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Question What are the Pros/Cons of every character?

Trying to understand strengths and weaknesses of each characters which can help with my mu knowledge or yours.


ERRON BLACK

21122: Erron Black (Gunslinger)

Pros:
21122

50/50s

Pressure

Plus on block pressure

Plus on block launcher

Tick throws

Good neutral

Excellent D4/D1

Can do both zoning and in your face pressure

Excellent chip damage

Guaranteed death chip with less than <12% health


Cons:

Gaps in strings

Lack of any good mids

Not so great AA tools




FERRA /TORR

Trauma_and_Pain: Ferra/Torr

+ ridiculously safe/plus pressure

+ best NJP

+ excellent X-Ray

+ strong midscreen zoning/counter zoning (Ruthless/Vicious only)

- poor mobility

- big hitbox

- can be difficult to open opponent up

- poor fullscreen play

- female/skinny whiff issues

-Blewdew input: Cross ups from anybody with a better than average jip destroys our lives


Lackey only:


+ amazing D1

- little/no play outside jump-in distance


Vicious only:


+ good tick throws

+ strong counter-projectile game

- weak meterless punishes


Ruthless only:


+ insane damage output and punishes

+ mind games/baiting/punishes with Pain & Gain




JASON


CrazyFingers: Jason

Jason(Universal)

+Great mids across all variations.

+Safety all over the place.

+Great pokes.

+Covered in Armor

+Great tools for neutral (Some of the best buttons in the game on Slasher, tic-throws on the other two)

+Decent anti-airs.

-Doesn't handle zoning well for the most part (Slasher is somewhat an exception)

-Has a problem with long range and disjointed attacks (Alien tail, ironically Slasher's machete, etc.)


Relentless

+Fantastic ability to make your opponent panic.

+Insane come back potential.

-Teleport is super punishable and predictable.

-Due to the 0 projectiles and shitty teleport, this variation has the distinct honor of having the hardest time with zoners, without much to make up for it (Worst variation imo, but still really damn solid)


Unstoppable (AKA, one of the dumbest characters I have witnessed)

+Insane Meterbuild+Health regen via DD4.

+Insane damage via DD3.

+Armor breaks by mashing low pokes via DD3.

+100% unarmored tick throws via DD3.

+The ability to come back to life.

+Has decent mixup game on knockdown via F44 or F3, F3 being plus on block for a B3 which leads to another mixup.

-Much like Relentless, long range normals/strings plus zoning give this character a hard time sometimes. However, the insanity that is the rest of the character makes that worth it imo.


Slasher, the Mirror Match God (If you're playing the Jason mirror, this variation is your best bet.)

+B1 is one of the dumbest normals in the game, with insane range it beats out a lot of 7 frame moves (Leatherface F1, Tremor F1)

+Some of the best anti-air tech in the game with B1,2,2, EX Choke, and B3.

+Safe 50/50's in the corner that both lead to 36%.

+Fast moving and recovering projectile with Machete Toss.

+Great air normals.

-EX Choke can be easily low profiled and punished.

-Is the least safe of the 3 variations in the midscreen.




SHINNOK

ArmedCalf: Shinnok


Here's what I know about Imposter, these are the negative points:


1) Shinnok has excellent normals. His strings fucking suck. Safest string is -4 and it starts with a 15f high.


2) I have to spend a bar to be safe on 90% of the things I do which makes him insanely meter dependent which I'll get into in a sec.


3) My neutral sucks. There I said it. Shinnok's neutral isn't that good I'm sorry. When I'm not right in your face the only thing I'm gonna be doing is risking an IA which should be punished 90% of the time by someone who knows what they're doing, chuck Hell Sparks which I can't even do unless I have a bar or else I'm gonna get destroyed, run in and throw Hell Sparks, throw out f22 which I have to make safe with a bar, or run in with a mix-up with I will either land, make safe with a bar, or get punished for. I can try and space people out, but people have to be pretty damn close for me to hit them with f4 and most people have strings I don't want to try to contest.


"But Calf, you can whiff punish with Hell Sparks!"


Risky af unless I have a bar, and sometimes even if I have a bar it's still risky af. I WILL SAY THIS THOUGH. If I have just ONE BAR of meter, Shinnok's neutral gets SIGNIFICANTLY better UNLESS the other person has a guaranteed way to punish MB Hell Sparks. Not everyone does.


4) I NEED METER TO PLAY. That's the big part people don't totally get. If I don't have meter, I don't get to play MKX, the game I paid for. It's a rare occasion for Shinnok not to have meter but it does happen and when it happens I lose. Some characters I can loop without meter but I have to commit to it if I want to do that and it's usually a big ol risk. Some characters I can just use the move for chip damage. You know what those are called? Winning MU's. The main point here is that Shinnok needs meter to make himself safe/confirm off of Hell Sparks which is is main footsie tool. If he doesn't have it in Imposter you have to play a little yolo.


5) Aside from his 6f d1, it's hard for him to escape pressure. The armoured shoulder is sort of a shitty wake-up and I need meter for most things so I really don't wanna use it getting you off me for like 13%



Here are Imposter's pros:


1) MY GOD DAMN VORTEX IS LIT. Even if I loop you once I'm probably gonna hit you for 50% or more because of his damage. I have a super fast low, a slowish OH, jailing air normals, a teleport that makes it harder to guess what I'll do, a free af 16% grab, or I could just chip you out. OR I could even whiff the move and keep it going in some cases. Some characters he can loop without meter, some he can destroy in like 2 reps. it's good fun.


2) I use meter for 90% of the things that I do, but I also build it stupid quick. I have jailing set-ups that fill my bar up as if I just drank a potion. People can argue, " Oh but he has to get in or commit to something or what have you" but honestly I feel like people forget one small thing....


We're playing a thinking opponent.


We're playing someone that is scared to death to get touched. We're playing someone that knows we have so much jailing shit now and they know we have a 7f low we could hit them with and they're terrified. We can get a way with some pretty nutty stuff as far as building meter goes.


3) His run is bonkers, the amount of times I glide across the floor and clip someone with an f4 is shocking.


4) His teleport buff opened the door to some really disgusting shit. Added mix-ups, chip damage, more mind games, etc.


5) His normals are great. 7f d2 AA, 6f d1, 11f d4 that jails into Hell Sparks, some +2 stuff, etc.


6) some nutty moves he can steal. RIP Cassie and Ferra/Torr


7) Damage is great after a buff. Rounds can be over after 1 touch - his comeback factor is insane.




PREDATOR

C88_Real_Harris: HQT Predator

Pros

-2nd best zoner in the game. (right behind summoner quan)

-Very good pressure

-cheap corner 50/50s and great corner pressure

-d4 has very far reach and it's a great spacing tool.

-one of the best njp's in the game

-good damage

-armor breaking setups with the smart disc

Cons

-One of the worse defensive characters in the game

-very slow armor (23 frames startup)

-average pokes other than d4

-terrible uppercut

-below average anti air normals




LIU KANG

Amplified$hotz: Flame Fist Liu Kang

Pros:

-D2 is 7 frames so it can be used to get easy damage on characters that get low profiled. Landing one allows a Shaolin flame activation into fireballs.

-Walk speed

-D3 is +20 on hit so it's guaranteed pressure. It also low profiles jump ins like Kotal's that are hard to anti air so certain characters get put in pressure whenever they jump.

-B1 is 8 or 9 frame armor breaking normal which is pretty dumb IMO but it's there. If you get hit by b12 while jumping out, it's easy to convert into a combo.

-Chip damage

-Good Zoning

-Builds Meter quickly

-Good wake ups


Cons:

-Short normals

-Jump attacks have no priority

-9 frame d1



FOREVER EL1TE: Liu Kang (Dualist)

Pros:
-Good corner game
-Unblockables
-Chip

Cons:
-Horrible midscreen game
-Bad fireballs
-Corner dependent





KANO


xMEEC: Kano

Pros:


Variationless:


GODLIKE BACKDASH. Forward dash is unfairly good too.


Great buttons. 9f mid b1, big disjointed hitbox and quick recovery (6 active frames make it great for meaties, 10 frames on recovery) Good as a punish, footsie tool, whiff punish and anti air. 11 is an armor breaking 8 frame punish and good stagger at -2. 112 catches backdashes and is -1. F4 is a typical 11f jump distance mid and is totally safe at -4, easily hit confirmable and +22 on hit. 5 active frames give it extra range. D1 has a disjointed hitbox to win trades and is crazy plus on hit at +25. 7f, -3 on block d3 that guarantees pressure on hit and recovers really quickly (13 frames). Low profiling 7f d4 with ghetto jump distance range. B31 is a low starter that is +1 on block and +26 on hit, easily hit confirmable. B312 launches for a combo in the corner and is almost safe on block (-8). S2 is a jump distance 13f high that is +2, keeps his hurtbox relatively far back, and is +29 on hit. Great stagger, S2 -> slight walk back -> whiff punish is common. S2f4 is a true blockstring, neutral on block, +28 hard knockdown and does 14%... Catches people trying to press buttons out of your s2 staggers.


Great specials. Has a safe on block (not on whiff) 7f armor breaking wakeup/counterpoke/anti crossup/anti air/etc with db2. D4 exdb2 breaks nearly all armored wakeups, even goros punchwalk. Gets a full combo from an 8f low crushing reversal (bf3). Df2 has good recovery and hits opponents not ducking or in the air. Guarantees pressure when meter burned (+9). Bf3 in the air is an overhead with a single startup frame, completely unreactable. Hits low if it hits the ground first, unless meter burned which then makes it an unblockable 11%. Also great for whiff punishing and anti zoning.


Cybernetic:


Another great button/string, B23. Well over jump distance rage, has a small disjointed hitbox to win trades and at 18 frames it's a great whiff punish. Also totally safe on block at -4.


More great specials. Db1 is a meterless hit confirm to extend combos, is -11 on block but has some pushback to make jacqui etc hard to punish.


Df2 is now a fast, mid projectile that guarantees pressure on hit (+11). Great for resets (will get to that below). 5% on hit and 1.63% chip.


Exdf2 breaks all armor in the game and launches for a combo, d4 exdf2 breaks xrays. Also at +5 it doesn't guarantee anything but the plus frames are nice. B1 frame traps the whole cast and f4/b2 catches backdashes into a full combo (into a reset), 112 breaks nearly all armor into a full combo into a reset. Ex df2 also does 4.14% chip.


Db3. One of the best anti airs in the game. 5 startup frames and 11 active frames, hit confirmable with meter to combo midscreen (run or dash up, f4 bf3 is easy and consistent, gets 25%) and in the corner. Also moves his hurtbox back to make jump ins whiff.


Resets. Midscreen he can do 112 db1 112 df2 for 25% meterless, and ends in +11. You cannot armor or backdash out of his b13 string after this reset. 112 db1 112 exbf3 dd ji2 112 df2 does 34% 1 bar into the same reset. B13 db1 112 df2 does 22% and b13 db1 112 exbf3 dd ji2 112 df2 does 31% 1 bar. If you're opponent is trying to armor or backdash you can get 47% meterless, 56% 1 bar, etc. While b13 is guaranteed, b31 is still a frametrap and catches people not blocking low, and is still hit confirmable into the same combo/reset.


In the corner his best reset is b13 1+3. It's +13, guaranteeing b13, 112, and f33, a mid - low string, also hit confirmable. 112 hit confirm can get you 47% 1 bar into the reset, granting either 59% 1 bar if you go for a grab or 94% 2 bar (83% if you do a meterless combo into a reset) into another reset if your opponent tries to armor out, tech or duck a grab. B31 isn't technically guaranteed as the first hit is 14 frames on startup, but armoring out of this isn't something you can do consistently.


Cutthroat:


Loses his b13 string but gains a neutral on block b121 overhead string.


D3 guarantees a 50/50 on hit.


I think we all already know the pros of this variation so I'll try and keep it short.


His 50/50s cancelled into exdd3 are easily hit confirmed into 40+% midscreen and corner for 1 bar, (50-60% 1 bar if the buff is already on before the combo), 50+% midscreen 2 bar, 60+% 2 bar in the corner, and can break 70% for 3 bars in the corner off a punish without the buff on or a 50/50 with the buff already on.


His 50/50s cancelled into exdd3 also jail into his low pokes or his armor breaking +26 on hit 11 string. B121 jails into either his 50/50s.


Db1 is a 3/4 screen -5 on block, +15 on hit "footsie" tool that launches for meterless damage if your opponent is air born. Also has a disjointed hitbox to win trades.


Commando:


Gains df1. A safe (-4) high hitting special similar to jaxs gotcha grab, but does more damage. Meterless does 11% meter burned is armored and does 18%.


Gains 22 string. Two hits for 12% with hardly any damage scaling and about nearly fullscreen range.


Gains parries and command grabs. Also Has the b13 string and the high hitting, +9 on block when meter burned df2


Meterless high parry has 3 startup frames, more active frames than recovery frames (24 and 17), and parries more moves than most people realize. Max range takeda whips, Kung jin's staff, D'vorahs stingers, kenshis and Kotal's sword, etc. even parries things like takedas bf4 (even when airborne) and other grabs/command grabs. Does 17% unbreakable damage and a side switch. Meter burned has ONE SINGLE STARTUP FRAME, same active and recovery frames, does 21% unbreakable and a side switch. Both parry mids, highs, overheads, special moves and grabs.


Meterless low parry has 3 startup frames, parries all lows (sub zero's slide, Kotal's low sword, Kung jin's b1 and dvorahs d4, etc), does 17% unbreakable and without a side switch. Meter burned has 1 startup frame and does 21% unbreakable without a side switch.


Has two different command grabs, a side switch (DFB4) and a non side switch (DBF4). Meterless they do 16% and 17%, meter burned they do 19% and 20% (the side switch does more), all unbreakable. All 11 frames on startup, meter burned are armored on wakeup. DBF4 is +10 and DFB4 is +14/+15 on hit (meterless/meter burned).


He can tick off his b1, d1, d3, d4 and f33 string. B1 and d3 meter burned command grab breaks armor consistently.


Cons:


Variationless:


Slow ass d1, 9 frames. Also -7 on block.


B1 used to be -2 on block, XL made it -8. Why Paulo?


B13 has a gap at certain ranges (!!!!!!)


D4 is actually pretty slow on whiff (23 frames) and is technically unsafe at -8 on block. F4 is even worse on whiff, at 28 recovery frames your dead if you whiff it.


Meterless db2 is extremely unsafe on block, and is only useful for punishing -7 strings and specials. Bf3 is unsafe meterless and meter burned. Bf3 in the air is extremely unsafe on block and on whiff.


112 has a gap, although doing 112 into a special (db2, df1 in commando, exdf2 in cyber etc) breaks armor. 112 ex db2 breaks all armor that tried to armor the gap, even goros punchwalk.


df2 is whiff punishable if ducked.


Cybernetic:


Df2 and db1 are punishable on block if the opponent is close enough.


Cutthroat:


...


Commando:


If you canceled a string into df1, your opponent can (albeit NOT consistently) duck it and whiff punish you, since it has 29 recovery frames. Also it can't combo in the corner like jaxs can.


B1 ticks have inconsistent whiffing issues.


You have to guess whether to do the high or low parry, if you do the high parry you can get full combo punished if your opponent has a low starter. If you do the low parry you can get full combo punished if your opponent does any kind of mid or high.




D´VORAH

Invincible Salads: D'vorah

Pros:-

Cons:
-Slow-ish pokes
-Weak reversal game
-No fast projectiles but she's meant to counter zone
-Weak back dash
-A hard time dealing with pressure, especially if she has no bar.



RAIDEN

DDutchguy: Raiden

Thunder God
+ 8 frame hit confirmable mid
+ EX shocker leading to good damage and vortex (universal)
+ EX shocker being an excellent footsie tool and anti-air (universal)
+ Lightning strings giving excellent meter building
+ Excellent damage
+ Very powerful corner vortex
+ Good low string with B32
+ Godlike wakeup with EX db2 (universal)
- Few plus frames outside of the slow F4
- Cancels are difficult and take a lot of stamina
- Poor zoning and anti-zoning

Displacer
+ Excellent mid that is +2 with F22+4
+ Teleport gives safe 50/50s
+ Excellent anti-zoning
+ Good (albeit gimmicky) pressure
+ Good brutality
+ 6 frame punisher that leads to good damage
- General BnBs are very difficult and inconsistent
- EX teleport rarely comes out on wakeup
- Little use for the 8 frame B1
- Bad lows

Master of Storms
+ Has the good F22+4 and F12B2
+ Lightning traps give good space control and force respect (although they hit high)
+ Still does good damage
+ Lightning orbs stop running
- Lightning traps are too slow
- Lightning traps have very high recovery
- Lightning traps often require meter to be good
- Bad lows



SCORPION

TyCarter35: Ninjustu

Pros:

+Great range on f2 and b2
+Plenty of anti air options pending on spacing like s3 and f2 for anti jump ins and b2 for anti-njp and a great njp all can lead to good damage
+Great meterless damage (35% roughly)
+Not meter reliant
+Safe normals and strings for the most part
+Great pokes especially d4
+Disjointed hitboxes (cuz everyone hates Ice Klone)
+Probably the best armor breaking in the game with b4 and f2 with the latter being able to break armor and get damage for it
+Well rounded
+Ridiculous ji3 that can convert into combos
+Strong whiff punish tools with sword normals and tp whiff
+One of the best oki games in the cast with armor breaking some meatied and pressure strings
+f2/f2~takedown is a solid mixup and has dirt

Cons:

-Struggles against pressure from rushdown and plus frames characters
-Horrible armor as bf4 is the only armored move for ninjutsu along with TP which only has armor on wakeup as they are both very negative on block and bf4 has long recovery that opponents can jump over no problem on plus frames and still get the punish off
-Punishable specials except for EX spear
-Swords lose out to characters with advancing mids most of the time unless spaced properly
-B2 is very punishable despite ridiculous range
-Swords have long recovery if Scorpion whiffs them (good fundamentals is a must)



Eddy Wang: Scorpion(Ninjustu)

Pros:
-S1 is +2 allows for spacing
-F2 has disjointed hitbox can be max ranged to become pseudo safe
-F2 can be special canceled.
-Teleport can be canceled making it a very powerfull spacing tool at the cost of all stamina
-D4 has mad range and pushes back on hit or block
-S3 is 7 frames
-B2 is pretty rangy and pretty good
-Free 50-50 after every restand
-F2~takedown can stack
-Very good throw oportunity
-Stagger pressure that is plus
-J3 is a very good anti-air
-NJP has disjointed hitbox
-4 overhead option of 212
-Takedown goes under highs.

Cons:
-Bad walkback speed
-Takedown/ex takedown, are very punishable on block or whiff
-Very neutral based character, you get hit, you're screwed
-No real defense or amor move aside from the risky one in neutral
-Some strings cannot be cancelable and are very punishable on block on some phases.
-Spear is slow
-B2 is punishable if blocked.
Victim of advancing strings if you have no good fundamentals and reactions.
-Backdash is bad.




KOTAL KHAN

Osagri: Kotal Khan

Universal Pros:
-i6 d1 and d4
-Great pressure. If u have opponent in corner without meter there is rly nothing he can do.
- B1 is one of the best punisher/Wiff punisher in game. It is i9 advancing mid. Even Kano does not want to backdash against Kotal
-B1 is also great for staggers
-He hits like a truck. Meterless can go up to 35%
-One of the best throws in game
-Great d2. Its fast and has great arc for AA
-Great back dash
-Great neutral and corner game
-Spaceing. B122 and F1B2 are gret for wiff punishing

Cons:
-Does not have good overhead. Only good thing about hes B2 is that it low crushes. It even jumps over Sub`s slide
-Unsafe. B122,B14,F1B2,D4,F2 are all unsafe. If u cancel them to anything it can be armoured.

Sun God Pros:
- Command grab. At Max level(3lvl) It does always 19% and throws opponent in front of him.
-B1,B14,S1,D1 are great for tick throws.
-If he has bar and three stacks he can convert the stacks for a chunk of health to him self, If i remember correctly its something like 15%
- Great mix ups.
-Parry. This will help a lot against zoners coz it absorbs projectiles and gives u nice dmg buff for short time.

Cons:
- Wakeup game. Having a command grab is good, but when it ur only wakeup option it can give u hard time, especially if ur in the corner. And no i dont count parry as wakeup attack.
-Wiffed tick throw is gonna cost u big time
- Hes meter building is kind of meh. U can convert those stacks to meter aswell but overall its not that good.

Blood God Pros:
-Obsidian totem. Hes opsidian totem reduces dmg taken by 50% and the sun-ray rly shines brightly with BG. U have him on cornerd but he manages to put obsidian and ex sun-ray to himself...U are going to take more dmg than him if u combo him. Meter gain. Opsidian buffs ur meter gain. U get hit,build meter. U block, u build more meter. U pressure, more meter. I mean if u have obsidian up and Kung Lao throws u, u get like 90% bar.
Obsidian Allows u to take more risks or make mistakes. Wiffed a punish? Cancel to obsidian and take rduced dmg.
-Crystal totem. Buffs ur dmg.
-Parry. This will help u even more in Blood god coz of the meter gain. Paary those projetiles and throw projectile eating EXSundisk. Chunky dmg
-Sun Ray. Combined with obsidian this move is BloodGodlike

Cons:
-Mixups. U dont have them. Its rly hard to open somebody up.
-Wakeup game/reversals. U have no wakeups/reversal. Nada.

War God Pros:
-Great range with sword attacks
-Mixups. U have plenty of options with overhead and lowsword. B12xxlow sword,B1xxoverhead sword etc
-Good oki
-Wakeup game/reversal. U have armored laucher that is overead and armoured sweep that knocksdown. They can be breaked but they are still good

Cons:
-Hes low and ovehead sword are both punishable.
-Gaps. Mid sword is safe but when u cancel into it after ur main strings there is a gap. Low sword is unsafe and there is a gap. If u do B122xxoverhead sword there is no gap but its punishable




KUNG LAO

Eddy Wang: Kung Lao(Hat Trick)

Pros:
-Standing 1 (actually jabs people out of the air)
-Hatarang (when used from afar)
-Ex call back (when used up close)
-Low call back (when used from afar)

Cons:
-Juggle difference on standing vs crouching brings randomness on conversions making it nearly impossible to use the full extend of his call backs which is the core of the variation
-Aside from forward trap which puts the opponent in between him and the trap his other traps have no real purpose, and are also very slow on recovery and very obvious on placement.
-Can't convert damage from his other traps if the opponent its not in between them and KL
- Hat traps gives off part of his most usable tools can't use them while trap is out
- No real safe pressure or reason for people to fear the traps.
- Can be punished by himself if he uses regular trap at blast radius.
- Hat hits mid but whiffs on crouching opponents
- Very reliable of his already very bad teleport.
-F2 whiffs on certain positons
- Now fast pokes
- Very slow walkspeed forward or backward
- Very slow backdash
- Random play
- Above hat trap doesn't do anything where its placed
- Above call back has useless trajectory even if spaced, doesn't even hit overhead or frame traps, it just do nothing
- The more you stay out there with a hat on a particular place, the more vulnerable you are
- Very limited resources in tools to stay creative on offense
- Very gimmick reliable.
 
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Tanno

The Fantasy is the Reality of the Mind
Are you trying to rape us in ours matches? This question surely is a trap to force us to reveal their weaknesses, so that you might find a character to beat us all.

Why don't you watch all the videos with the combos and the matches in Youtube? You might learn anything this fast if you observe them.
 

YoloRoll1stHit

Publicly Educated
Q: How many horrible, unwinnable, 3-7 or 2-8 matchups did Kitana have in MK9?
My answer: Kabal, Kenshi, Reptile, Freddy. Possibly Skarlet and Sonya
@xKhaoTik @16 Bit can you please give me your answers as Kitana expert?
Q: How many horrible, unwinnable, 3-7 or 2-8 matchups did Kitana have in MKX?
My answer: HQT Predator, GM Scrubzero and Alien

The fact that MK9 Kitana bodied all the bottom tiers (there were a lot in that broken unbalanced game) and went even with a few mid/top tier doesn't make put in a better position in that game than in MKX
I'm serious. Look at all the matchups and how she does against the whole cast.
And her MK9 F21 could whiff second hit after F2 hits at max range, this makes her look even worse
At least to this day we have never discovered any siginificant whiffing issues on her main strings
 
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xKhaoTik

The Ignore Button Is Free
Q: How many horrible, unwinnable, 3-7 or 2-8 matchups did Kitana have in MK9?
My answer: Kabal, Kenshi, Reptile,Freddy. Possibly Skarlet and Sonya

Lol what. She beat Skarlet, kabal was 4-6, Kenshi was 3-7, reptile was even and Sonya was a debatable bad MU

She was way better in that game dude. She beat alot of the cast, had a few 7-3s, an 8-2 (maybe 2) and was top 10. There isn't even a comparison to mkx kitana

@YoloRoll1stHit
 

21122

Noob
Erron Black (Gunslinger)

Pros:
21122 :DOGE
50/50s
Pressure
Plus on block pressure
Plus on block launcher
Tick throws
Good neutral
Excellent D4/D1
Can do both zoning and in your face pressure
Excellent chip damage
Guaranted death chip with less than <12% health

Cons:
Gaps in strings
Lack of any good mids
Not so great AA tools
 
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Trauma_and_Pain

Filthy Casual
F/T universal:

+ ridiculously safe/plus pressure
+ best NJP
+ excellent X-Ray
+ strong midscreen zoning/counterzoning (Ruthless/Vicious only)
- poor mobility
- big hitbox
- can be difficult to open opponent up
- poor fullscreen play
- female/skinny whiff issues

Lackey only:

+ amazing D1
- little/no play outside jump-in distance

Vicious only:

+ good tick throws
+ strong counter-projectile game
- weak meterless punishes

Ruthless only:

+ insane damage output and punishes
+ mind games/baiting/punishes with Pain & Gain
 

Pterodactyl

Plus on block.
Goro:
Pros+
-One arm.
-A second arm.
-Believe it or not, a third arm.
-Fuck, a FOURTH ARM, what was NRS thinking, such a ludicrous advantage over the competition.

Cons-
-Only one special has two hits of armor, even though he has at least four entire arms.
-His boogerball projectile ain't worth snot in 2/3 variations.
 

YoloRoll1stHit

Publicly Educated
Alien....a bad match up for Kitana? Mournful does exist you know....
So two variations, out of ~ 110 variations in this game, 7-3 Kitana?
She beat Skarlet
@Eddy Wang
kabal was 4-6, Kenshi was 3-7, reptile was even and Sonya was a debatable bad MU
At the end of the game life everyone realize her footsie (2, F2, d1) can't compete with top tiers anymore. Some of them take away her zoning and she got nothing left. Especially when characters like Liu Kang, Sonya, Kabal can potentially use their safe normal to punish her d1. Sonya out footsie her so badly with her d4, Reptile's forceball is an unbreakable wall of defense for Kitana. There's no way Reptile is even
 

CrazyFingers

The Power of Lame Compels You
Guess I'll put my two sense in with a character I have played to death, my boy Jason.

Jason as a Whole
+Great mids across all variations.
+Safety all over the place.
+Great pokes.
+Covered in Armor
+Great tools for neutral (Some of the best buttons in the game on Slasher, tic-throws on the other two)
+Decent anti-airs.
-Doesn't handle zoning well for the most part (Slasher is somewhat an exception)
-Has a problem with long range and disjointed attacks (Alien tail, ironically Slasher's machete, etc.)

Relentless
+Fantastic ability to make your opponent panic.
+Insane come back potential.
-Teleport is super punishable and predictable.
-Due to the 0 projectiles and shitty teleport, this variation has the distinct honor of having the hardest time with zoners, without much to make up for it (Worst variation imo, but still really damn solid)

Unstoppable (AKA, one of the dumbest characters I have witnessed)
+Insane Meterbuild+Health regen via DD4.
+Insane damage via DD3.
+Armor breaks by mashing low pokes via DD3.
+100% unarmorable tick throws via DD3.
+The ability to come back to life.
+Has decent mixup game on knockdown via F44 or F3, F3 being plus on block for a B3 which leads to another mixup.
-Much like Relentless, long range normals/strings plus zoning give this character a hard time sometimes. However, the insanity that is the rest of the character makes that worth it imo.

Slasher, the Mirror Match God (If your playing the Jason mirror, this variation is your best bet.)
+B1 is one of the dumbest normals in the game, with insane range it beats out a lot of 7 frame moves (Leatherface F1, Tremor F1)
+Some of the best anti-air tech in the game with B1,2,2, EX Choke, and B3.
+Safe 50/50's in the corner that both lead to 36%.
+Fast moving and recovering projectile with Machete Toss.
+Great air normals.
-EX Choke can be easily low profiled and punished.
-Is the least safe of the 3 variations in the midscreen.

Hope this helped, if I missed anything I'm sure someone will point that out :p
 

Blewdew

PSN: MaxKayX3
F/T universal:

+ ridiculously safe/plus pressure
+ best NJP
+ excellent X-Ray
+ strong midscreen zoning/counterzoning (Ruthless/Vicious only)
- poor mobility
- big hitbox
- can be difficult to open opponent up
- poor fullscreen play
- female/skinny whiff issues

Lackey only:

+ amazing D1
- little/no play outside jump-in distance

Vicious only:

+ good tick throws
+ strong counter-projectile game
- weak meterless punishes

Ruthless only:

+ insane damage output and punishes
+ mind games/baiting/punishes with Pain & Gain
Also

- cross ups from anybody with a better than average jip destroys our lifes
 

Eddy Wang

Skarlet scientist
Q: How many horrible, unwinnable, 3-7 or 2-8 matchups did Kitana have in MK9?
My answer: Kabal, Kenshi, Reptile,Freddy. Possibly Skarlet and Sonya

Lol what. She beat Skarlet, kabal was 4-6, Kenshi was 3-7, reptile was even and Sonya was a debatable bad MU

She was way better in that game dude. She beat alot of the cast, had a few 7-3s, an 8-2 (maybe 2) and was top 10. There isn't even a comparison to mkx kitana

@YoloRoll1stHit
Skarlet Kitana was a 5-5 MU, the weight of the edge was on who got the life lead, so the other part had to take more risks.
 

xKhaoTik

The Ignore Button Is Free
At the end of the game life everyone realize her footsie (2, F2, d1) can't compete with top tiers anymore. Some of them take away her zoning and she got nothing left. Especially when characters like Liu Kang, Sonya, Kabal can potentially use their safe normal to punish her d1. Sonya out footsie her so badly with her d4, Reptile's forceball is an unbreakable wall of defense for Kitana. There's no way Reptile is even
Why are you tagging Eddy? I played scar religiously lol. We had it even at first but towards the end of the game, most of the community agreed Kitana won.

What are you talking about lol. Kitana was able to compete just fine with 21 and f21. 21 was one of the best strings in the entire game. How on earth were anyone blowing that up? You keep saying "at the end of the games life" but I was still competing during that time, was still beating the best of the best, still making top 8, etc.

And who cares if you took away her zoning? Kitana was EASILY one of the best footsie based characters in the game. She had quite a few MUs that were in her favor and she couldn't zone at all.

EVERYONE punished her d1 so naming those characters doesn't prove anything.

Kitana's f21 was a perfect answer to d4. Both of them were in trouble if they whiffed.

And how was the force ball and Unbreakable force when ground fans literally put an end to it? Ex fans punished them on reaction or she can just use ex iaAss. That match was even.

Did you forget I was top player in that game? I know what I'm talking about lol. Kitana was a top 10 character and was extremely viable. MKX kitana is a joke in comparison.
 

Eddy Wang

Skarlet scientist
I'd rather hear that than here Skarlet possible beat her 3-7 lol. That made no sense
Pretty sure she didn't.

Skarlet had a lot of even MU, the ugliest one was definitely Cyrax due the risk factor, she wasn't allowed to take risks, and there wasn't really a way to pick cyrax out of the corner, he could sit there throwing bombs all day with life lead hoping to get a trade to perform a death combo. Very solid 7-3. everything else mostly was debatable.

But she wasn't that fair either, she could pick any character out of the ground right before the wakeup window forcing a meter drain glitch on any knockdown, and her pressure game wasn't really fair either though it was just as braindead or even more than Kabal had but also required knowledge. extendable armor from 27 to 45 frame durable halving any multi-hit attack in the game that wasn't x-ray.

A few Skarlet players in the end of MK9 scene started to mix between blockstring when they stand block and overhead when they block low, the slide wasn't even part of the equation anymore.