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MK4 Character Guides

ded

Elder God
Tonight me and Hanzo decided to start the MK4 Strategy Guide. Since this game is very overrated but its hella fun to play actually, we will try our best to write this guide.

Starting with tier list, and remember that its different for hi-level players because its always like that in hi-level scene (top 3 is random mixed when hi-level players use those characters) ;]

General Gameplay FAQ

01. Tanya
02. Scorpion
03. Reptile
04. Sub-Zero
05. Reiko
06. Fujin
07. Liu Kang
08. Jarek
09. Raiden
10. Sonya
11. Quan Chi
12. Jax
13. Shinnok
14. Cage
15. Kai

Another VERY important thing is that this is the Tier with Maximum Damage Turned ON, turning it off will make some DRAMATICALY changes where characters like Quan Chi will imrpove their position. We will list some stuff with Maximum Damage turned Off for each character in its own guide.
 

MKK hanzo

Moderator
Altough we will always encourage ppl to play the game with max dam ON due to the brokeness factor.

God tier:

01. Tanya
02. Scorpion
03. Reptile

Upper Tier:

04. Sub-Zero
05. Reiko
06. Fujin
07. Liu Kang
08. Jarek
09. Raiden

Mid tier.

10. Sonya
11. Quan Chi
12. Jax
13. Shinnok

Bottom tier:

14. Cage
15. Kai

That should be the corect placement.
 
for reptile,sub zero and reiko you will start new guides or will complete the old btw i think tha you must start of god tiers
 

ded

Elder God
Sonya:

Sonya is ranked about # 10 from 15 characters in MK4. Easy combos from a grounded Hp and 2 Infinites rank her up this high. Sonya have weak normals in comparison with other characters, this limit her to ground traps and fight for that grounded Hp big combo opening that doesnt come often. She has good setups for offensive games but she can also play defensivly escpecialy against jumpers.

Her basic moves are like everyone else except for her Hk and Hps. Her hk is a mediocre aa but if used in punishment mode it can be easily followed by a Leg Grab or Jk into Air throw. her Hk also set ups her inf. Her aahp are standart and in ground they set up her other inf. very good Lps for rushing and standing Lk is pointy and have good reach. The crouch kick and punch could be useful sometimes if you have a plan what to do after it since it will push away the attacking opponent.

Sweep has decent range and speed and its hard to punish if blocked. RH is very slow (like all mk4 chars) . Jump HK have nice height and reach and is perfect for double jump kicking in the corner. Jump Lk is good as Jump Lp. Jump Hp is standart. Crouched Lk have very good reach and speed and sucky/useless crouched Hk.

Projectile is very generic and doesnt set up zoning or punishments. It can be seen a mile away and is easily jumped over. Dont do it, unless you know the opponent will jump over it and aa counter him. Its a good finish for combos where you will miss specials like flip kick or leg grab/bike kick.

Leg grab is fast as ever and do decent damage. Very good as a wake up but dont over abuse it. It can interrupt some Lp rushdown but also can the normal throws so dont use it or you will be left in punishment state. it has no hit limit and must be blocked crouched. Its a good idea to use it for a punisher far from opponent (like ducked fireballs and etc) where its not 100% sure the Flip Kick will hit.

Bike Kick is weird. In MK3/UMK3 it could be hardly punished but here is other story. It does good damage and has no hit limit. It can be used for a crossover jumps too but since this game is really faster than UMK3 you should have good reaction time. It also can open those "corner resets" when its done in corner pressure which can open the opponent for a free throw (back into corner). This move also has low recovery time even if you hit with it so dont rush immidiately after it.

Air throw has normal priority and should be ranked 3rd after Quan Chi and Scorp. Does good damage and has no hit limit. Air Throws effects much like UMK3, they work best close to the ground and they are much more impressive than in UMK3. Her Air Throw can be used against jumpers, crossovers and of course in combos mostly. In MK2 you could cancel the pushback with air throw but in MK4 this is fixed.

The cartwheel Kick is probably her most valuable special. It set ups juggle situations and can be followed by an aaLp and another cartwheel and then Jk and Air throw. if blocked you must punish her fast because the recovery is quick. if done in the corner you will dash out of it at the first hit. It can snuff sweeps and sometimes as an anti crossup but the timing is hard. It has a little recovery time if done one after another. Step in and out through fireballs and use it is one of the basic strats of her, you can get massive damage if you manage to get them near the corner using this. Its possible to get the opponent out of corner using it but its very difficult and useless to try in a real vs match and count on it, better choice would be if you get someone near the corner with Flip Kick to try Jump HP HK + Air Throw (depends what juggle you did before, so its not registering as maximum damage).

The Flying Punch isnt that good. Sometimes it can be used as an aa but you must predict the jump very early. Easy punishable even from far distance. Still it can be good setup in corner for a jab pressure, but kinda risky, depends on which character your opponent using. Can be used also as a finish of juggle. This move has no hit limit.

Sonya has 2 infinites (exluding the new wpn inf). The first one is because her specific HK. Basicaly its SUJK, HK, repeat and works on all characters, its actually useless because her second inf is a lot easier than this one. Her second infinite is HP, HP, SUJK, Repeat and should be done close to the opponent. The most easier way to get it is by delaying the SUJK while the HP, HP animation runs. It has one weakness and its that its not starting with Knee.

Her weapon has some good setups. Drawing it during the combo will juggle the opponent but you cant add any juggle after it. LP is very fast and can be used as a punisher or wakeup and even aa sometimes if timed correctly. The HP is better choice for anti air and will send the opponent for about jump distance away from you, which could give you time for rush scenario. B+LP can be used for jump backers, you can sometimes use it even twice (the second one will be blockable, but as a wakeup). B+LP is the most useful because it can open the opp into juggle both mid-screen (leg grab) and corner. It is possible to get few hits with B+LP in corner which will do massive damage, but its kinda risky count on this, there is also an infinite using this weapon which is completely useless and we will not go into details about it, otherwise it should be done in close corners and you must do few hits in corner when the last one gets them out of corner, then run under the opp and do aaSUJK followed by another spinning attack into the other corner and repeat it, again there is no sense to try it in a vs match. All weapon attacks if blocked will push the opponent away but still you can be punished with moves like Flying Kick, Roll, Lift and etc.

Turning Off the Maximum Damage will make Sonya really deadly because of her infs. Both of them will be deadly if she gets you. Thus including her ridicilious damage shit with weapon in corner will make her one of the deadliest characters in the game, you will need one mistake to loose your energy.

Basic Juggles:

1. HP, HP, HK, HK, Flip Kick, Jump HK, Air Throw (7 Hits, 40%)
2. HP, HP, HK, D+HP, aaHPx2, Flip Kick, Jump HK, Air Throw (8 Hits, 37%)
3. HK, HK, Flip Kick, Jump HK, Air Throw (5 Hits, 38%)

Advanced Juggles:

1. HP, HP, HK, HK, Flip Kick, aaLP, Flip Kick, Jump HK, Air Throw (9 Hits, 46%/49% if you delay the Flip Kick because it will hit twice) Video!
2. HP, HP, SUJK, HP, HP, HK, D+HP, aaHP, Delayed Flip Kick, Jump HK, Air Throw (11 Hits, 49%)
3. HP, HP, HK, D+HP, aaHPx2, Jump HK, Leg Grab (8 Hits, 37%)
4. HK, HK, SUJK, HK, Flip Kick, Jump LK (6 Hits, 45%)
5. (Near Corner) HK, HK, Flip Kick, Jump HP HK, Air Throw (6 Hits, 40%)
6. (With Weapon) HK, HK, Flip Kick, B+HP, Flip Kick, Leg Grab (6 Hits, 40%) *The Game randomly displays the hits and the damage*


Punishers:

1. aaHP, Jump HK, Leg Grab (3 Hits, 22%)
2. aaHP, Flip Kick, Jump HK, Air Throw (4 Hits, 22%)
3. aaHP, Flip Kick, aaLP, Flip Kick, Jump HK, Air Throw (6 Hits, 31%)
4. SUJK, HK, Flip Kick, Jump HK, Air Throw (4 Hits, 43%) (or Leg Grab/B+HP with Weapon) Video!
 

ded

Elder God
Kai will be next, i'm kinda busy this night but if i could find some free time to review it i'll post it
 

MKK hanzo

Moderator
Yeah just that! LOL NO! Really its after I talked to Marcos "DevilJin" here (Top mk4 player here) and he told me after showing the guys over there and then I showed Ded_ and the guys here and we all agree on the tier list. Those is like 32 players...
 

MKK hanzo

Moderator
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!
 

ded

Elder God
if not me, hanzo will post them slayer.

good stuff with the kai's one, i did not write that much for him :D
 

MKK hanzo

Moderator
After pop up combo do a little step walking then press run and aaHp twice. Or Run inmediately after the pop up then wait a nano second or something then hit Hp twice.