Formless Like Water
They werent finished at umk.com forum as you remember.
Tier list was
2.Bo' Rai Cho
But Tom Brady only got those explanations
Tier list was
2.Bo' Rai Cho
But Tom Brady only got those explanations
Tom Brady said:1 - attack button 1
2 - attack button 2
3 - attack button 3
4 - attack button 4
cs - change style
sp - special
u - up
d - down
b - back
f - forward
db - angle down back
df - angle down forward
ub - angle up back
uf - angle up forward
ss - side step
bd - back dash
~ - quickly enter the next command
First, before i get into character guides let me cover some things about the basic MKDA system.
Side Stepping -
90% of the moves in MKDA are linear and very easy to side step by walking up or down. the only moves that track by themselves are moves like sonya's tkd 3 roundhouse or moves that have the command of up in. for example, frost up 3 launcher will track.
Universal Tracking -
alright, now that you know most moves are linear you might ask how is MKDA not a side step fest? a tactic known as universal tracking. universal tracking can enable most moves in the game to track by holding up while you do the move. a good example of this is scorpions pi gua 3. by holding up while doing this move it will track 100% of the time, if the opponent tries to side step it they'll be smacked in the face. a few exceptions to this rule are move like jabs. for example, brc... his drunkin fist 2 and u2 are 2 different moves. if you try to make his 2 track by holding up then you get u2 instead so you would have to do up then neutral 2 which doesnt have it fully track 100% of the time. another exception would be moves that have back or forward commands like reptile crab b2 and b3. its easier to give these moves some tracking then moves that have up in them but it still doesnt give you 100% guaranteed tracking. again you must use up then go to neutral to make these moves track. if you do not use universal tracking then you might as well not even play because you wont hit anything but the air.
Back Dash Cancel(bdc) -
in MKDA there are certain moves and strings that, while unsafe, allow you to cancel your negative frames with a backdash making the move safe or harder to punish.
Weapon Damage -
if you are hit while in your weapon stance the attack(s) that land will do extra damage. if you find yourself getting hit/combo'd quickly switch out of your weapon stance to avoid taking extra damage.
Quick Block -
by releasing the block button as soon as you block at attack you recover very fast, this technique allows you to punish moves that would otherwise be safe.
as most should know Mk games in general especially 3D ones have lots of canned strings that cycle through their stances, these are called branch combos or just branch for short. In MKDA you will see players poke with a branch and if its blocked use a back dash cancel at a certain point in the branch to make it safe. does this really work? NO!! you can interrupt after blocking the 2nd hit of almost every canned string. there are a few strings like Quan Chi's tsd 111, Sonya's tkd b4, Scorpion's hapkido 23, etc.. that cannot be interrupted but for the most part the interrupt works for almost all of the strings. so what this means is if the opponent tries to continue the branch you can interrupt them with your FULL branch. if the opponent tries to poke with 2 hits of the branch even 2 jabs like jax 22 and guard you can still hit them for free with a FULL branch. basically if you poke with a branch and do 2 hits and its blocked you die no matter what you do so you better be sure its gonna hit when you throw it out.
Wall Teching -
when being pressured with your back in a corner or invisible wall you need to wall tech when you get knocked into it or you cannot guard the next move. when you see yourself hit the barrier hold up or down to roll off.
to techroll means to roll and recover when you hit the ground. remember, some attacks will not allow you to techroll. you can control which way you tech by tapping back, up, or down as you hit the ground.
Transitional Hits -
ok, the topic of much controversy in MKDA... moves hitting in transition during branches making some canned strings unblockable. this is the BIGGEST false rumor i have ever heard. you can guard ALL highs mids and lows in canned strings and branches just fine. the only thing that hits are highs while you are in the process to guard a low but this doesnt apply to branches. an example would be you think brc will d4 sweep in drunken fist and he branches with 22. the 22 which are 2 high jabs will hit you in transition to guard the sweep but this only happens if the high happens at the same time that you crouch. if you are already low blocking highs wiff all day.
Stand And Block -
this is a style mainly used by sonya and fast jabbers. its a tactic of standing in front of the opponents face and mixing in pokes, lows, side stepping and blocking, interrupt baiting, etc... its one of the more effective tactics in the game especially since throws are blockable and only hit crouching opponents.
Jump Cancel -
jump cancel is when you quickly jump with an attack and cancel it with another attack before the jumping attack actually comes out. this allows moves to be done off the ground thus covering more ground and even making some impossible combos possible. it also cuts the animation on power ups, life ups, and taunts by 75%. an example would be kenshi's power up. you can use any jumping attack but i usually use 3 4 as my jumping attacks. the command would be uf3~ sp. by hitting sp before the uf3 comes out kenshi's power is lightning fast.
Attack Cancel -
by jumping forward or backward after attacks you can actually recover faster, this also makes come combos possible that would normally be impossible. this tactic works best when used off of moves that you can bdc off of.
Life Ups -
in certain styles certain characters have life ups. this allows characters to gain a small amount of life. HOWEVER, each time you life up you gain less life until eventually you gain less then 1/2% per life up.
Power Ups -
in certain styles certain characters possess a power up. a power up adds DRASTIC damage to all your strikes, throws, and specials for a short period of time. however, the more time that elapses during the power up window the less the added damage does until moves return to their normal damage.
certain characters in certain styles have a reversal. a reversal will counter any move thats not a projectile, weapon strike, or throw. a reversal catches moves on all 3 hit levels at the same time. when reversals hit they guarantee certain strikes and branches for some characters as well. be warned though, wiffing a reversal is punished by the opponents most damaging combos.
in weapon style some characters can impale you with their weapon either by stabbing or throwing them at you. when impaled you will continue to lose life for the remainder of that round. impales are unsafe unless you use a glitch impale by using the block glitch which only applies to stabbing impales.
Guard All -
this is a good technique vs mid/low mixups ESPECIALLY with a slower mid. hold block and tap down then instantly go back to neutral and you will be able to block all mids and lows at the same time. this is almost impossible to do vs fast mids and lows but great vs the slower mixups.
Block Glitch -
this glitch only applies to impales and to make jax's jumping ground pound inescapeable. in MKDA, each time you block moves or a succession of moves you can notice that the character will move their hands to different blocking animations. if the opponent is blocking when you are doing a stabbing impale at max range the opponent will go through a weird extra blocking motion making it impossible for them to punish the impale attempt. with jax's jumping ground pound... if you do it in close and the opponent is blocking, their character will do that extra block hand animation making it impossible to move or jump out and the ground pound will be guaranteed.
Instant Change Stance(ics) -
this is when you instantly go from one stance into another with an attack. this is done by hitting cs+the attack button or by tapping cs~attack button. this allows you to use 2 stance from 1 stance and keep the opponent guessing with a bigger move list. take brc, if you are fighting in his weapon stance you can ics to any drunken fist attack with no delay. for example, lets you want to ics into 32. by doing cs+3,2 you will instantly switch with that attack.
Tom Brady said:1. SCORPION
The second time in MK game history Scorpion is in the top and the first time he occupies the #1 spot. he's not really a big combo character because his single attacks and hellfire are why hes so good.
hapkido is too unsafe overall and doesnt set up much, there is no reason to be in this stance ever. ninja sword is COMPLETELY worthless, it has nothing besides a few meaningless pokes that set up nothing and a 4 hit chain launcher. scorpion should be played in pi gua at all times.
d2 - this move guarantees a free summon hellfire on hit
sp - life up that can be used out of a jump cancel for faster animation
3 - by far the BEST move in the game. its extremely fast because it hits on its opening frames and allows you to bdc out of its follow through making it 100% safe no matter what vs all characters. if done right this move will beat every move in the game. basically, if this move is coming out you have 3 choices... 1. avoid it, 2. block it, 3. get hit by it. also, because of bdc you can throw this move out into thin air and be totally safe barring a lucky projectile. when it hits if the opponent doest techroll you get a free summon hellfire then feel free to come in and mix them up because after hellfire they cant do anything but guess.
4 - low heel kick. this is the best low in this stance because its bdc is faster off of this low then his others. this move is safe vs non fast jabbers but fast jabbers can punish it but its very hard to do. vs non fast jabbers this move is 100% safe. if it lands its a free hellfire then proceed to come in and mix up again.
b2 - hand sweep. again like pi gua 4 this move is safe with bdc vs everyone but fast jabbers and again its still hard for a fast jabber to punish. when it hits it results in a knockdown that cannot be techrolled and a guaranteed hellfire. when hellfire hits come in and mix up again.
b1 3 - overhead chop to pi gua 3 finisher. 100% safe vs all characters with bdc and presents the same scenarios as pi gua 3 when it hits.
b4 - fast overhead double palm. its not a guaranteed hellfire but it is 100% safe vs all characters with bdc. the down side is that if you want to follow up after this move hits then you cant bdc but then that makes the move unsafe. basically use this move only when you KNOW the opponent will crouch.
f2 - overhead spear chop that guarantees a hellfire. is 100% safe vs all characters but fast jabbers and again its extremely hard for them to punish anyway.
221 - 3 hit string ending in a swinging chop. its safe vs all characters but fast jabbers with bdc. remember that on block this string can also be punished by an interrupt after the 22. if this move lands the opponent cannot techroll allowing for a free hellfire and scorpion can come in for more pressure.
223 - 3 hit string that consists of two jabs and pi gua 3 finisher. on block its 100% safe vs all characters however you can interrupt this string after the 22.
sp - an unblockable shove that hits mid so it cant be ducked either
4113 - chain combo launcher
b,f1 - his spear move which in this game is 100% worthless. if you insist on using it then feel free to die quickly.
f,b3 - flipkick that again is worthless in this game. has no range at all and does NO damage.
d,b 2 - summon hellfire. this is an awesome special. not only is it unblockable but it hits you anywhere on the screen unless you ss or jump it. it makes life ups, power ups, and ss'd projectiles all free hellfires allowing scorpion to punish and come in for pressure.
as i said before, you want to stay in pi gua the whole fight. besides its ridiculous move set, its also one of the faster moving styles in the game and while i listed his most useful moves in that style every move in pi gua can be bdc making 99% of its moveset safe vs non fast jabbers. you want to use pi gua 3 to come in, this will prevent opponents from firing proximity moves to keep you out. even though theres no hellfire guaranteed after pi gua 3 and b1 3 hit remember that even if they tech you can still walk right in and if they even breathe wrong another pi gua 3 hits then in the face. when they finally decide to stop eating 3's then you can come in for a mixup.
when in close use 3 and 4 for a mixup and remember to bdc, you could also use b1,3. heres whats so good, by using bdc you always bd even after hit BUT you still get the hellfire. after the hellfire you can come in and still beat them out or mix up again and by the time you come back in and hit the opponent with the next strike the timer on hellfire will be reset so after the next strike lands you can bdc and hellfire again.
you can use pi gua b2 for a range low as it has a little more range then pi gua 4 and remember to bdc.
vs unsafe moves that leave the opponent close punish with pi gua 221 then hellfire. vs unsafe moves that put the opponent at a distance outside jab range use pi gua 3 to punish. vs branches, interrupt with pi gua 3 because scorpions jabs are only about medium speed and its kind of hard to consistently interrupt with them.
scorpions shove is best used as a corner trap. doing shove then hellfire in open space doesnt work and no its not even a mixup for the spear if they jump. why? because you dont have to jump out. if scorpion shoves someone in open space all you have to do is bd and hellfire wiffs and spear gets blocked. in corners hellfire can only be escaped by jumping out. when scorpion gets someone cornered its bad news and basically game over. use the shove to keep the opponent cornered. if they stand there you can hellfire then double shove and hellfire timer will be reset. if they try to jump out of hellfire use pi gua 3 or b1 3 and if they dont tech hellfire then ss to put them with their back to the wall and shove them back into the corner, if the opponent does tech come in with mixup or just hellfire if they stand there guarding. after the hellfire repeat the above steps to corner them again. while in the corner trap if the opponent believes you will use a mid strike, use pi gia 4 then hellfire then repeat shoving. basically scorpions corner trap is all freestyle. you could hellfire then shove shove hellfire repeat until they finally try to jump out then smack them with 3 or b1 3. you could shove 4 then hellfire shove 4 hellfire shove shove hellfire etc etc etc....
a side note on the corner trap: if you want to loop it then you cant really bdc after your strikes because by the time you come back in they opponent can jump and even though they'll still be hit it allows them to tech. also, the only reason i dont use other strikes in scorpions arsenal in corners is to avoid the opponent hitting the invisible barrier off ground hits and teching off.
a side note on scorpions branches: when they end in the weapon launcher the opponent cannot tech and scorpion gets a free hellfire an can continue pressure.