Forr
Variationless Ferra Torr
In MKX every character has at least one wakeup attack with a single hit of armor ( not including x-rays) as long as they are willing to spend a bar of meter. The outliers being goro's Ex punchwalk, which seems to have multiple hits of armor on wakeup, and Lackey Torr's charge, which seems to gain invincibilty frames on startup. Of course there are many different ways to beat wakeups, but most of them are only a counter for a specific wakeup. In which case you are generally punished if you make the wrong read.
The theory behind this idea was to use an "armor breaking move", which is a multi hitting attack. Ferra/Torr's multi hitting move is their F2, but the second hit will only connect if it launches which the armor stops from happening. So that brings us up to how all Ferra/Torr variations can dominate certain characters on knockdown with the B121 string.
After a knockdown you can start the string right before the opponent wakesup, with enough practice on the timing you can essentially get rid of most of the startup time of the initial hit. So when the oppenent wakesup the B1 breaks there armor immediately, and then the follow up 21 will land which can be hit confirmed into (1.Lackey: DB2ex for full combo 2. Ruthless: Ferra Toss 3. Vicious: Boss Toss.) B121 is also neutral on block and in Lackey with a 5f d1, even if they don't wakeup you can get straight into your pressure.
If the oppenent delays getting up they will still be hit by the back end of the string leaving you neutral.
I tested this on every character's armored wakeup attacks(except for shinnok cause my data got currupted) until I found a move that this method won't work on and here are the results.
All 3 variations, all armored specials, stuffed by B121:
D'vorah
Erron Black
Kenshi
Mileena
Quan Chi
Predator ( Tested by @Durandal)
Tremor ( Tested by @Durandal )
Single variations, all armored specials stuffed by B121:
Kotal Kahn Blood/War God
Takeda Lasher
Some armored specials that can't be stuffed:
Cassie-- Multiple wakeups
Ermac-- Force Port
Ferra/Torr mirror-- Command Grabs
Jacqui-- Forces Charge
Jax-- Dash fist
Johnny -- Eclipse kick
Goro -- Punchwalk
Kano -- Up Ball
Katana -- Rising Fan
Kotal Sun God-- Command grab
Kung Jin-- Fly kick
Kung Lao-- Vortex
Liu Kang-- Flying Dragon Strike
Raiden -- Thunder Fly
Reptile-- Slide
Scorpion-- Teleport
Sonya Blade-- Flying Kick
Sub zero -- slide
Takeda Ronin/Shiria Ryu-- Double ryu kan, teleport
Note: Mileena's regular roll will low profile B121. Credit to @WiseTree
Most of the cast has limited wakeup options that can beat Torr's B121 and the majority of the ones that do are easily full combo punished on block. Hopefully all of you can find use of this and if nothing else our opponents can have one more thing to worry about on knockdown.
Edit: Some wakeups are easy to time, while others have smaller windows if you want to stuff them. Also a few moves i listed that couldn't be stuffed might be able to, but the window of execution is to small for me to really consider it.
Thanks to doctor stabs for recording.
The theory behind this idea was to use an "armor breaking move", which is a multi hitting attack. Ferra/Torr's multi hitting move is their F2, but the second hit will only connect if it launches which the armor stops from happening. So that brings us up to how all Ferra/Torr variations can dominate certain characters on knockdown with the B121 string.
After a knockdown you can start the string right before the opponent wakesup, with enough practice on the timing you can essentially get rid of most of the startup time of the initial hit. So when the oppenent wakesup the B1 breaks there armor immediately, and then the follow up 21 will land which can be hit confirmed into (1.Lackey: DB2ex for full combo 2. Ruthless: Ferra Toss 3. Vicious: Boss Toss.) B121 is also neutral on block and in Lackey with a 5f d1, even if they don't wakeup you can get straight into your pressure.
If the oppenent delays getting up they will still be hit by the back end of the string leaving you neutral.
I tested this on every character's armored wakeup attacks(except for shinnok cause my data got currupted) until I found a move that this method won't work on and here are the results.
All 3 variations, all armored specials, stuffed by B121:
D'vorah
Erron Black
Kenshi
Mileena
Quan Chi
Predator ( Tested by @Durandal)
Tremor ( Tested by @Durandal )
Single variations, all armored specials stuffed by B121:
Kotal Kahn Blood/War God
Takeda Lasher
Some armored specials that can't be stuffed:
Cassie-- Multiple wakeups
Ermac-- Force Port
Ferra/Torr mirror-- Command Grabs
Jacqui-- Forces Charge
Jax-- Dash fist
Johnny -- Eclipse kick
Goro -- Punchwalk
Kano -- Up Ball
Katana -- Rising Fan
Kotal Sun God-- Command grab
Kung Jin-- Fly kick
Kung Lao-- Vortex
Liu Kang-- Flying Dragon Strike
Raiden -- Thunder Fly
Reptile-- Slide
Scorpion-- Teleport
Sonya Blade-- Flying Kick
Sub zero -- slide
Takeda Ronin/Shiria Ryu-- Double ryu kan, teleport
Note: Mileena's regular roll will low profile B121. Credit to @WiseTree
Most of the cast has limited wakeup options that can beat Torr's B121 and the majority of the ones that do are easily full combo punished on block. Hopefully all of you can find use of this and if nothing else our opponents can have one more thing to worry about on knockdown.
Edit: Some wakeups are easy to time, while others have smaller windows if you want to stuff them. Also a few moves i listed that couldn't be stuffed might be able to, but the window of execution is to small for me to really consider it.
Thanks to doctor stabs for recording.
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