps in offense and leads to good damage. EX Glowkick on descent leads to good damage as well, but the Powerflip is more recommended. B1 returns to this category yet again because it's an excellent whiff punisher. F44 is excellent for blowing up most armored attacks in the game because it's a launcher and it's completely safe.

4. Zoning and anti-zoning (2/5)Cassie's gun is a pretty terrible projectile because of how slow the start up is, and the fact that it's a high. However, in Spec Ops, she can call an EX Overhead missile and charge at it for a mixup unless you put something on the screen to stop her. In Hollywood, you have to be on point with your instant air Akimbos for effective zoning.

5. Damage output (4.5/5) Cassie gets around 25% for a very basic BnB and 37% for an optimized BnB midscreen. In the corner, she gets around 40-44% on average before the combos start getting really difficult. Considering she's a vortex character, this is really good damage.

Total: 20.5/25
 
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SaltShaker

In Zoning We Trust
At work right now but I'll elaborate later.

Cybernetic Kano-

50/50 mixups and pressure (0/5). Non existent. One of the worst in the game easily.

Nuetral game and footsies. (4/5). Pretty strong, not elite, but very strong.

Defensive options (3/5). No priority on specials or EX specials, or half his normals. Few "get off me" options. Useless uplaser. Etc. Compensated by B1 and D2 AA's and an amazing backdash.

Zoning (3/5). Overrated. Knives can only be thrown so much. B2 is slow and has no priority, weak specials get poked, useless uplaser. Compared to actual good zoning, this is average at best.

Damage Output (1/5). What damage? Laughable damage output in comparison to 90% of the variations.

Total score. 11/25. Top of the Low Tier Class.


BoneShaper Shinnok

50/50 mix ups and pressure (4/5)
Good mixups with F4 and B3. Mixups with OH string and low scoop. Although the mixups can be fuzzied they are still good options and you can punish a fuzzy in some situations. Decent pressure with fast down pokes and -4 dark beam. F4 is a very powerful. EX HS


Neutral game and footsies (5/5)
One of Shinnok’s strongest areas. HS is scary. F4 is scary. D4xxHS is good.
Dark beam is super fast. He has a lot of tools to respect in the neutral game at all ranges


Defensive options (4/5)
Armored low scoop for a wakeup and EX shoulder can connect into low scoop. Solid D2 and above average air normals. 6 frame D1 to check opponents. HS is a great defensive tool in most matchups. Decent backdash.


Zoning and anti-zoning (5/5)
Extremely powerful zoning tools. Low scoop, dark beam, HS, unblockable. All of these specials complement each other very well in make it hard to approach Shinnok. Dark Beam is almost impossible to punish on whiff unless you read it. Dark beam out-spams most other character’s zoning tools. EX low scoop can be used to punish zoning with a full combo.


Damage output (3/5)
Acceptable damage output. Most 1 bar combos are around 30%. Meter less damage is probably rated average or below average.


Total Score: 21/25
Bone Shaper Shinnawk:

Mixups and pressure: 5/5
BnB ends in +8 restand. Hello.
MB Hell Sparks are +14 on block which leads to constant could-be-suffocating pressure. WIthout meter his main string is safe and can also be canceled into Dark Beam which is also safe.
Got sweet-ass mixups with: F41D2/F41Scoop - Might be fuzzyable and Scoop is unsafe, but throw it a couple of times in a match to make the opponent respect it.
On knockdown B3/F4 is an overhead/low mixup and both lead into decent damage into restand.
Can also use throws to mixup stuff after restand - escapable but it's fast enough to be useful.
After block main string, or blocked dark beam, he can go for a risky, armored, launcher counter-poke attempt, but it's useful enough to make the opponent respect it.

Neutral Game and Footsies: 5/5
Epic footsies all around. Controls screen with hell sparks, madly fast normals, 6f d1, 7f low normal into launchers, finger-licking-good d4, 15f low scoop that reaches almost full screen. This character is the king of footsies at the moment.

Defensive options: 4.5/5
One 12f armored and armor-breaking semi-launcher that nets you 19% into hard knockdown, -15 on block. One 15f armored launcher into full combo with a restand, highly unsafe on block, though. Both are good for wakeups, unsafe, but your opponent definitely has to respect them.
6f GTFO d1, 7f low normal that leads into full combo.
7f d2, very sweet for anti-airing. No one should dare jump at Shinnok because hell sparks as well.
Epic backdash.
Would've given him a 5 but I chose 4.5 because his wakeups are punishable on block.

Zoning and Anti-Zoning: 5/5 (Tempted to give a 6/5)
Master of zoning after the latest dark beam buff. Controls space with hell sparks. Unblockable ground pound has some "decent" setups, and it will catch the opponent once or twice in a match. EX ground pound OTGs, if you think it's useful to do.
Anti-Zoning? Lol. He's the definition of anti-zoning. His 15f almost-fullscreen scoop has a dash in its start-up which will fuck up grounded zoning (i.e., D'vorah's puddle.). EX Scoop is armored and can be used against most projectiles on reaction to blow up zoning attempts into full combos.
EX Dark Beam knocks down and does 12% I think, so it's a good trade with most projectiles. Regular dark beam does 9% if I'm not mistaken, so also a good trade if you have the life lead.

Damage output: 3/5
His only "weakness". Gets only around 31% with one bar into restand. Can't get much more even if he opted to go for damage and even if he goes for 2 bars.
Without meter he has no damage except for measly 23%s in the corner.
Great unbreakable damage with hell sparks and ex ground pound, if he has meter to burn (highly unlikely to have 2 bars to waste).

Total score: 22.5/25
This is why I'm switching to Shinnok.
 

Vagrant

Noob
Hellfire Scorpion.

Mixups and Pressure. (4/5)
F2, and B32F2 are punishable by only a couple characters into full combos. Both do modest damage and lead to HKD. B3 can be cancelled into big damage. F4 still hits people but it being slower and fuzziable is noteworthy. (Although I still hit people with it a lot) You also get EX hellfire off of throw for like 20% which is ridiculous with run and his standing resets.

Neutral game and footsies. (4/5)
F2, d4, j3, hellfire, njk, flame aura. Flame aura? Yes Flame aura. Flame aura has super fast recovery that makes it almost impossible to whiff punish (Shoutouts to Slips for pointing this out to me). The hitbox is solid and it leads to a lot of damage on hit.

Defensive options (4/5)
Ex tele, Ex tele cancel, Ex takedown, back dash, NJK. Pokes will recover in time to block EX tele but if I have you resorting to just pokes after knockdown, that’s good.

Zoning and anti zoning. (4/5)
Teleport is super fast. You’re taking a risk zoning scorpion. He’s great at counterzoning. Hellfire zoning is kind of effective but the price I pay if you jump one is pretty big.

Damage. (4/5)
This was an easy 5 pre patch. Now it’s a tad more reasonable. Especially meterless.

Total score 20/25.

Obviously these numbers are set in stone...and blood.... and stone blood.... and anyone who doesn't agree "just doesn't know". I am the obvious MKX authority and couldn't possibly be wrong.
 
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HGTV Soapboxfan

"Always a Pleasure"
Alright Tempest Lao

Mixups/Pressure 4/5
I only put this as a 4 because of the lack of mixups. However I could see this as a 5 depending on how you want to look at it. Once temp has some meter, he racks up the chip damage with blockstrings and staggers as well as throws. He also has great options to punish armor and backdash out of pressure which means the opponent is that much more likely to hold block.

Neutral game and footsies 5/5
I honestly believe tempest has one of if not the best neutrals in the game. Jump2 is great offensively and defensively, the b321 string has good range, and his anti airing ability really forces the opponent to play his game on the ground. All you could ask for in this game's neutral.

Defensive options 5/5
Best anti air in the game, jump back 2 is a great defensive option, b3 is great for trip guarding and whiff punishing, ex spin is as good of a wake up as any. Once again, pretty much all you can ask for in this game.

Zoning and Anti zoning 4/5
Probably his weakest category despite being really good. Hat throw is a decent enough projectile and is good for just stopping run ins and slowing this down in general, but you can't really zone with it. However his anti zoning is great. He has both a teleport and a dive kick to get around projectiles so he's not going to be getting zoned out.

Damage Output 5/5
Mid to high 30s meterless, mid to high 400 with a bar. Definitely some of the highest in the game. But the real icing on the cake is his conversion ability - pretty much any stray hit can be converted and pretty much all of his good tools lead to great damage. Another great strength of tempest.

Total 23/25
I think tempest is best in game so this makes sense. Those two categories could be higher honestly too lol
 

Gesture Required Ahead

Get on that hook
I feel like Demo Sonya is yet to be fully explored but I'll try to write down my thoughts as of now (7th of July, 2015)

  • 50/50 mix-ups 4/5 (if decimals are allowed, 4.5/5)
It's no secret that Sonya has an amazing 50/50 game that can easily loop itself in the corner for very scary damage. Though B1*4 has a gap when done in most but max range and B14 in itself is unsafe, cancelling it into Stun Grenade can open up another mix-up game where the opponent decides to punish only for the punishment to be broken by the grenade activation or eat the following mix-up. B332 has shorter range but has no gaps if cancelled on the first hit of B33[2] because of inconsistent hurtboxes. It also leads into the same mix-up potential as B14. B33U4 is the safer low option and is especially useful when Sonya is grenade-less.

  • Footsies 4/5 (if decimals are allowed, 4.5/5)
Sonya has a great footsie game with her access to long-ranged normals such as F2 and B1, with the latter leading into her offensive game. Not only does she have great normals, she also has access to good mobility tools with the help of her Dive Kick, a very fast Run and her Arc Kick. These tools especially help the player to easily whiff punish. She has a good aerial game because of her amazing J1. It can be used to either jump in and start her offense or to Air-to-Air encounter and convert into a combo. She also has a very good D2 which is an important asset in this game.

  • Defensive Options 3/5
While Sonya's armored Specials neither are very fast nor lead to combos, it's not to say that she lacks defensive options. She has access to a 7f D3 and an 8f D1 to poke out of pressure and the beauty of Demolition which is her Wake n Bake wake-up attack that is a fast, mid-hitting, meterless wake-up with invincibility. The only downside to it is that it uses 2 grenades.

  • Zoning and Anti-zoning (4/5)
Sonya's mobility in itself is a great anti-zoning tool. She can easily get in from full-screen with little effort. Though if the player chooses to zone a little, Demo Sonya has access to grenades and her newly buffed EX Ring. EX Drone Drop is especially a great zoning tool to keep the opponent from blindly running in.

  • Damage Output 3/5
Since Demolition requires ressources, it's hard to say that Sonya can always hash out her optimal damage. But when she does, she beats out even Covert Ops's damage. Both midscreen and in the corner. Though in the worst case scenario (grenadeless) she can only get a full combo in the corner with the use of B33U4 and her main focus becomes getting a reload ASAP.
Total: 18/25 (19/25 if decimals are allowed) top tier material in terms of tools but not broken.
 

IKizzLE

BloodHound
Full Auto Jacqui Briggs

50/50 - (4/5): Her low has terrible range but both her overhead and low are pretty much safe on block and lead to a massive amount of damage. Having the ability to throw both out without even thinking about getting punished makes it better than most

Neutral - (3/5): Same problem Sektor had; terrible range on her pokes. Plus all her pokes are super slow compared to the rest of the cast. Her fastest jab is on the bottom half of the cast in terms of how good it is and all her low pokes either lack range or speed or both. Her best normal (F12) is 14/15 frames. The reason its a 3/5 and not 2/5 is because all her pokes are 0 or + on block.

Defensive Options - (1/5): Worst in the game. On top of the issues she has with pokes, only her and D'Vorrah are the ONLY characters in the game that don't have a meter burn wake up that is safe on block nor an unsafe meter burned wakeup that launches on hit, across ANY of their variations. (Quan atleast has one variation with a safe wakeup)

Zoning - (4/5): Pretty good zoning. Can mix it up well with up rockets (amazing recovery and +8 on block), machine gun (eats armor), and low rockets(safe on block). Only reason its not 5/5 is because there are just better zoners in the game.

Damage Output - (5/5): Her saving grace. Does great meterless damage and 40%+ one bar with relative ease, even in shitty online lag. Corner combos are 40%+ no meter with pretty much any of her combo starters and her safe 50/50 can facilitate that without consequence in the corner.

17/25
 
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E

Eldriken

Guest
I think Jacqui has solid 50/50 mix ups and pressure that lead to excellent damage, especially in the corner. She has decent footsies with f+1 and f+1,2, both of which are 0 on block, and the superior walk speed. f+1,2 leads to very good meter-less damage mid-screen.

I agree that she has horrendous defensive options and low pokes. She also has a terrible uppercut.
I only rated her neutral game and footsies so low due to the range on her normals and such. If she didn't have T-Rex arms, I'd have upped it because f1 and f12 are really good.
 
Buzzsaw Kung lao

1. 50/50 mix ups and pressure (4/5) – Buzzsaws has layers of pressure and mixups and also gives kung lao a lot of opportunities to throw, in the corner is where he really shines.

2. Neutral game and footsies (4/5) – Good footsies with b3, f2,d4, jump 2, low hat, ex spin eliminates jumping.

3. Defensive options (4/5) – Ex spin has a lot of armor, even though you can hit kung lao out of ex teleport, the ex spin can condition the opponent not to press too many buttons and can setup uses for ex teleport. Jump back 2 is a very good defensive tool in the neutral. This would be a 5/5 if low hat had a more active hitbox when it is already on the ground on the first couple of frames, sometimes you see people just run through the low hat.

4. Zoning and anti-zoning (4/5) – low hat is a very good anti zoning tool. The low hat and straight hat need around 4 seconds to respan if the opponent doesnt get hit by it or doesnt block the projectile, so buzzsaw doesn't really have zoning. Jump 2 is a very good attack to get in fast, because of the range.

5. Damage output (2/5) – damage off of 11212, f23 and ex spin are low(25% or less). B321 does get good damage with meter though. ex teleport MB grab does get you 40%, but does cost two bars and buzzsaw is already really meter dependant.

18 points
 
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xInfra Deadx

Gimmick stolen by Jordan Peele
Bone Shaper Shinnok

50/50 mix ups and pressure (4/5)
Sparks nerf really didn't change much as far as pressure goes...and it's still pretty scary to deal with. Not 5/5 due to B3's lackluster range.

Neutral game and footsies (5/5)
Sparks, safe strings, great D2 and a long range 15 frame low go a long way in the neutral game. Has the benefit of being safe with his strings with his projectile.

Defensive options (4/5)
Great anti air moves such as Sparks, D2 and J1/J2 that will make anybody think twice about jumping. D4 is great for low profiling. EX Scepter has a hit of armor as well.

Zoning and anti-zoning (5/5)
Great projectile (Safe as well), Has a ground pound, Sparks make it hard for the opponent to get in and EX Scepter does so well in the anti zoning department as well.

Damage output (3/5)
Meter dependant most of the time. He's in the low-mid 30's most of the time except on anything -20 or worse he's able to reach 40% for a bar +4% in chip damage.

Total Score: 21 / 25