MK9 Tips and Strategy
Cage rushdown: His jabs (FP) have very quick startup and recovery. They are very safe when used correctly. The jabs shouldn't be abused mindlessly, but placed to put you in an advantageous situation. BP may do more damage but is slower and can't be doubled the same way 11 can. So here's a small breakdown of how Cage's jabs can be used effectively, and also good basic mixups that complement them.
- You can use the jabs either in single or double fashion. If you use single (FP) in proper rhythm, THERE WILL BE NO PUSHBACK. If you use double (FPFP), there WILL be pushback. If you look closely at Cage's feet when you push FP, he takes a small step towards the opponent each time. When you do a double jab, he still only takes that one small step... which means when the first jab hits, the second one will push the opponent away. This isn't very important but it's good to know how it works.
- Cage has a good variety to throw in with his jabs. First there is the obvious, throwing, but this will end the rushdown for 12%. Up close you can do random Flip Kicks, which blocked midscreen will quickly put you directly behind the opponent. Try some sweeps here and there, since Cage doesn't have a single good low attack. (too bad the Nut Punch isn't one) You can also throw in the 21 combo and capitalize on an unblocking opponent with the launcher at the end. (2 1 F+2)
- Each unblocked jab is 3%, blocked is 1% chip damage. If you fear you are about to be countered out of your rush, there are a few ways to successfully end it. You can try to finish your jabs into a combo by catching with a 11 Flip Kick or Nut Punch... you can follow up after a connecting Nut Punch with more jabs. The uppercut is a great way to end rushdown because when it's blocked, you will be put you outside sweep distance and within reach of a Shadow Kick. You can counter a wakeup this way or all breakable projectiles with an EX shadow kick. Again, the throw will definitely end the rushdown unless you have the opponent cornered.
- If Cage has the opponent backed into a corner and they are blocking, with a single jab in proper rhythm there is NO PUSHBACK. If you fail to keep rhythm or do more than one jab, you will experience minor pushback. This doesn't seem to be infinite lockdown, but it's a very small window in between for an opponent to counter. I would suggest abusing this tactic in the corner after a landed Nut Punch because the opponent recovers into normal frames after this and really has no option other than to block or a very quick wakeup attack.
- Another great use of Cage's jabs are anti air. If you are rushing and your opponent tries to jump out or do an airborne wakeup move, there is a chance that your jabs will connect and suspend the opponent in midair. From there you have a wide open juggling opportunity. I would have to say that Cage's uppercut is too good to not use as your normal anti air, but this is still another great perk to using jabs in rushdown.
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Sonya can start a combo from her Dive Kick (D+4) but for some reason can't initiate any combo with a directional input. This means she can't do Mess Hall (B+2 1 F+2) into some good damage juggles. She will have to resort to 1 1 4 Cartwheel, dash 1 1 Leg Grab = 28%. This is a great tactic for her since the Dive Kick is usually pretty safe against characters without very fast normals or wakeups. This only works if you "clip" the opponent with the dive kick and it doesn't knock them down, which means you should angle a little in front of or behind the opponent. So as far as up close pressure game, Sonya is really good. You can chip away with some single jabs and mix it up with throws, jumping into quick dive kick combos, or finishing the combo 1 1 4 into a Cartwheel for a juggle opportunity. Mess Hall is her best combo because it can easily lead to 37+% damage but it has slow startup and recovery, so I wouldn't recommend trying to use it in rushdown and probably only when it's safe, like as a punisher.
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Quan Chi's Teleport Stomp can go in front or behind the opponent like Sheeva's can. Hold either back or forward immediately after the move's input (D B+3) for the desired effect. Great way to transport yourself or clip an opponent out of midair. note: If the opponent happens to guess correctly and move frontward or backward, they can block and punish. Use sparingly at your own risk for transporting.
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I'm still working on how overheads are limited in combos. Damage is of course the most important part of combos, but for some reason damage AND the amount of overheads seem to have an effect on how many overheads you can have in one combo. I haven't been able to find this out anywhere and I keep testing different characters, damage and overhead amounts that give a lot of strange results.
edit: I added a few touch ups and color to help separate the paragraphs. This thing has turned into some kind of MK blog for me. lol