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MK4 Character Guides

MKK hanzo

Moderator
Fujin

Ranked 6th out of the 15 playable MK4 acade characters, Fujin can really be a nightmare if played well. One big mistake you could make is play him like an ermac clone. Nothing more far than the reality. Sure he has Wind Lift and Slam (tlknt slam) but thats all. He is better suited to Kung Lao strat type thx to his Dive Kick. His combos are damaging but are not always at his disposal. He is somewhat slow compared to other characters and that hurts him due to the pace of the game. Both of his throws are good and damaging. The Lk one is very usefull and it glitch the camera too! This character was also famious because he was the first one who got 100% combo using maxdamage On. It not effects on his overal game in MK4 but it is in MKGold where one Lift would take all your energy.

His normals are the standard set, good and pointy Lk and his Hk have the same high as Jarek and Sonya but isnt as good aa, it also helps him to set up his inf. His sweep is a bit harder to punish when blocked but his startup is longer and you will feel that in his overall movements. Weak RH and Fast Crouch LK. Dont use crouch HK with him.

Wind Lift and Slam is at first glance a weak move. It has a limited range and sometimes it doesnt work too close nor too far. it has a VERy slow start up and recovery time. It has a hit limit of 2 and the most important diferences between it and Ermac Tlknt Slam are that #1 Wind Lift count as a hit and the Slam is a different hit so it is a 2 hit move and #2 the Slam needs a button combination to be done in order for it to work, so actually you are hitting two special moves. His best use is in combos and mostly in aa combos. When punishing blocked specials like Quan Chi Tele Stomp or Scorp Tlport try to use best JHPHK whiff Dive Kick then Wind Lift than aaHp, JHK Lift because the Hp activates damage protection but still you can get 40% combos off of an aaHp. Dont use it outside of combos unless you block a close throwed wpn or rock (wich doesnt happens too much). You can manage 2 lift in a same combo by omitting the slam but the combo will be far more less damaging unless you got a won in your hand. What you can do with his Lift is to catch jumpers from full screen distance (or outside sweep range) and get a free maxdamage combo + sometimes extra free hits after the Maximum Damage message. Its sure also to get it after Jump HK or pushback punches in corner.

Dive Kick is a very useful move and probably his best. You can use fake fake dive kicks into throws, crossup setups, transportation, zoning, etc... Try to use it as low as possible. It looks slow but still is a surpresive move. Sometimes when you jump back, the foe will try to chase you and you can surprise him with it. It has a hit limit of 4 but no time limit and can be used one after another in the corner for massive damage. Whiff it between Juggles to extend them more or just to take your foe to the corner. If blocked it goes into punishment mode. Also at mid screen can Juggle 2 consecutive Dive Kicks then Lift and so on. You can get div kick after Jump HP weapon attack which can cause good damage and whiff it after Jump HP HK or Jump HK juggle, its pointless to try it in some scenarios because the game randomly decides on which side the opponent will fall.

Whirlwind Spin is a good but if blocked it will leave you wide open (stunned) for a combo. Its excellent as an aa move ant dan set up traps. Can be used as Sindel fly cancel from far just to fake maneuvers for example rush in blocked HpLk > Whhiffed Whirlwind Spin go rush again or crossup dive kick etc. if you got a wpn in hand, it can set up 70% combos! But this is very hard to come by and do consistently. Its also very good setup against crossover jumps.

Knee Rush is a slow move with slow start up when used off a combo and huge recovery if it miss and if blocked it goes into air punishement mode. It has no hit limit nor time limit. The good thing of this move is that it does LOTS of amage if its included on a ground chain or a Juggle.

Fujin wpn is unique. It can shot in 3 different ways. The low and high shots will bounce on the screen and if you are far away it can become a pain n the ass to get in close unless you are Rayden or Scorp. The regular shot has a HUGE recovery. Thankfully ALL shots do little damage. The high and low can be combine into various Juggles but just for fancy stuff. the jumping Hp has a very weird property that it has a HUGE reach. With one word its very good for zonning. Think of it like Stryker's Grenades from UMK3 but not like Reptile's forceballs lol.

Fujin has 2 infinites. Both of them are using grounded SUJK. The first one is like Kai's and Sonya's infinites - HP, HP, SUJK, Repeat. Fujin's SUJK is a little slower than the rests so watch out when delaying it because it can cause to miss the inf. His second inf is like Jarek's and Sonya's - SUJK, HK, Repeat. As already said his SUJK is a little more slower and because of that reason the second infinite is easier with Fujin. Spam both when you learn how to do them in various juggles and Fujin can become unstopable.

Turning Maximum Damage off will take you in a big trouble if your opponent is a good Fujin player. 2 Infinites, Lift/Slam, Whirlwind Spin, Knee... all devastating moves and arsenal. He will turn into Kitana from MK2 if you turn off Maximum Damage.

Basic Juggles:

1. HP, HP, HK, HK, Knee Rush (5 Hits, 32%)
2. HP, HP, HK, D+HP, aaHPx2, Knee Rush (7 Hits, 31%)
3. HK, HK, Lift, Slam, aaHP, Jump HP HK (7 Hits, 39%)
4. Jump HP HK, Lift, Slam, Jump HP HK (6 Hits, 52%)

Advanced Jugles:

1. HP, HP, HK, HK, SUJK, HK, Knee Rush (7 Hits, 46%) Video!
2. HP, HP, SUJK, HP, HP, HK, D+HP, aaHPx2, Knee Rush (8 Hits, 42%)
3. HK, HK, Lift, Slam, aaHK, Knee Rush (6 Hits, 42%) (near corner aaSUJK, HK, Knee - 50%)
4. (With Weapon) Lift, Jump HP, Lift, Slam, HK/aaSUJK, Knee Rush (6 Hits, 50%/58%)

Punishers:

1. aaHP, Jump HK/HK, Lift, Slam, aaHK, Knee Rush (6 Hits, 35%/37%)
2. aaSUJK, Weapon Draw (Usualy 3 Shots will Hit) (4 Hits, 28%)
3. aaSUJK, aaHK, Lift, Slam, Jump HP HK (6 Hits, 44%) Video! *Instead Jump HP HK you can mix with various stuff like Weapon Throw, aaSUJK, Weapon Draw, aaSUJk aaHK and so on...
4. aaHK, Lift, Slam, aaHK, aaLP, Knee Lift (6 Hits, 48%)
 

ded

Elder God
MKK hanzo_hasashi said:
1. HP, HP, HK, HK, SUJK, HK, Knee Rush (7 Hits, 46%) Video!
2. HP, HP, SUJK, HP, HP, HK, D+HP, aaHPx2, Knee Rush (8 Hits, 42%)
3. HK, HK, Lift, Slam, aaHK, Knee Rush (6 Hits, 42%) (near corner aaSUJK, HK, Knee - 50%)
4. (With Weapon) Lift, Jump HP, Lift, Slam, HK/aaSUJK, Knee Rush (6 Hits, 50%/58%)
 

MKK hanzo

Moderator
Sorry for the long wait. Im finishing Cage and Chi. After they are done. then we will do the top 3 characters and since they are so godly, we will add some counter strats for them too. Also they require some skill to be used effectively and like Reiko and Sub guides, there are certain things that might need an extra vid clip and explanation.

Thx for your patience guys!
 

ded

Elder God
Johnny Cage

Cage fights with Kai for the title of the worst MK4 character. The only thing that gaves Cage his little advantage are his ability to Juggle with his wpn, the speed of the Shadow Kick and his easy Inf. The damage in his combos is normal and he cannot do much to maximize them. After blocking an special and going in punishment mode, there is too little he can do too. Still he has some neat strats and wakeups here and there.

Cage have those weird HP starters that like Fujin, Quan, Sonya and Kai, helps him to make easy ground infs. Otherwise, his normal attacks arsenal is the same as everybody. Normal Sweep and weak RH. Nice uppercutt.

The Shadow Kick is Cage best move and actually the only useful move in his arsenal. Its excellent to finish long combos and is the most damaging special at the end of them. Its good to punish whiffed or missed attacks but it cannot be used to punished blocked moves. Even weapon attacks. For some reason players tend to crouch too much when they are close to Cage to catch a whiff Shadow kick but when they are far they tend to run and they can be catched by one. it has no hit or time limit and to avoid it you must simply crouch or block. A good wake up with the Shadow Kick could be after LK throw, because its one of those situations where the opponent cant just duck but should hold Block. Dont do it more than twice in the whole match because you become predictable. I've seen people talk about double Shadow Kick can be done in juggles but i was never be able to do it, so i guess they just talk about blockable shits lol.

Both fireballs are slow and are a bit useless because of this. Sure you can catch some jumping foes from afar with the high ones but most high level players will stay close to you most of the time. They have little startup and sometimes they can poke certain attacks but this is not a good strat. They do very little damage when used in a combo and often you can get hit through the fireballs even if they catch the opponent. Dont spam them unless you are from full screen distance and your opponent does not use character with long distance special move (fujin's lift, scorpion teleport punch, jarek ground pound and etc).

Shadow upercutt is useless. Is slow and has shitty range. Does good damage but is hard to connect after long combos and its not worth. As an aa isnt that good because of its start up. It looks like it hits twice, but the only air attacks you could counter with it are the Jump HK and Jump HP.You cant use it against crossovers.

His Nut Punch is very fast in combos or out of them. It can be used as a surprise move up close but if blocked can be punished. Its useless in long Juggles. Best option is to do it at the end of his inf and even so there are better options. it really doesnt have other uses. Sometimes even when its blocked the opponent will start to Knee combo you but somehow the Knee will whiff and you would be able to get another fast free Nut Punch, this situation is completely random and there is no way to predict it so dont count on it.

His weapon is good but hard to use. it has fast swipes like standing Hp wich has very long range. B + HP is a juggling attack wich can be repeated for more damage. Its similar to Jareks hp but with lesser reach. B + Lp is an spinning attack wich can be used in Juggles and followed by another B + Lp if in the corner, 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. HP is a variation of the spinning slash but very slow and useless in a combo. What can you try is B+HP, B+LP, Shadow Kick for a good 30% damage, it works versus jumpers.

As already said Cage has a HP, HP, SUJK, Repeat infinite which is his only plus. With Maximum Damage off that would be his main game, he just dont have any other good damage abilities except his B+LP weapon attack in corner which will be almost impossible to get in a vs match.

Basic Juggles:

1. HP, HP, HK, HK, Shadow Kick/Nut Punch (5 Hits, 29%/30%)
2. HP, HP, HK, D+HP, aaHPx2, Jump HK, Shadow Kick (8 Hits, 34%)
3. (With Weapon) HK, B+HP, Jump HK, Shadow Kick (4 Hits, 33%)

Advanced Juggles:

1. HP, HP, HK, D+HP, aaSUJK, aaHK, Shadow Kick (7 Hits, 34%)
2. HP, HP, SUJK, HP, HP, HK, D+HP, aaHPx2, Jump HK, Shadow Kick (9 Hits, 45%) Video!
3. HP, HP, SUJK, HP, HP, HK, HK, Nut Punch (8 Hits, 42%)
4. HP, HP, SUJK, HP HP, SUJK, HK, HK, Nut Punch (9 Hits, 49%)

Punishers:

1. aaHPx2, Jump HK, Shadow Kick (4 Hits, 22%)
2. SUJK, HK, Shadow Kick (3 Hits, 34%)
3. (With Weapon) SUJK, B+LP, B+LP/Shadow Kick (3 Hits, 41%) Video!
4. (With Weapon) B+HP, B+HP, B+LP, Shadow Kick (4 Hits, 38%) *If Near corner B+LPx2
for 5 hits, 45%
 

MKK hanzo

Moderator
Quan Chi:

Old Quan is placed 11 out of 14 playable characters in MK4. In the right hands he can be Deadly. WhaT places him this high are his ground inf, his ability to steal won (not much) and his air throw. He can do good damage from both ground and air punishers.

Quan have those weird HP starters that like Fujin, Cage, Sonya and Kai, helps him to make easy ground infs. Otherwise, his normal attacks arsenal is the same as everybody. Normal Sweep and weak RH. Nice uppercut.

Green Skull is actually a slow proyectile. Useless for zoning or rushdowns due to his recovery and start up time. It becomes faster when used in combos wich is a good thing when doing blocked chains. Examples of this are r. HpLk cancel with a late Green Skull. Its good to finish Jugles but he has better options. Another good stuff is that it has big hitting area and sometimes it will be difficult to jump over it.

Air throw is one of his best specials. It is the most damaging air throw in the game and has good range. Its specially good to finish long combos and air grab strats.

Tele Stomp is a weird move. Its fast and a deadly aa or anti crossup while using it like Mileena's MK2 drop kick. It does lots of damage even with damage protection activated. It can be used to end long Juggles and the preferred setting should be early SUJK Hk Tele stomp (a bit hard but damaging). Its literaly unescapable if you catch jumper with him because of the speed of the game. Its possible for opponent to air throw you through the telestomp or count it with jump HK/HP but difficult. When its blocked Quan Chi goes into juggle/punishable mode so dont spam it. When used in juggles make sure you delay it a little because sometimes it can miss the opponent when Quan Chi will fall close to the opponent without hitting him, even in this scenarious the recovery time is not that much.

The slide is a poor move wich is slow and have some start up and recovery whiffed or blocked. I have only found one usage for it and it is after a pop up combo, aaHp x 2 then cance quickly the 2nd Hp with the Slide and it will whiff but it will swicht sides quickly and you can set up throw traps. Still he has better guaranteed damage options. You cant get any juggles after the slide hits.

Weapon Steal is a cool move. As his name implies, you can steal your opponents weapon. When the opponent is on the ground he can easy block it but if he dont you can get his weapon and sometimes win the match because of it. Doing it in combo vs grounded opponent will make every single hit after it to be blockable, but if you manage to still or juggle/then steal your opp's weapon while he is still in the air it will juggle a little higher him and that will allow you to make bigger damage combo. It registers as a hit and has no hit limit (and allows some pseudo infs in MKGold).

His weapon is good. Somewhat slow but does good damage. When gettin it out, do it preferably after an HkHk chain to get the mos damage out of it. B + Lp is a pop up atack, you can get near the corner even 3 B+LP hits, but better use LP as the last one. Lp is a swing that crashes the foe against the screen. The B+Hp swing is the contrary to the Lp as it sends your foe to the background. Hp is a downward swing with very slow startup but short recovery and can be easily followed up.

Quan throws are very good. Lp is the generic throw but the Lk is a double knee crush that is VERY damaging and glitches the camera and you can do some stuff like throwing a Skull for zoning or even throw your wpn or a meaty tele stomp.

As already mentioned Quan Chi has an infinite - HP, HP, SUJK, Repeat. Playing with him without Maximum Damage will focus on his infinite, because his other game will just be the same.

Basic Juggles:

1. HP, HP, HK, HK, Skull (5 Hits, 26%)
2. HP, HP, HK, D+HP, aaHPx2, Tele Stomp (7 Hits, 33%)
3. HP, HP, HK, D+HP, aaHPx2, Jump HK, Air Throw (7 Hits, 37%)
4. HP, HP, HK, HK, Weapon Draw, Skull (6 Hits, 29%)

Advanced Juggles:

1. HP, HP, HK, D+HP, aaSUJK, HK, Skull/Tele Stomp (7 Hits, 31%/38%)
2. HP, HP, SUJK, HP, HP, HK, D+HP, aaHPx2, Tele Stomp (10 Hits, 45%)
3. HP, HP, SUJK, HP, HP, HK, D+HP, aaHPx2, Jump HK, Air Throw (10 Hits, 49%)
4. HP, HP, SUJK, HP, HP, SUJK, HP, HK, D+HP, aaHP, Tele Stomp (11 Hits, 52%)

Punishers:

1. aaHPx2, Jump HK, Air Throw (4 Hits, 25%)
2. SUJK, HK, Skull (3 Hits, 32%) Video!
3. (With Weapon) sUJK, B+LP, Skull (3 Hits, 32%)
4. (Near Corner) SUJK, B+LP, Jump HP, Air Throw (4 Hits, 43%)

*Glitch Canceling Comboing - Quan Chi is probably the only one character that has useful glitch cancel combo in his arsenal. I'm sure most of you already knew the whole glitch cancel stuff so i will just give the example:

HP, HP, SUJK, HP, HP, SUJK, HP, HP, HK, D+HP, aaHP is MaxDamage BUT if you cancel the aaHP with telestomp it will glitch cancel because Maximum Damage is activating with 1 frame later after the hit hits so you will be able to get aaHP, Glitch Cancel Teleport Stomp and that will lead you into 53%.

Video!

I still have no idea why but its the easiest glitch cancel in MK4, other characters can do similar stuff too (like Scorpion) but its very very difficult with them.
 

MKK hanzo

Moderator
Reptile for sure! Then Scorp and last will be Tanya and Shinnok.

After that we will begin the general strategy guide.
 

ded

Elder God
Reptile:

Our reptilian friend is located this time almost at the top of the MK4 chart. He can be number one if played right if not were by Scorpion. His invisibilty, the super krawl move and his wpn make him god tier. Both of his throws are excellent but they dont allow for trap setups.

His normal moves are fast. They resemble Reikos ones. His Lk feels a bit longer and faster than everyone else so is good to keep at bay the opponent. His Hk isnt that good as an aa. Crouched Hk is that ugly Hk starter that some characters share. His RH is very slow and his sweep is normal. His Hp and Lp are normal too.

His acid spit is a very slow proyectile wich can leave you open if blocked close. Dont pay attention to his appereance, it seems like every little bubble does damage but no. It can be easily jumped or even avoided using the 3D movement. It does little damage and can be used on chains or Juggles but there are better options. Rayden and Scorp can punish it very easily. Its possible to add it in a combo like HK, HK, Acid Spit and it can be completely unblockable but its very very difficult and the timing for this seems completely random so never use it.

The Dash Punch is a slow attack that has a lot of start up and recovery even if whiffed. Still it can be comboed. It does lots of damage and if conected well it scores 2 hits and do more damage. Even in Juggle situations it can hit twice but its hard to acomplish. Its useful and very damaging in basic ground chains like: HpHpHkHk, Dash Punch. There are two threats about this move: first i can often whiff for some reason which leads you opened for a punisher, and two - even if you hit watch out for wakeups from the opponent because of its slow recovery time, still there is nothing wrong to spam this move whenever you get the change.

The Super Krawl is a quick and useful move. If hits, it puts the foe into juggle stat, similar to Mileenas roll. Its perfect as an anti crossup like the Kabal spin dash. After it you can do some neat stuff. It has a limit of 4 hits and a small time limit. you can do it after a pop up (hphk d + hp) aahp, super krawl. If you take the time, you can learn to hit with it at a point that the foe will be pop to the other side wich is perfect for us so we can do more damaging combos after it like: early SUJK, Hk dash punch or draw wpn. If blocked it must be punished by a knee combo, otherwise everithing will miss. You can catch an unsuspecting foe and get a free uppercutt or even a combo. It serves as a transportation move too but watch the distance. Also its an AMAZING setup/transport whatever you want it while you are invisible. Another strat is after the krawl move when it flips the opponent to you just fuck up the opponent's block position and go for LK throw - one of the most damaging ones into MK4 and go Invisible. I will go more deep into it while reviewing the invisible move.

Invisibility is a move carried from previous MK games. This time, the transiton is VERY slow. In fact, is so slow that you can almost only go invisible in 3 or 4 situations. Dont try it during rushdowns or chains because you will get killed. Use it after a pop up aaHp x 2, then invisible. After a super krawl or an Lp weapon is excellent too. Once you are invisible, the game transforms itself into a terror fest. You can do so broken shit as you wish, for example: run like mad with Lp and your foe that dont know where you are will try to escape jumping/crossover wich means a free krawl. If he blocks, opt for blocked chains that end on sweeps or HpHkLk Acid Spit. try not to jump too much because here jumps are easily scoutable. Try to land in front of your foe to trick his block. Early SUJK works well here to and if you miss you can lant with a knee combo or Lk throw. Also you can bait moves like Reikos flip kick, Scorp tlpt punch or Subs slide to name a few. the best option for the defender is to crouch Lk or to stick a single standing Lp when you think you have scouted him. Always hold back to prevent being throwed. For me personaly if i am invisible the 3d stepping + krawl move is a nightmare for the opponent. Mix this shit with LP jabs and you will take advantage even against Tanya. LP pressure finished with lk, step out, jump back, krawl or wait for opponent because they will often jump or run into you and etc. There are so much individual scenarios while you are invisible that they will just came into your mind while you are playing and it will be too long to list all variations.

Reptiles wpn is the battle axe. It could be the 2nd best wpn fighting it out with Jarek's knife. All of his attacks are useful. Standing Hp is a quick swipe that can be used as an aa or simply to poke attacks from afar. His reach is enourmus. B + Hp is a spinning attack wich can score up to 3 hits if you hold the button long enough and also you can move while spinning. Keep in wind that if blocked it gets a little pushback and also if you hit with it in the corner of if you score the 3 hits on the ground. Since it can be whiffed if you only tap Hp, you can set up several rushdown traps like Hk B + Hp whiff then repeat or if you see an opening Hk lP and then... The deadly Lp attack is THE BEST attack between all weapons. Is an excellent aa and keep away. but his most deadly property is that it can be cancelled with ANY other attack being normal or special. You can cancel it even with the 3D maneuver or wit block. You can cancel it even if it doesnt hit so it make it a treat for Reiko, Sub, Liu or Jax who can punish blocked wpn attacks. But here comes the best part. Since you can cancel the Lp with Block you can setup the Reptile INFINITE combo. To acomplish it is simple. After you hit with it (aa or ground) just tap Block and then Run and do another Lp attack and then repeat until the Max Dam appears or if off...til death. Even with the max dam on it does easy 45%. Keep in mind that if you miss you still can cancel with block to prevent being countered. Once you learn the timing it will be no prob for ya to do it even while you are invisible. Also it was known that its c2c (corner to corner) infinite BUT it can be done as real infinite. If you get your opponent too high you run under them and LP Weapon Attack them in their back, which will make you to stay at one place on the arena without moving much. This is deadly if you play with maximum damage turned off.

Note: In arcade is a little difficult to acomplish it in certain areas because the game slowsdown badly with all the blod on screen at the same time and that. to get it, you just have to tap TWICE each button just to ensure that the block cancel works and the Lp comes out. This was fixed on console versions.

Reptile Infinite Example

To beat reptile you simply have to choose tanya or Scorp...Not really. Just try to capitalize on mistakes like doing wrong invisible patterns or jumping. His jumping attacks arent that good so you can easily aa Juggle him. Punish his sweeps and be very carefull when he begins his rush with whifed spinning wpn. Dont try to crouch Lk him when he does this cause the block stun it does will prevent you to hit him.

What to say if you play with maximum damage off... well draw the weapon and just win the round lol.

Basic Juggles:

1. HP, HP, HK, HK, Crawl, Dash Punch (7 Hits, 38%)
2. HP, HK, D+HP, aaHP, Crawl, aaLP, Dash Punch (7 Hits, 29%/35% if Dash Punch hits twice)
3. (With Weapon) HK, LP, LP, Crawl, Dash Punch (5 Hits, 35%)

Advanced Juggles:

There are not much to write here. Draw the Weapon and do as much as possible LP Weapon Attacks, otherwise just use the basic juggles - its all you need.

Punishers:

1. aaHPx2, Crawl, aaLP, Crawl, Dash Punch (6 Hits, 36%/41% with SUJK, Roll) Video!
2. SUJK, HK, Roll, Dash Punch (4 Hits, 39%)
3. Weapon LP Inf lol
 
yesssssssssssssssssssssssssssssssss i cant uderstand why tanya is better
edit: please write some advanced jugles with reptile with and without weapon
 

ded

Elder God
as someone said for other game tier list - its not set in stone, but Tanya is a fucking nightmare in mk4.

when two people start playing and learning mk4 they will see the advantage of tanya and scorpion, when they gets a little more better they will see advantage of reptile and sub... and so on... lol


The_Slayer said:
edit: please write some advanced jugles with reptile with and without weapon
there are few advanced juggles indeed but i dont see the point to list them since you can win even in high level match using only basic combos and weapon inf... if you search for just a good looking combos check MKGold Vol.1 and Vol.2 combo vids ;]
 

MKK hanzo

Moderator
Scorpion:

This was the first time that the yellow ninja was in the god tier of an MK game (not counting after 2002 Mks) and he deserve this place because of his many damage options and his deadly specials. The only character that can give him troubles is Tanya but she has to fight hard also to acomplish this. Before people complain about what are they going to read here and then say "hey but Scorp is better than anyone if this is all true! Why he isnt #1?", its because the top 3 in MK4 can be a random tossup and it will depend more of the ability of the players, so he has far more advantages and options than Tanya and Rept against the rest of the characters. He can be a master turtler (not as good as Sub or Tanya) but also a beast rushing down. His main strenght however is that he is a yellow version of UMK3 Human Smoke and that means: easy +40% at his disposal from virtually every attack he has and dont matter where you are on the screen. His Lp throw is normal and his Lk throw is good if you follow it with a jump and do an Lk at the top to get a glitch blocked cross up and attempt to throw again.

Example Video of the LK Throw Trap

Scorp ability to combo is UNPARALLELED. His standing Hp is the highest priority attack in the game. If two characters are close for example Fujin and Scorp and the 2 attempt to combo, Scorp will always have the upper hand. if you manage to land a simple Hp or Hk knee starter is an easy 50% damage combo from there. Aa Hp are excellent for Juggling and have good priority. From an aaHp you can get easy 48%. His Lk is good as a poking move but has medium range. His Hk is good for aa and can be followed by a aaTeleport for an easy 46%. His Rh and Swep are slow like most of the characters. His Jumping attacks are good. His Jump HpHk combo is good as a starter and you can get 49% easily from there. His JHK ist that good bit if you manage to get one and cancel it with a teleport done on reaction, you can get easily 47% from there.

His Spear is his trademark move. I think i will need no explanation on how this move works aside that it helps to extend the damage done and it has a 3 hit limit and a 2-3 seconds time limit. Can be used twice in a combo. the spear alone is slow and scoutable. If blocked, the recovery is long so his best use is in combos exclusively or at full screen distance for some zoning for example after a Max Dam break. If you manage to get an Spear alone as a first hit, its an easy 47% from there. To do 2 spears in a combo, you must connect the first spear and then let like half a second the stun go then hit Hk then delay either d + Hp or d + Hk and in the last moment the foe is falling to the ground get the another spear. This is very fancy but not too useful. In older mk games using Spear as a wakeup is after jab/knee pressure do teleport escape and drop a spear, this dont work in MK4 because the teleport will always appear on the other side of the opponent and will lead you into punishment mode if he blocks. The strat after ducked fireballs works but not from too far distance.

The Air Throw is good. It has the best range of all air throws but does medium damage. Its excellent to finish long Juggles and does 1% more damage than the combos normally ending in Jump HpHk (depending on the combo too). You can use it as an anti crossup too or basic air throw tactics like H Smoke in UMK3.

The Fire Breath is an almost useless move used on ground chains. Its juggle tactics are good and it helps to extend Juggles too. It does lots of damage too. If blocked it has long recovery. You can add in aa mid screen Juggles & teleport or in corner even a spear. It has no hit limit or time limit. There is an infinite using this move when both characters are in short area (using step out) but its completely unpossible to happen in a vs match.

The teleport is another classic Scorp special move. Here it has a main disvantage: It travels TOO much distance so you have to be VERY carefull when trying to play runaway games because it can be easily blocked. its very fast and excellent for combos even having a 2 hit limit. From a single teleport you can get easy 47% combos. The main use of the teleport is in combos but is a deadly tool in Scorp arsenal because NO ONE can jump backwards anymore. Sub cannot get his Ice clone safely anymore. You might want to be on the look out and force your foe to jump back to gain distance and then do an aaTeleport followed by one or two aaLp/Hp depending on the height. If you are facing the corner but arent in corner dash distance, when you do a teleport it will come out twice as fast and will hit the foe from the other side so you will end again out of the corner, be wary of this for not missing the subsecuents aa attacks or spears. This happens in ground or air situations and it can be blocked too. The older strategies from UMK3/MK2 with early jump attacks and escaping with teleport then run and jab/knee pressure/throw scenarios works here too, but they are not so safely now.

Scorpion weapon is a nasty one. It might seem slow at first but once you get accustomed you will fight with very good. B + Hp is a overhead and very slow attack that has a lot of start up BUT recovers fast and can be followed by some rushing or even some turtle! Standing Hp and Lp are a downward and upward slash respectively in wich both serves as aa and can be followed by a teleport for easy 48% combos. B + Lp is an upward slash that actually doesnt pop up the foe but it does send them to the ground. It has some startup and recovery but its excellent to finish long combos and rushes. Down + Lp is an unique attack, it makes Scorp spin in a crouched position and allows him to score 3 hits by holding the button. If you hold the Lp buton you can keep spinning and move at the same time. Its useles in Juggles but excellent at rushings because you can fake it out by only tapping the button. Scorpion's weapon is also the most damaging one in the game.

Scorpion has two infinites, both of them NOT useable in a competetive games. The first one is already said and can be viewed in MKGold Vol.2 - in close corner window its just aaHP, Fire Breathe, repeat. The second Scorpion's infinite is using Jax or Reiko Weapon with Maximum Damage enabled. It can be viewed in the same video, and its completely useless so i will not go deep into it.

Turning Off The Maximum Damage with Scorpion will lead you into the real carnage of MK4. If he has a guaranteed 40%+ combo with Maximum Damage On now he has a guaranteed 50%+ sometimes even 60%+ or more. He would be unstopable.

Basic Juggles:

1. HK, HK, Spear, HP, HP, HK, B+HK (7 Hits, 42%)
2. HP, HK, D+HP, Spear, HP, HP, HK, D+HP, aaHP, Jump HK, Air Throw (10 Hits, 43%)
3. HK, HK, Spear, HP, HP, HK, HK, Weapon Draw (8 Hits, 45%)
4. aaHp, JHK, Tlpt, Spear, Hp, HP, Hk, d+Hp, aaHp, Jump HpHk (11 Hits, 48%)
5. (With Weapon) HK, HK, Spear, HK, D+HP, B+HP, B+LP (7 Hits, 45%)

Advanced Juggles:

1. HK, HK, Spear, SUJK, HP, HP, HK, B+HK (9 Hits, 50%) *Video!
2. aaJump HpHk, Tlpt, Hp, RH (6 Hits, 49%)
3. (With Weapon) aaB + Hp, Tlpt, Spear, HK, B+HK (5 Hits, 51%)
4. (With Weapon) Hk, Hk, Spear, SUJK, Hk D+Hp, Jump HK, Jump LP (8 Hits, 51%)

*HP, HK, HK, Spear, SUJK, HP, HP, HK, B+HK is 50% too and its more useful if your opponent blocks the first hits so you can react before droping the Spear.

Punishers:

1. aaHPx2, Jump HK, Air Throw (4 Hits, 22%)
2. aaHPx2, Teleport Punch, SUJK, HP, HP, HK, B+HK (9 Hits, 45%)
3. SUJK, HK, Teleport Punch, Spear, HP, RH (6 Hits, 48%)
3. SUJK, Fire Breathe, Tplt, Spear, RH (5 Hits, 50%)
4. aaHp, JHK, Tlpt, Spear, Hp, HP, Hk, d+Hp, aaHp, Jump HpHk (11 Hits, 48%) Video!
5. (With Weapon) SUJK, B+HP, Teleport Punch (3 Hits, 42%)

*Maximum Damage x 2: Yep its possible. Throwing weapon/stone then Teleport Punch, (aaHP sometimes) Spear is the most knowing way, indeed its possible to happen in a vs match. Another Maximum Damage x 2 combo is using his weapon B+HP x 2, then Spear, the Maximum Damage message will appear, wait a second (for the time limit) and SUJK, HK, D+HP, Spear again, from there there are many variations like HK, D+HP, B+HP, B+LP and etc. Its working perfectly for punishers that are far enough from you (Like Cage SHadow Uppercut, Raiden's Torpedo and etc).

Example of 2x MaxDam Combo in a Punisher
 

ded

Elder God
one of the best guides so far! its weird that for some reason youtube uploaded the vids with lower quality btw :confused: