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Kai Strategy Guide

Kai

Kai is the worst fighter in the Mk4 cast. Ranked 15 of 15 is more of a nightmare to play with him competitively than it should. In rev. 2 his ground and air fireballs were faster and (if they were intended to) were more efficient. His combos just dont cut the ice and his wpn and most sopecials lacks in all aspects. However his corner combos help him a little. Also he has infinite which can be adapted for hi mid-screen combos even with maximum damage turned on. The main focus with him will be mixing his fireballs and ground combos + watching for an eventualy Aerial Punch (which actually is not that useful as it should be).

Basically his normals are the same as everybody with the exception of his standing Lk and Hk wich are performed in a RH fashion. his Lk is kind of slow but ironically his Hk is a nice aa if timed well. Uppercutt, JP and JK are the same as Sonya's and also his crouching attacks with the exception of his C. Hk. wich is a launcher. These are the Kick launchers and will be explained in the general gameplay guide.

Sweep is kind of slow like his RH. His Lp throw is good and his Lk trhow is excellent and is the 2nd more damaging throw in the game. Done in corner it can cause good scenarios for a corner pressure.

As mentioned previously, Kai's fireballs were nerfed since Rev. 2. Now its harder to combo basic pop up (Hp, Hk D+Hp) into one downwards fireball for aparently no reason. I say this because you can do so little after that that it seems done on purpose. Best option is aaHpx2 Jump HK and flying Punch for like 35% wich still sucks. To make things worse, downwards fireball has 3 hit limit! One still good thing with the downward fireball is that it can be done airborne and this set ups some good crossover patterns and traps. You can easily trick your foe by crossup him then at mid air do the downward fireball and if he release block he will be hit. After that is little what can be done sadly. It has little recovery time even if blocked. This move has the weird property of reset the combo count in the corners but not the hit counter and damage.

Upwards fireball is totally useless. The fact that it can be seen a mile away and not be followed by anithing make it worthless. It has no hit limits and no juggle properties whatsoever. Still its a little faster than the upward fireball but this doesnt help it much.

Sometimes Kai's fireball became "transparent" and they will not hit your foe even if he is in the middle of it!

Flying Punch is kind of good for back jumpers or for getting out of corners. If blocked (rare) can be punished easily. It s excellent for finishing long combos. Good anticrossup cause if it miss it will take you far from your foe. Sometimes, mostly if they are too close to you, it will miss, but Kai will continue the Flying Punch animation and that could open him for a free maximum damage for characters like scorpion or reiko, so watch out for those scenarios.

Super Roundhouse is a nice spin kick that does more sound than damage but is still cool. If done as an aa in the corner and has no previous attacks before it, it can be followed by another S RH inmediately. If you feel cocky go for an aaLp then downwards fireball and other stuff. Its good for finishing basic combos or ducked fireballs if the foe is too far.

The hand stand have some use to it. Its mediocre in combos but the hand spin hat goes off it is good to psyche foes and you can even win a round using it randomly! It works somehow like Sindel's Flight Cancel tactic from UMK3 but not so useful. Use it vs turtles mostly.

His wpn is fast. His best wpn atack should be either Lp or Hp. Both are fast foward cuts that can snuff lots of attacks and punish most things blocked. B+Lp or Hp are two very same looking spinning useless attacks that should not be used. Jump HP into aaFireball in corner could open good maximum damage combo if you manage to get it.

Kai without Maximum Damage is another threat. His mid-screen infinite is like Sonya's: SUJK, HP, HP, SUJK, Repeat. Without him he would be even worse. The corner juggles could open now more opportunities but because of the little chance that you can catch someone, the most important thing you should count on is his inf.

Basic Juggles:

  1. HP, HP, HK, HK, Super RH (5 Hits, 29%)
  2. HP, HP, HK, HK, Hand Stand (5 Hits, 27%) Into Hand Stand Strat
  3. HP, HP, HK, D+HP, aaHPx2, Jump HK, Flying Punch (8 Hits, 34%)
Advanced Juggles:

  1. HP, HP, SUJK, HP, HP, HK, D+HP, SUJK, HK, Flying Punch (10 Hits, 45%) Video!
  2. (Near Corner) HP, HK, D+HP, Upward Fireball, SUJK, HK, Flying Punch (7 Hits, 36%)
  3. (Corner) Upward Fireball, SUJK, Upward Fireball, Super RH (4 Hits, 53%)
  4. SUJK, HP, HP, SUJK, HP, HP, HK, D+HP, aaHP, Wave Punch (10 Hits, 48%)
  5. Fireball, SUJK, HK, Flying Punch (4 Hits, 47%)
Punishers:

  1. SUJK, HK, Flying Punch (3 Hits, 34%)
  2. aaHPx2, Jump HK, Flying Punch (4 Hits, 22%)
  3. Fireball, SUJK, HK, Flying Punch (4 Hits, 47%) Can be Used as a Punisher too Video!
 
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