Reiko:
Reiko is classed in the Low-Mid range due to his limited tools as well, however he is an extremly quick and unpredicatble character and can bang w/ the top characters when played smart. He only has a few good combos, but when put to good use, they really frustrate an opponent, triggering mistakes to be made. You can use his fast attacks in Yin Yueng to pressure , causing your opponent to block, which gives you the perfect opportunity to pummel them w/ his bad-ass throw.
His 1,1,3 is quick and is 2 high attacks, finished with a Mid-launcher. It can be followed with a variety of choices, however, none of them seem to do over 38%. Reiko's Throw spaces the enemy far away, allowing Reiko to re-group and plan his next wave of attack. Reiko's biggest combo starts w/ a launch from the Devastating Flip-kick (2x), jump up (air combo) 1,1,2,....1,1,3,4. It is breakable, but it IS his most damaging combo.
Assassin Stars (b,f+1) is a very good move, despite it not traveling full-screen like most projectiles. It is another 3-D moves and is difficult to side-step. It is also a very useful anti-air and it provides an unbreakable combo finisher as well. Due to the almost NO wind-up for this move, it is nearly impossible to "see it coming" and therefore should be used frequently, especially on those who play close-up 50/50 games.
False Emperor (b,f,+3) is a very quick attack , also useful for finishing combos or catching your opponent off-guard. Beware as this move is highly-punishable on block. Chances are if you see an opportunity to use this move successfully, his Devastating Flip-kick would be a better choice.
Devastating Flip-kick (d,f +4) is probably Reiko's most useful move. It has good range, is quick and unpredictable and is a Mid-launcher. Reiko's biggest combos start from this move and when followed with one of the previous mentioned moves, forms an unbreakable. Use it take opponent out of the air, launch a ducking/low-blocking opponent, or even move to a safer position, such as when you are anticipating someone teleporting behind you.
Teleport-throw (d,u+2) can be useful to an extent, but when an opponent catches on to you, it's best to put it away considering how punishable it is. Usually it leads to a free throw, but this may vary depending on the connection. It is a little more useful than Noob's because Reiko's can be done while air-born and it is a great way to punish projectiles when anticipated.
Yin Yueng - Use 1,1 or just 1 to poke, and 3 on ducking/low-blocking opponents. This style is also somewhat limited, as it does not have alot of combos or moves. In any case, Reiko does not have a TRUE sweep, but rather an assortment or low-kicks for poking and prodding in an effort to entice an opponent to duck, so 3 or Devastating Flip-kick can be administered. 1,1,3,cs is useless online, as the last hit doesn't connect, but it can still be used on an unexpecting adversary, and mixed in w/ repeated 1's, 1,1's, 3's, 1,1,3's, etc. for lows in Yin Yueng, use D+4, or B+3 successively, D+1 and D+3 are both parry-able.
COMBOS in Yin Yueng -
1,1,3,...cs,2, Assassin Stars or False Emperor or Devastating Flip-kick
1,1,3,...cs,3, Assassin Stars or False Emperor or Devastating Flip-kick
3,...cs,3, Assassin Stars or False Emperor or Devastating Flip-kick
3, ...Devastating Flip-kick, jump (air combo), 1,1,2,...1,1,3,4
Devastating Flip-kick, D+2, Assassin Stars (unbreakable)
CrudeHammer -
The CrudeHammer is a rather slow and unsafe weapon, so because of this you should only use it for finishing combos, or low poke chip damage. 2 and 3 both are Mid-launchers, w/ 3 being the stronger attack. Use them to re-launch your opponent and dish out damage while they float. CrudeHammer 3 is slower than Yin Yueng 3, but has a better reach and is good for setting up an OTG combo. D+3 and D+4 are low-unparryables, but they have slow recovery, so use them sparingly and just for chip damage or to lure your opponent into low-blocking so you can pound them w/ 3 or or Reiko's other Mids. The only major difference that separates the usefulness of Kahn or Noob's hammer is that Reiko has a quicker 1st-style and can cancel out a bit of the CrudeHammer's recovery by quickly switching back to Yin Yueng in between.
COMBOS in CrudeHammer -
3,3, Assassin Stars or False Emperor or Devastating Flip-kick
3,2, ...cs,1,1,3 or 1,1,2 or 1,1,4
2,2,....Assassin Stars or False Emperor or Devastating Flip-kick
2,3,...cs,1,1,3 or 1,1,2 or 1,1,4
3,2,...cs....jump (air combo), 1,1,2,...1,1,3,4
Devastating Flip-kick, D+2, Assassin Stars (unbreakable)
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Shao Kahn
Shao Kahn:
Kahn has limited tools/useful moves and is classed differently tier-wise by many, however, in the right hands he can be a devastating opponent to face and be very difficult to get around. Kahn is mostly a "zoning" character and his knock-away throw helps contribute to this as well as all of his distance attacks.
For starters, his Mystic Choke (d,f +3) is unparryable, but very unsafe as well. It should only be used at a distance, and it's reach is extended when your opponent is throwing a projectile at the same time. Avoid trading with Sub-Zero and Frost, as there is no doubt you will be subject to punishment. Use it to abuse jumpers, as it will snatch them right up, and knock them away again.
Uplifting Knee (b,f +3) hits Mid and launches but is also parryable. It is somewhat quick and can be useful on ducking/low-blocking opponents. It can also be used to juggle, launch, re-launch, or finish a combo and an anti-air as well. Range is about 1/4-1/3 screen.
Charging Spikes (f,f +2) , another parryable Mid, it travels to about the half-screen mark, and is one of his quicker moves, also useful for finishing combos, catching side-stepping/ducking/low-blocking opponents off-guard. Beware this move is highly punishable on block, despite it being one of his best punishers.
Emperor's Shield (d,b+1) also is a parryable Mid...rather useless, it should be used sparingly and only on opponents who are caught off-guard. This move only travels a few feet in front of Kahn, however it's biggest strength is that it is a 3-D move and connects w/ side-stepping opponents, as well as shields the Emperor from all attacks, high, mid or low, except projectiles. Overall, another useless move to a "Pro", but a smart player w/ a bit of versatility can definitely use this move to their advantage. Mix it in w/ his Tele-grab and Projectile attacks.
Explosive Blast: (d,f+1) One of his more useful moves, it is a quick and efficient projectile attack that has little recovery time. Use it to keep your opponent at bay, and punish mistakes when an opponent is too far to reach w/ any other attack.
Ridicule: (d,u,+1) replenishes a small portion of health, and is a great way to belittle or intimidate your opponent. Never use it unless you are a full-screen away, as the timing will allow your opponent to punish before the taunt has finished. Kahn can NOT block until the sequence has completed, and can NOT cancel out of it, so if you use it less than Full-screen, you are ASKING for trouble. A strong Kahn will prove to be frustrating even for advanced players, and once you KNOW you have your opponent frustrated, use this move to keep them from regaining their concentration.
Tai Tzu -
1 leads to a free grab. Kahn's grab is quick and efficient and knocks your opponent away from you which is good against people who like to crowd your space. It is also quite useful because Kahn's 50/50 mix-up is rather shabby. His B+1 is one of his only Mids and it use is quite limited considering it is very slow and easy to spot coming. D+1 is quick low-poke which is also parryable, but still quite useful, since you will most likely only use it when your opponent is attempting a dial-combo. Can also be used to add extra hits on corner-combos.
D+4 is a low kick that is unparryable, use it to chip damage from opponents who are in standing Block. It is not very quick and has some recovery time also, so try to follow it w/ something else quick and unparryable. D+3 is a little more useful than the aforementioned, and has less recovery time. B+3 is Kahn's only sweep; it is fast and very useful and if you connect w/ one, try to follow it w/ (cs), D+1 or D+4. It can also be followed w/ (cs) 3, which hits Mid and will launch them up for a new combo starter.
WrathHammer -
The WrathHammer is a rather slow and unsafe weapon, so because of this you should only use it for finishing combos, or low poke chip damage. 2 and 3 both are Mid-launchers, w/ 3 being the stronger attack. Use them to re-launch your opponent and dish out damage while they float. D+3 and D+4 are low-unparryables, but they have slow recovery, so use them sparingly and just for chip damage or to lure your opponent into low-blocking so you can pound them w/ 3 or Tai Tzu B+1 or Kahn's other Mids.
COMBOS in Tai Tzu -
1,1,cs,...3,...cs,....1,1,3 Kahn's most damaging combo by a good bit, other variations of the combo starting with 1,1,cs are available, however, none are unbreakable to my knowledge. Leads to 47% on most characters, 52% if they are holding a weapon, in Shujinko's case, it's 54% normally, 62% when he is holding a weapon.
Other variations:
1,1,cs,....3,...cs,....1,1,2 (44%)
1,1,cs,....Uplifting Knee, cs,....1,1,cs (44%)
1,1,cs,....Uplifting Knee, Charging Spikes (33%)
1,1,cs,....3, B+4 or D+2 (40%)
1,1,cs,....2,....cs....1,1,cs (38%)
1,1,cs,....2,....Mystic Choke (41%)
1,1,cs.....3,...cs....1,1,cs (43%)
1,1,cs,....Uplifting Knee, cs....B+4
COMBOS in WrathHammer - You should really not being doing many combos in WrathHammer stance, like I said it is very slow and unsafe, however, the exception is after connecting w/ 3. As I mentioned earlier, baiting a person into ducking or low-blocking is a great set-up to connect w/ 3. any of the following combos will be adequete after that point:
3,3,cs.....1,1,cs
3,3,cs.....1,1,2 or 1,1,3
3, Uplifting Knee, Charging Spikes
3,3, Uplifting Knee OR Charging Spikes
3, Uplifting Knee, D+2 or B+4
3, 3, Mystic Choke or Emperor's Shield
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Noob Saibot
Noob:
Noob is ranked around 5th overall most useful by almost everyone, and he is truly one of the worst forces to fight in MKA. He has one of the quickest, safest, and high-priority Mids in the game. He can dish out 40%+ (52% tops)in a heartbeat and online, many of his moves become safe. The difference between a good and a great Noob-Player is determined by what his combos of choice are. The good player will crank out 40%'ers while the GREAT player will take some time in practice to completely master his 52% combo, and end the match in 2 of his opponents' mistakes.
IMO, characters that have the 2-Mistake-rule should automatically be placed in High-Mid if not higher, regardless of the difficulty ratio for success, meaning w/ enough practice anyone skilled enough can make a 2-Mistake-character a deadly force in MK.
Noob can utilize the Dark Assassin (d,f+3) by intricating it into the mixture of 4, or 2,4, or 2,1,1. Most of the time you will use it to "zone" your opponent or keep them away from you. Considering the fact that Noob is a close-up fighter and a heavy hitter, it will be up to you to decide when is best for the Dark Assassin. The Dark Assassin are one of Noob's most important moves, as they add to a large unbreakable combo. Dark Assassin can and are encouraged to be used as a juggle.
Black Hole (U,D+2) is another "projectile" attack where Noob raises his hands replacing the ground a few feet behind you in a mystic black cloud that sucks you through the floor and down from the cieling right in front of him. I have seen some people do it and push people into it, and I have also seen it done w/ a breaker, but for the most part I can see no real use aside from trying to make one of the most generic characters in the game appear more unique. Either way you look at it, is is not very safe, and just getting it to work usually results in Noob giving away free hits/punishment of choice.
Darkness(U,D+1) is an even more annoying move. As if Noob isn't hard enough to defend against him, he can turn invisible and spam safe 4 or safe 2,4's all the while his opponent is frantic to score a hit to reveal their attacker.....only to have him vanish into thin air again. Smart players will use Sareena or Nightwolf due to the fact that a connected knife or arrow prevents Noob from disappearing totally again. Noob's TrollHammer does not share Noob's cloaking ability either. Other methods to track Invis-Noob include watching the rotation/scroll of the screen, or bloody foot-prints.
Teleport Grab: (D,U+2) can be used on an unsuspecting opponent, jumper or when anticipating a projectile. It usually leads to a FT or at least a 50/50. Unlike Reiko's Teleport Grab, it can NOT be done while air-born. It is punishable on block as he floats haplessly in front of his opponent.
Monkey -
Monkey style can be very difficult to work around for some opponents and is a very useful and dominant style. All of Noob's big, bad combos begin in Monkey, usually stemming a juggle from 4 (Mid-launcher) or 2,4(high, Mid-launcher), & also 2,1,1,B+2(3 highs, ends Mid-launcher). The best thing to do once you connect w/ one of these is juggle w/ Dark Assassin, walk forward, cs...2,1,1,cs. A second 4 or cs,3 can also usually be added before the Dark Assassin-juggle if you are really feeling skilled. Online it is probably safest to lead w/ 4 by itself, as most connections make it safe, even on block @ times however OFFline or on a very good connection you will find yourself eating a punisher if you miss or get parried. 2 or 2,1 or 2,1,1 mixed w/ D+4 (x2) and throw can also be used to "lead" or poke and prod @ your opponent in effort to get them to either block low, duck or attempt to retreat, in which case the Noob-player is urged to use 4 or 2,4 (<--has more range) or also 2,1,1,B+2 (<--has most range).
COMBOs in Monkey -
4, Dark Assassin, ...2,1,1cs
2,4, Dark Assassin, ...2,1,1cs
2,1,1,B+2, Dark Assassin, ...2,1,1cs
4,...cs, 3, Dark Assassin, cs,...2,1,1cs
2,4,...cs, 3, Dark Assassin, cs,...2,1,1cs
4, Dark Assassin, cs,...D+2 (unbreakable)
TrollHammer -
The TrollHammer is a rather slow and unsafe weapon, so because of this you should only use it for finishing combos, or low poke chip damage. 2 and 3 both are Mid-launchers, w/ 3 being the stronger attack. Use them to re-launch your opponent and dish out damage while they float. TrollHammer 3 is slower than Monkey 4, but has a better reach and is good for setting up an OTG combo. D+3 and D+4 are low-unparryables, but they have slow recovery, so use them sparingly and just for chip damage or to lure your opponent into low-blocking so you can pound them w/ 4 or or Noob's other Mids. The only major difference that separates the usefulness of Kahn or Reiko's hammer is that Noob has a quicker 1st-style and can cancel out a bit of the TrollHammer's recovery by quickly switching back to Monkey in between. All 3 characters share this characteristic, however all are played differently aside from them sharing a weapon style. Following 3 with 2 may be tempting, however do not, it reduces damage and is harder to juggle. Almost always use 3, and if 2 happens, follow it with 3, Throwing Stars,cs... 2,1,1,cs.
COMBOS in TrollHammer -
3,3,....Throwing Stars,...walk-up, cs, 2,1,1,cs
2,3,....Throwing Stars,...walk-up, cs, 2,1,1,cs
3,3,....Throwing Stars,...walk-up, D+2 or B+4
3,3,(2,3)...cs,2,1,1,cs
3,3,(2,3)...cs,2,1,1,4
3,3,(2,3)...cs,2,1,1,B+2
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Shinnok
Shinnok:
Shinnok is a brand new addition to the 3-D series in MKA and despite missing the MKD/MKDA 3 styles, i have somehow learned to like this character, which ironically is one of the more simple played, but can be a deadly addition to ANY high-level player's arsenal. Although he does not have a lot of big damaging combos, he has alot of "free hits" and his Summoned Fiend hand-grab move happens to be even more useful than Scorpion's Hellfire. Judgment Fist automatically corners an opponent when it connects, this allows Shinnok to keep people away from him and also gives him a great tool for changing from defense to offense frequently and safely. Another important thing to remember is that Shinnok's UNPARRYABLE throw (the ONLY one in the game) leads to a free Summoned Fiend, as does nearly every other plant and most combos in his arsenal.
Judgment Fist (d,b+1) Shinnok's projectile attack. It travels to the edge of the screen and corners an opponent who isn't quick enough to block or sidestep it. Judgment Fist has good range and can be used on jumping opponents, duckers, and also pressure appliers since it is extremely quick, & he takes a step back in the start-up frames. Any connected Judgment Fist leads to a free Summoned Fiend, so finish combos w/ it and it will make for even more damage.
Summoned Fiend (d,f+2) is among one of the most useful moves in the game and it is unblockable, unparryable, and can be used for OTG's. The only way to avoid this dastardly move is by sidestepping or jumping, and since doing either while fighting against a good Shinnok is risky, it adds to making him unpredictable. The only time Shinnok players need really show much hesitation w/ Summoned Fiend is when Shinnok is close to a grounded opponent, particularly after 2,4,4,cs, and U+2 in Amulet Staff; your opponent's wake-up uppercut during a Summoned Fiend after either connected attack will connect, causing him to evade your attack, and granting him a free throw.
Tricky Portal (d,b+3) is not particularly useful. It is rather unsafe and due to the amount of punishment he can receive after a blocked teleport, the only reason you should use this is on jumping opponents.
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Kung Lao
Kung Lao is a very defensive character that relies heavily on punishment. He has one of the very few low launchers in the game. He has few quick normals that give him many options.
Your main goal with Kung Lao is to land his infinite air combo and you have 3 ways to do that. One way is to mix them up SM:F1 and BS:B3, this is risky however because both moves can be parried. Another way to land his infinite is to punish with his SM:2, if you cancel out of your block at the very first frame you have enough time to punish a good chunk of moves with this. The third way is obviously just to parry then launch afterwards.
Shaolin Fist (SM)
-2 is an amazing move to block cancel out of, if you are quick enough you can catch your opponent out of a jump cancel. If it hits them you get a free F1 launcher
-F1, decent mid launcher, but punishable (like most) by block cancelling. You can use it to mix your opponent up with his other stance's launcher. You can parry shortly after the move is done.
-113cs, comes out pretty quick and can be parry canceled for long range punishes.
-D4, quick low that's safe
-B4, good range and can be parry cancelled. It is pretty unsafe however.
Broadsword (BS)
-B3, a low launcher that is actually punishable if your opponent block cancels quickly. Parry cancel for more range. If the edge of the sword hits, do combo below so your air combo doesn't whiff.
-B3>cs>F1>cs>jump>112113CS4444, the F1 makes the air combo much easier
-F4, semi-safe, decent range. Can be parry cancelled which can be challenging to do at for but it's practical.
-1,1, F3, decent juggle finisher, use this when your opponent is almost dead and you don’t want to risk messing up his infinite. If your execution is good enough, you can use this to extend your air combo in the corner with by jumping out of the very end of the pushback on F3. If timed incorrectly the F3 will whiff, it’s also not too consistent to do in certain stages.
-D2, the preferred unbreakable uppercut, it does more damage than the shaolin fist uppercut. It’s a decent anti-air too.
Air Combat (AC)
-(Broadsword) (air only) 112113CS4444>Jump>repeat, Kung Lao’s main infinite combo, if it is mistimed then usually the 112 part knocks them on the ground. Try not to mash anything in the combo besides 4.
-Don't bother with shaolin fist air combos
Special moves
-db+3, quick but very punishable so don’t use it
-bf+1, It's OKAY, it can crouched and punished by a lot of things. It's only decent at a distance, don't use it at all vs characters like sareena
-du+2, your opponent can crouch this for free, the only follow up after this that can't be crouched is 2, but that's not even a mid.
^^^^^^^
RoGE - I moved your guide over here to page 1 w/ Reiko in the rawer versions so it's viewable and obvious to people until one of us breaks it down into a summarized form, I might even suggest a 2nd thread for full-guides and keep this as character summary/overviews. Not like this section is really congested very often anyway lol
See my Mod-power haa