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Question What are the Pros/Cons of every character?

ArmedCalf

I guess I play Necromancer now.. PSN: ArmedCalf
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.

I posted this in a thread a while ago, sorry for the length.
 

TackyHaddock

Salty Mashers Krew
kung jin (shaolin) -

pros - pretty much everything

cons - certain lingering whiff issues against certain characters
 
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
  • 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
 

OfficialYungmonster

Run and Tell ya mama bout that
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
  • 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
Hmmm 2nd best zoning in the game? Are you sure its better than full auto?
 

Amplified$hotz

Done with MK1. Stop supporting a scam company
Flame Fist Liu Kang pros:
D2
Walk speed
D3
B1
Chip damage
Good Zoning
Meter build like mad
Cool costumes
Barely any losing match ups IMO
Good wake ups

Cons:
T-Rex arm normals
Jump attacks have no priority
9 frame d1
Kisses Kitana with her mask off
 
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
  • 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
What's so special about his d4, go in more detail.
 
Flame Fist Liu Kang pros:
D2
Walk speed
D3
B1
Chip damage
Good Zoning
Meter build like mad
Cool costumes
Barely any losing match ups IMO
Good wake ups

Cons:
T-Rex arm normals
Jump attacks have no priority
9 frame d1
Kisses Kitana with her mask off
pros side can you go in more detail for d2,b1, and d3.
 

Error

DF2+R2
I can't post anything here without making Ermac sound great vs me downplaying him so hold that.
 

Invincible Salads

Seeker of knowledge
D´vorah:

pros: cancels on hit
cons: cancels on block
lol

lbs tho, she does have some legit cons,

slow-ish pokes
weak reversal game - she's got 1 armored move that doesnt launch, it helps for sure, but thats still a con
no fast projectiles - shes meant to counter zone anyways though
weak backdash
has a bit of a hard time dealing with pressure, especially if she has no bar. - can dish it out but can't take it too well.
 

SonicNinja3532

The Wannabe Prodigy
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.
This whole post made me chuckle lol
 

xMEECH

Dyslexic
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. 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.

The low parry has 16 active frames and 17 recovery frames.
 
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DDutchguy

Stand 4'ing airplanes out of the sky
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
- Has always been booty tier
 

TyCarter35

Bonafide Jax scrub
Ok I'll answer this post seriously now. I play a lot of ninjutsu so here we go

Ninjutsu
+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
-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)
 

Amplified$hotz

Done with MK1. Stop supporting a scam company
pros side can you go in more detail for d2,b1, and d3.
Liu anti airs almost the whole cast with d2. It's like 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.
D3 is like +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 like an 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.
 
Dualist:
Pros:
•Top 6 corner game
•Unblockables
•Chip
•Swag money combos

Con's:
Paulo will not buff dualist but will give any other character the bane treatment.

But seriously cons:
•Horrible midscreen game
•Bad fireballs
•Corner dependent