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ded

Elder God
great, but the video was just an example not the maxed out variation. its very good you improvize with better stuff tho


btw shinnok will be done very soon.
 
I have 2 questions about Sub Zero and Tanya.
First, what is the most damaging Combo you can do after getting someone frozen, because HK into freeze is not what happens the most time in matches but normal ground freeze (most time because someone runs into iceclone).
I only can get 27% by SUJK, HP,HP,HK,HK,Slide.
And what is the best thing to do after getting someone frozen in midair?

About Tanya, I dont understand what you mean ded, by saying "one corkscrewer is Maxdamage, how to do it? In your combo list there appears nothing that STARTS with a corkscrewer, I am talking about the scenario where the opponent doesnt fly into you again, how can you do Maxdamage out of this Situation, I dont understand lol.
 
for characters with sujk,hk inf. good combo is
hp,hkhk,sujk,hk,sujk,roundhouse - 49%
for characters hith hphp,sujk
hphp,sujk,hphp,sujk,hphp,sujk,hp,roundhouse - 50
who can tell the scorpion's glitch canceling
 

ded

Elder God
KillerMiller said:
I have 2 questions about Sub Zero and Tanya.
First, what is the most damaging Combo you can do after getting someone frozen, because HK into freeze is not what happens the most time in matches but normal ground freeze (most time because someone runs into iceclone).
I only can get 27% by SUJK, HP,HP,HK,HK,Slide.
And what is the best thing to do after getting someone frozen in midair?
Eh.. there are so many variations but mostly after freeze/aafreeze draw the weapon (if you havent already drawed it) and aaSUJK, B+LP is probably the best way. Then after that there are so many variations that i probably cannot list them all, depending on what level you feel you are you can try from pushing the opponent into corner for corner inf, near corner for double slide or B+HP juggle and if you are feeling cocky even for his mid-screen infinite.

KillerMiller said:
About Tanya, I dont understand what you mean ded, by saying "one corkscrewer is Maxdamage, how to do it? In your combo list there appears nothing that STARTS with a corkscrewer, I am talking about the scenario where the opponent doesnt fly into you again, how can you do Maxdamage out of this Situation, I dont understand lol.
This is specialy for you KillerMiller :wink: : http://www.youtube.com/watch?v=07xz6uguum4


The_Slayer said:
for characters with sujk,hk inf. good combo is
hp,hkhk,sujk,hk,sujk,roundhouse - 49%
for characters hith hphp,sujk
hphp,sujk,hphp,sujk,hphp,sujk,hp,roundhouse - 50
Yes but we wanted to put different examples not just the infs. Its good to know that if you can do in a gameplay 3 cycles of each inf every time you got the chance, you dont need more than a 2 oppurtunities to win the match.

The_Slayer said:
who can tell the scorpion's glitch canceling
Hell if I know what you mean LOL
 
Thx for the vid ded, the music was fancy :D

I instantly walked to my arcade machine and tried it, I CANNOT get a airkick or SUJK connect after a corkscrewer, it simply doesnt hit, the recovery time from the corkscrewer is to long.
I managed to do cork, lp, cork, lp, cork, splitkick for maxdamage.
But how in the hell does a SUJK connect to it? or is is just normal lk?
I cant get both to hit, are you sure its possible in Arcade?
Or does it need extreme good timing?
Is there some trick behind it? Because I cant get it to connect.
 

ded

Elder God
well it works on arcade but i forget to tell you that if the corck kick is too close to the opponent you wouldnt be able to get anything except flip kick (or boomerang throw), it must hit from sweep or more distance to make able aaLP/Jump HK/aaSUJk or whatever hit it will be
 

MKK hanzo

Moderator
Im really SORRY for the lack of updates! I dont have Internet at my home right now and Im posting this through my cellphone! Lol whenever I got the time I will write Shinnok and some of the general strat guide!
 
I was just trying to lvl up my Scorpion and figure things out when I came up with these two combos.

Deep jHK, run, aaLP, spear, popup, aaHPHP, jHK, Air Throw 47% 10hits

and the obvious easy one...

jHK, Teleport, Spear, Popup, aaHPHP, jHK, Air Throw 47% 9hits



:)
 

ded

Elder God
very nice indeed! the aahpx2 into jump hk x air throw is tricky!

i'm still waiting for the lia...hanzo to post shinnok :twisted:
 
jHK, Teleport, Spear, Popup, aaHPHP, jHK, Air Throw 47% 9hits
it doesnt work when you hit with jump kick the maximum damage cancel combo try with jhp+air throw or jhk teleport spear hphphk d+hp aahp jhk air throw
 
The_Slayer said:
jHK, Teleport, Spear, Popup, aaHPHP, jHK, Air Throw 47% 9hits
it doesnt work when you hit with jump kick the maximum damage cancel combo try with jhp+air throw or jhk teleport spear hphphk d+hp aahp jhk air throw
The only thing that would not have worked, is the 10hit combo IF you had done an aaHP not a LP after the deep jHK. This is because their would be 3 HP's in the combo causing the maximum damage at 41 instead of 47% no max damage.

EDIT: I Stand Corrected, the 9 hit 47% combo with Scorpion works in PC MK4 and not N64 MK4.

N64
jHK, Teleport, Spear, Popup, aaHPHP, jHK 43% max damage

PC
jHK, Teleport, Spear, Popup, aaHPHP, jHK, Airthrow 47% no max damage

N64&PC
Deep jHK, Run, aaLP, Spear, Popup, aaHPHP, jHK, Airthrow 47% no max damage
 

MKK hanzo

Moderator
Shinnok:

Shinnok is ranked about 13 out of 15 playable characters in MK4. Shinnok tier level is based without assuming you will morph and only taking in account that he has NO SPECIAL ATTACKS at all and a very sick weapon wich can be enough to win a match if you use it wisely. Shinnok can rank higher if used correctly but its default place should be this.

As noted, Shinnok have the standard move set and no specials. Something unique for him is also his LK throw, where you can add a jump LK sometimes if the opponent just ducks or tryes to jump away, its blockable and only a chip damage otherwise.

Shinnok LK Throw into Jump LK

However he can morph into the entire cast and this is a deadly feature because he can morph even between chains or aaHp or rushing blocked chains. This can lead to some nasty combos or mixups specially that he doesnt "morph" at all, just the CPU announce the name of the character he is changing and its done. People often CANNOT react in time and even this can become a random situation. For example, what could be a simply 20% combo, can become a 47% maximum damage punisher! You can cancel moves like aaHP/aaLP and even aaSUJK into impresonation. Shinnok also is somehow faster than the other characters but only the CPU can win of this (like his cpu sweep combo and etc).

Rushing down is excellent. Blocked chain into morph not only is surpresive but the morph CANCELS the current hit animation and you can "re-rush" again.

The Impresonations are very tricky. Basicaly you have 15 seconds impresonating, BUT if you are in neutral frames or no moving at all you will stay in this character until you make a jump, get hit or something that will cause your character to move away from its current position. Impresonations acts like a special moves if you are fast enough you can include them in a juggles, sometimes even two impresonations in one juggle, or you can try to cancel a special move with it, sometimes you can cancel even aaSUJK with impresonation, however this is very very difficult.

Example of Impresonation Combo

His weapon is Deadly! Specially when punishing blocked specials, you can set up a deadly and easy 53% combo that can be done infinately if you turn the max dam off. This is the only other weapon that has a downward attack and should be blocked low. This coupled with the upward swing, can serve up NASTY corner traps that the foe must eat unless he can teleport out of the corner (scorp, reiko, raiden) or being very patient and watch for rare openings.

Shinnok's Infinite is tricky. It sounds easy because its just aaLP weapon attack and about 5 juggles are 100%, but you will need stuff like low aaSUJK to make the opp be higher before start it. There is also a way to get them out of corner when you reach it using this infinite but its completely useless to try it in a vs match so we will not give attention
on it.

Juggles and Punishers:

1. (With Weapon) aaSUJK, LP, LP (3 Hits, 53%) Video!
2. (With Weapon) LP, LP, LP (3 Hits, 60%)
3. aaHPx2, [Scorpion Impresonation], Teleport Punch, Spear, Into Various Juggle Video!
4. aaHP, [Sub-Zero Impresonation], Weapon Draw, B+HP, B+LP, Into Various Juggle
5. HP, HP, HK, D+HP, [Reiko Impresonation] Flip Kick, Jump HK, Teleport SUJK, RH (8 Hits, 42%)
6. HP, HP, HK, D+HP, [Sonya Impresonation] Flip Kick, Jump HK, Air Throw (7 Hits, 33%)

*All aaHPx2 or aaHP into Impresonation juggles can be done with aaSUJK instead, but its extremely difficult and not worth at all ;]
 
ÐarkMoon said:
The_Slayer said:
jHK, Teleport, Spear, Popup, aaHPHP, jHK, Air Throw 47% 9hits
it doesnt work when you hit with jump kick the maximum damage cancel combo try with jhp+air throw or jhk teleport spear hphphk d+hp aahp jhk air throw
The only thing that would not have worked, is the 10hit combo IF you had done an aaHP not a LP after the deep jHK. This is because their would be 3 HP's in the combo causing the maximum damage at 41 instead of 47% no max damage.

EDIT: I Stand Corrected, the 9 hit 47% combo with Scorpion works in PC MK4 and not N64 MK4.

N64
jHK, Teleport, Spear, Popup, aaHPHP, jHK 43% max damage

PC
jHK, Teleport, Spear, Popup, aaHPHP, jHK, Airthrow 47% no max damage

N64&PC
Deep jHK, Run, aaLP, Spear, Popup, aaHPHP, jHK, Airthrow 47% no max damage
Turns out I didn't know what the hell I was talking about ;)

You are correct, it is only 43% max damage when you start with jHK Teleport, because I messed up, you only add 1 aaHP after the popup to get 47%. Doh.
 
I have another question about those SUJK in combos, how to do them?
If I try a SUJK during a combo nothing happens, is there some special timing or input needed?
For example, HK,HK, SUJK, for the SUJK just press UP+HK or how does it work because it doesnt connect (I play Arcade with Stick).