This thread made me curious, which is always a dangerous thing since once I start something, I tend to be through. Tested everyone, including string gaps and flawless blocks. Here you go:
Shao Kahn:
B3
Hop 1 must micro-dash forward and be close range. Very tight timing
Hop 3
Shoulder charge walk forward
Amp Hammer Lunge
Annihilation walk forward
Fatal Blow walk forward
Frost:
B3
Hop 1 must micro-dash forward
B12 dash forward
B2212 must micro-dash forward for consistency
B32d1
Arctic Barrage
Auger Lunge
Microburst absolute point blank range
Amp Microburst less pushback, but still fairly close
Fatal Blow dash forward after blocked from close range (one character length away when blocked max)
Johnny Cage:
B2 must micro-dash forward
Hop 1
Hop 3
244()u4 and f344()u4 neutral duck at the gap to whiff punish. First kick will whiff unless you walk forward, but still KBs.
Nut Punch
Shadow Kick
Say Cheese
Sonya:
Hop 3 must micro-dash from close range
B3d4
B123
b23()4: punishable at the gap
Ass Whoppin’
Leg Breaker dash forward
Fatal Blow dash forward
Cassie:
Hop 1 must micro-dash forward
Hop 3
B13
f34()3 punishable at the gap
Flippin’ Out range dependant
Ball Buster
Up Glow Kick
Shoulder Charge micro dash after block
Energy Burst close range
Fatal Blow
Jax:
B1
B2
F3
Hop 1
Hop 3
B321+3
Gotcha Grab must micro-dash from close range
Duck and Weave~Rag Dollin’
Amp Duck and Weave
Fatal Blow dash forward
Scorpion:
B1
B2 one frame window
B3 punishable on flawless block only. 1 frame window
Hop 1 must micro-dash forward
Hop 3
B14
B141
21()2 punishable at the gap
Hell-port
Amp Hell-port
Fatal Blow dash forward
Noob Saibot
B3 must micro-dash from close range
B31+3
Tele-Slam
Baraka:
B2 punishable on flawless block. 1 frame window
Hop 3
Gutted
Blood Lunge neutral duck, don’t block
Fatal Blow dash forward from close range. Tight window
Raiden:
B2 must micro-dash forward. Very tight window
Hop 1
Hop 3 *must micro-dash forward
B14
F112
B3()1 punishable by flawless blocking at the gap
32()1 punishable at the gap
Electric Fly (aka Superman)
Electric Burst must micro-dash from close range
Electric Current
Amp Electric Current must micro-dash forward
Jacqui:
B2
F2
Hop 1 must micro-dash forward
Hop 3
F22
b3()4 punishable at the gap
Shrapnel Blast close range or micro-dash for a bit further away
Lethal Clinch must micro-dash forward
Grease Kicks must micro-dash forward. If kicks are extended, duck the last hit then micro-dash.
Amp Grease Kicks must micro-dash forward. Only works if kicks aren’t extended.
Dive Bomb
Sub Zero
F24
Cold Shoulder
Amp Cold Shoulder must micro-dash forward
Death-Cicle Barrage close range only or jump over on reaction then 33 when you hit the ground
Slide must micro-dash forward
Fatal Blow must dash from close range. Tight window
Kano:
B2
F2
F4 punishable by flawless blocking
Hop 1
Hop 3
24
Lumbar Check punishable by neutral ducking
Black Dragon Ball
Amp Black Dragon Ball
Fatal Blow dash forward
Kabal:
Hop 1 *must micro-dash forward
Hop 3 *must micro-dash forward
Nomad Dash walk forward
Hook Slam
Low Hook Grab must micro-dash forward
Fatal Blow dash forward
Liu Kang:
F2 whiffs if blocked at max range
Hop 3 must micro-dash forward
F3333
F43()u3 punishable at the gap
Shaolin Stance~Monk Fury
Flying Kick must micro-dash forward
Bicycle Kick
Dragon Fire every teleport option is punishable on reaction. Wait for the fire to fully dissipate before Liu Kang teleports then press 33. If Shaolin Stomp is chosen, the second kick of 33 usually whiffs unless you do it late.
Kitana:
Hop 3
B231()d2 must flawless block at the gap and micro-dash afterward
F2222
3212 must micro-dash forward. Tight window
Fan Lift must micro-dash forward
Quick Execution must micro-dash forward
Square Wave dash forward
Half-Blood Stance~Dive Kick must micro-dash forward
Fatal Blow dash forward from close range only
Kung Lao:
F21
F214 must micro-dash forward, strict timing
Hop 1
Hop 3
f13()u2 duck at the gap and whiff punish
21 and 21()4 if blocked at close range, you can duck after blocking the second hit and the third will whiff. Then micro-dash forward and punish. If 214 is chosen, no dash is required.
Spin
Amp Spin
Shaolin Drop (Dive Kick)
Teleport (empty) must delay a few frames or the second hit whiffs
Teleport~Hat Swipe, Heel Flip, Shaolin Slam, Wutang *all followup options punishable on reaction with the same timing.
Fatal Blow
Jade:
B1 semi-close range
B2 neutral duck under then punish
F2 dash forward. Can punish from a range equal to round start distance, but not max distance.
Hop 1 micro-dash forward
Hop 3 micro-dash forward
B1()2 punishable at the gap if blocked from semi-close range.
F41
Deadly Butterfly
Blazing Nitro Kick must micro-dash forward
Amp Blazing Nitro Kick no dash needed. If in her Jaded variation, just delay your 33 a few frames and Jade will lean into your foot.
Fatal Blow dash forward after blocking from semi-close range
Skarlet:
B2 no dash from close range. Micro-dash from mid range. Flawless block then dash from max range.
F2 close range only. Must micro-dash forward.
B3 must flawless block. Dash forward.
B4 must flawless block from mid range or closer then dash forward.
Hop 1 must micro-dash forward
Hop 3
212
B3()4 must flawless block the second hit at the gap. 1 frame window.
Blood Spatter must micro-dash forward
Amp Blood Spatter must micro-dash forward
Bloodport
Cell Siphon dash once from mid range, dash twice from max range.
Erron Black:
F3
Hop 1 must micro-dash forward
B2u4222 dash forward after the gunshots
F21()21 punishable at the gap
Rattle Snake Slide
Locked And Loaded~Rising Stock
Locked And Loaded~Stick Bop must micro-dash forward
Fatal Blow from round start distance or closer, crouch block under it, then dash forward. If you block high, you can still crouch block under the last few shots then dash forward as long as the first few shots didn’t push you back too far.
D’Vorah:
F2 micro-dash forward from a distance of round start distance or closer.
B3 close distance only
B4 micro-dash forward from semi-close range or no dash required at close range
F4
Hop 1 must micro-dash forward
Hop 3 must micro-dash forward
F22 must micro-dash forward after blocking from closer than max range.
F22u1+3
12()1 punishable after flawless blocking the third hit at the gap.
Swarm must micro-dash forward
Katipo Rush close range only
Widow’s Kiss must micro-dash forward
Fatal Blow must dash forward after blocking from close range.
Kotal Kahn:
B2 must micro-dash forward if blocked at max range
Hop 3 must micro-dash forward
F122 must micro-dash forward
F243
B22
b22()3 punishable after flawless blocking the third hit at the gap.
Kahn-Cut
Mehtizquia Cut
Tecuani Maul
Tecuani Pounce
Fatal Blow dash forward
Geras:
F2
Hop 3 must micro-dash forward
F11+3
Temporal Advantage
Sand Trap (close) must micro-dash forward
Quick Sand (close) must micro-dash forward
Fatal Blow dash forward after blocking from close range.
Kollector:
F4 close range only
Hop 1 must micro-dash forward. Strict timing.
Hop 3
F12d1 must micro-dash forward
F12d2 must micro-dash forward. Strict timing. Block only the first hit low, rest stand block.
F221+3
4()4 dash forward after flawless blocking the second hit from mid range.
Shotel Fury
Fade Out (teleport)
Fatal Blow dash forward
Cetrion:
Hop 3 must micro-dash forward
F23
Tendril Pull dash forward after blocking from a distance equal to round start position or closer.
H2 Port
Fatal Blow dash forward after blocking from close distance.