Tom Brady
Champion
KABAL:
BEST NORMALS:
*+HIT LEVEL:M,M,M - 3 hit launcher string. safe on block.
*HIT LEVEL:H,M,M - safe 3 hit string that grants a safe jump on hit.
*+HIT LEVEL:H,M,L - 3 hit string used for a 50/50 set up.
*+HIT LEVEL:M - safe VERY fast sweep.
*HIT LEVEL:M - safe roundhouse.
SPECIALS:
*Fireballl+)HIT LEVEL:H - safe fireball. can also be done in air. ground fireball punished by combo on block up close.
*Dashl)HIT LEVEL:M - classic spin slowed down from UMK3. on hit grants a combo, on block punished by combo of choice, can be canceled by tapping
*Saw Bladel+)HIT LEVEL: L - low projectile attack that causes a knockdown. safe on block from range. punished by full combo at close range.
*Tornado Slamd+)HIT LEVEL:M(overhead) - safe command throw.
:en MOVES:
*:en Fireballl++)HIT LEVEL:M - mid hitting more damaging version of the standard fireball. can also be done in air. ground fireball punished by combo on block up close.
*:en Dashl+)HIT LEVEL:M - faster version of standard spin and has 1 hit of armor during its opening frames. CANNOT be canceled with like standard dash, must be canceled with . punished by full combo.
*:en Saw Bladel++)HIT LEVEL: L,L - double low projectile. punished by full combo at close range.
*:en Tornado Slamd++)HIT LEVEL:M(overhead) - more damaging version of standard command throw. safe on block.
STRATEGY:
Fireball/Air Fireball:
while the ground fireball is ok to us here and there, Kabal mainly uses his instant air fireball. there is a spot where you can place the instant air fireball where it becomes ambiguous and the opponent cannot tell if its anti air fireball which will hit them trying to jump over a lower more low to the ground air fireball or if its a lower air fireball that will hit them grounded should they try to move forward in an attempt to pass under the anti air fireball. you can shoot these air fireballs off VERY fast and in rapid succession allowing you to build meter which is why Kabal will always have a lot of super meter.
Dash and :en Dash:
while Kabal's dash is not the speed it once was in UMK3, it serves the same purpose. the dash allows you to check your opponent with the threat of a combo from anywhere on the screen. you can also cancel your standard dash on start up and use that fake to get opponents blocking then dash in and pressure. the :en dash is even faster then standard dash and its start up has 1 hit of armor so Kabal can :en dash out of all pressure situations vs careless opponents not mindful of his tools. whats even better is that this gives Kabal constant offense... even after your pokes, strings, and even overhead tornado slam are blocked Kabal can still :en dash. if the opponent tries to approach Kabal to get their offense going, the 1 hit of armor absorbs 1 attack and the opponent will be hit by the dash. this allows Kabal to poke and poke and poke even if left at negative frames after the attack because the threat of :en dash is so great, ESPECIALLY when you have the meter to break in case the dash is blocked.
Making a 50/50 off of Almost Every Attack:
after any normal poke or string you can link in low saw blade or overhead tornado slam for a 50/50.
+ mix up:
after the low hit in the string Kabal can cancel with his dash special and if the low hit connects, Kabal's dash is guaranteed. if they respect the low option then you can cancel before the low hit with his tornado slam which is a safe overhead. so you would +~dash if they are stand blocking or ~tornado slam if they are crouch blocking.
+ String:
by far this is kabal's best string. both hits are mid and the string is safe. on block you can link in tornado slam for a overhead or low saw blade for a low. you can also link in a spin then cancel the spin then continue your offense. because of the quick recovery of + you can do a mixup on if you will finish the string or continue pressure. + + + + etc...
:
when up close or approaching your opponent throw this out when ever you want. when it hits into pressure or mix ups.
+ Sweep:
you sweep is VERY fast and recovers fast after hitting the opponent. that allows you to approach or defend with a sweep then got into wake up when the sweep connects.
Anti Air:
uppercut, ~dash, or :en dash are your best options. ~dash must be done as anticipation. :en dash works in all situations and is GREAT for cross up situations where you cannot come out of block in time to anti air.
Wake Up Attack:
after being knocked down, if you preform a wake up attack with the tornado slam the move will have invincibility frames on start up.
COMBOS
STANDARD COMBOS:
1. +, jump kick~air fireball, spin, +~tornado slam
2. +, dash , +~spin, +~tornado slam
3. spin, jump in /~+, dash +~tornado slam
4. AA air air fireball, spin, NJ /, ~tornado slam
5. jump kick~air fireball, +~spin, +~tornado slam
6. +~spin, jump in /~+, dash +~tornado slam
7. (opponent in corner) jump kick~air fireball, +~spin, ~tornado slam
8. (opponent in corner) +, NJ/ jump kick~air fireball, +~spin, ~tornado slam
9. (opponent in corner) spin, cross over jump in /~+fp, jump kick~air fireball, +~tornado slam
10. (opponent in corner) +, +, +, +, +~tornado slam
COMBOS:
1. +, dash +~
2. spin, jump in /~+, dash +~
3. AA air fireball,
4. jump kick~air fireball, +~
5. +~spin, jump in /~+, dash +~
6. (opponent in corner) jump kick~air fireball, +~
7. (opponent in corner) +, NJ/ jump kick~air fireball, +~
8. (opponent in corner) spin, cross over jump in /~+fp, jump kick~air fireball, +~
BEST NORMALS:
*+HIT LEVEL:M,M,M - 3 hit launcher string. safe on block.
*HIT LEVEL:H,M,M - safe 3 hit string that grants a safe jump on hit.
*+HIT LEVEL:H,M,L - 3 hit string used for a 50/50 set up.
*+HIT LEVEL:M - safe VERY fast sweep.
*HIT LEVEL:M - safe roundhouse.
SPECIALS:
*Fireballl+)HIT LEVEL:H - safe fireball. can also be done in air. ground fireball punished by combo on block up close.
*Dashl)HIT LEVEL:M - classic spin slowed down from UMK3. on hit grants a combo, on block punished by combo of choice, can be canceled by tapping
*Saw Bladel+)HIT LEVEL: L - low projectile attack that causes a knockdown. safe on block from range. punished by full combo at close range.
*Tornado Slamd+)HIT LEVEL:M(overhead) - safe command throw.
:en MOVES:
*:en Fireballl++)HIT LEVEL:M - mid hitting more damaging version of the standard fireball. can also be done in air. ground fireball punished by combo on block up close.
*:en Dashl+)HIT LEVEL:M - faster version of standard spin and has 1 hit of armor during its opening frames. CANNOT be canceled with like standard dash, must be canceled with . punished by full combo.
*:en Saw Bladel++)HIT LEVEL: L,L - double low projectile. punished by full combo at close range.
*:en Tornado Slamd++)HIT LEVEL:M(overhead) - more damaging version of standard command throw. safe on block.
STRATEGY:
Fireball/Air Fireball:
while the ground fireball is ok to us here and there, Kabal mainly uses his instant air fireball. there is a spot where you can place the instant air fireball where it becomes ambiguous and the opponent cannot tell if its anti air fireball which will hit them trying to jump over a lower more low to the ground air fireball or if its a lower air fireball that will hit them grounded should they try to move forward in an attempt to pass under the anti air fireball. you can shoot these air fireballs off VERY fast and in rapid succession allowing you to build meter which is why Kabal will always have a lot of super meter.
Dash and :en Dash:
while Kabal's dash is not the speed it once was in UMK3, it serves the same purpose. the dash allows you to check your opponent with the threat of a combo from anywhere on the screen. you can also cancel your standard dash on start up and use that fake to get opponents blocking then dash in and pressure. the :en dash is even faster then standard dash and its start up has 1 hit of armor so Kabal can :en dash out of all pressure situations vs careless opponents not mindful of his tools. whats even better is that this gives Kabal constant offense... even after your pokes, strings, and even overhead tornado slam are blocked Kabal can still :en dash. if the opponent tries to approach Kabal to get their offense going, the 1 hit of armor absorbs 1 attack and the opponent will be hit by the dash. this allows Kabal to poke and poke and poke even if left at negative frames after the attack because the threat of :en dash is so great, ESPECIALLY when you have the meter to break in case the dash is blocked.
Making a 50/50 off of Almost Every Attack:
after any normal poke or string you can link in low saw blade or overhead tornado slam for a 50/50.
+ mix up:
after the low hit in the string Kabal can cancel with his dash special and if the low hit connects, Kabal's dash is guaranteed. if they respect the low option then you can cancel before the low hit with his tornado slam which is a safe overhead. so you would +~dash if they are stand blocking or ~tornado slam if they are crouch blocking.
+ String:
by far this is kabal's best string. both hits are mid and the string is safe. on block you can link in tornado slam for a overhead or low saw blade for a low. you can also link in a spin then cancel the spin then continue your offense. because of the quick recovery of + you can do a mixup on if you will finish the string or continue pressure. + + + + etc...
:
when up close or approaching your opponent throw this out when ever you want. when it hits into pressure or mix ups.
+ Sweep:
you sweep is VERY fast and recovers fast after hitting the opponent. that allows you to approach or defend with a sweep then got into wake up when the sweep connects.
Anti Air:
uppercut, ~dash, or :en dash are your best options. ~dash must be done as anticipation. :en dash works in all situations and is GREAT for cross up situations where you cannot come out of block in time to anti air.
Wake Up Attack:
after being knocked down, if you preform a wake up attack with the tornado slam the move will have invincibility frames on start up.
COMBOS
STANDARD COMBOS:
1. +, jump kick~air fireball, spin, +~tornado slam
2. +, dash , +~spin, +~tornado slam
3. spin, jump in /~+, dash +~tornado slam
4. AA air air fireball, spin, NJ /, ~tornado slam
5. jump kick~air fireball, +~spin, +~tornado slam
6. +~spin, jump in /~+, dash +~tornado slam
7. (opponent in corner) jump kick~air fireball, +~spin, ~tornado slam
8. (opponent in corner) +, NJ/ jump kick~air fireball, +~spin, ~tornado slam
9. (opponent in corner) spin, cross over jump in /~+fp, jump kick~air fireball, +~tornado slam
10. (opponent in corner) +, +, +, +, +~tornado slam
COMBOS:
1. +, dash +~
2. spin, jump in /~+, dash +~
3. AA air fireball,
4. jump kick~air fireball, +~
5. +~spin, jump in /~+, dash +~
6. (opponent in corner) jump kick~air fireball, +~
7. (opponent in corner) +, NJ/ jump kick~air fireball, +~
8. (opponent in corner) spin, cross over jump in /~+fp, jump kick~air fireball, +~