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Mortal Kombat Armageddon - Character Guide

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
A "for fun" project I'm gonna start doing for MKA offline simply because I'm having too much fun with this game again, lmfao. I still have the NEC hype flowing through my veins from all the MKA casuals, and what better way to deal with it than to talk about a game that was played there? :)

Hopefully other MKA players interested in helping with the project will contribute info.



Select Your Character


Scorpion | Sub-Zero | Reptile | Rain | Ermac | Chameleon | Noob Saibot | Smoke | Cyrax | Sektor
Stryker | Kabal | Dairou | Jarek | Darrius | Reiko | Fujin | Bo Rai Cho | Mavado | Hotaru
Nightwolf | Mokap | Johnny Cage | Kano | Jax | Kai | Kenshi | Shujinko | Hsu Hao | Kobra
Khameleon | Taven | Liu Kang | Kung Lao | Shang Tsung | Quan Chi | Shinnok | Raiden | Daegon
Sonya | Kitana | Mileena | Jade | Ashrah | Li Mei
Tanya | Frost | Sindel | Nitara | Kira | Sareena
Sheeva | Baraka | Motaro | Havik | Drahmin
Meat | Shao Kahn | Goro | Kintaro
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Sareena

Pros:
+Excellent zoning game with the fastest projectile in the game
+Great whiff punishing capabilities
+Good recovery on strong normals
+Most practical magic throw

Cons:
-Ba Shan Fan is generally useless


Overview
Sareena is a very versatile character whose moveset covers a large amount of bases. With the fastest projectile recovery-wise, she is capable of playing an intense keepaway game. She also has a good weapon for playing footsies. Skull Bash is a powerful punishment tool...it's extremely fast and covers a large distance. Beware of using it, however, as it's recovery on block is horrible, though on whiff the recovery is very close to instant, making it a good tool to cross full screen. Overall, she generall can play any style she wants to, though she's often best at keepaway.

Important Moves
Knife - Best projectile in the game, bar none. From full screen, it is a magic throw easily...that is how good it is.
Skull Bash - Prominent punishment tool.
[Demon Fang] 2 - Good recovery, solid range, good tracking leads to free throw, easily parry-cancelled and has followup in b3 for anyone trying to counterattack. Generally her best poke.
[Demon Fang] d1 - Great low with good recovery, but parriable, so beware.
[Ba Shan Fan] d4 - Useful for parry bait. Otherwise, above low is better.

Important Combos
Skull Bash, Knife x3, Ba Shan Fan 21CS (36%) - Basic punish combo. Replace the CS string with Demon Fang d2 for unbreakable damage after the launch.
Demon Fang 2, throw (26%) - Free throw combo.
Demon Fang b3, throw (31%) - More damaging free throw, but b3 has bad tracking, so it's really not that useful.

Notable Matchups
vs Jade (4.5:5.5) - This is one of Sareena's few matchups not exactly in her favor. Because of Jade's Dodging Shadows, she can easily bypass projectiles and smack you with Bojutsu 4, which also has incredible range and leads to a free throw for her. Luckily it is high, so Demon Fang d1 does deal with it, though she has 11 in that stance also. Don't play the midscreen game because that's where she wants you, just get in and pressure Jade...she's generally slow on her safer moves.

vs Scorpion (5:5) - Play this match from Demon Fang 2's max distance, because good Scorp players can out-turtle you from fullscreen with the ability to double hellfire if you hit them during hellfire with a knife. That, and Scorpion has a good pressure game up close with decent speeds on both startup and recovery on his entire Hapkido stance. Just force bad whiffs and punish accordingly...this matchup is even, but it's tough because Scorpion can do a lot.

vs Kung Lao (6:4) - Yes, this matchup is in your favor, but it's good to know exactly how to deal with him, because in the right hands, Kung is absolutely dangerous. Be very wary of being greedy with knives at midscreen, because Kung can hit you unexpectedly with his dive kick. Also, Kung's Shaolin Fist 2 is an amazing punisher in general, and if you try to play any footsies with him, he can react and tag you on whiff. It is very unsafe, though, and Kung generally doesn't have anything safe to poke you with, so as long as you make him block Demon Fang 2, you should be fine. Kung can also advance on you safely with Shaolin Fist d3, which moves him forward. Overall, play this from about 3/4 of a screen, far enough where he can't sidestep knives and teleport without getting hit and juggled into magic throw.

vs Smoke (8:2) - Horrible matchup for Smoke in general. His turtle game is blown up 100% by knives, you outfootsie him, and he's not safe at pressure. This matchup is simple...out-turtle him. He's not going to win. Make him come to you. The only thing you have to worry about is Mit Zu d1 and his Judo command throws in 1 and 2 when he's up close. Mit Zu u4 is also dangerous due to its fast startup, but it has long block disable and mediocre recovery, so Skull Bash absolutely destroys it.
 

AC1984

Kaballin!
Great Stuff man, keep up the good work...I think I'll work on my Kano and Scorpion next time when i pick up the game...If i get a console soon I'll def. get into MKA.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Smoke

Pros:
+Great, annoying turtle game...like Guile lol
+Decent post-throw mixups
+Command throws
+Nice damage on BnBs

Cons:
-Generally not great at pressure
-No safe mids
-No way to deal chip damage from distance
-Lack of weapon hurts his range considerably

Overview
Smoke is a very good defensive character, somewhat comparable to Sub in this game. Generally capable of forcing the opponent to come to him and able to net pretty damaging combos from his smoke specials, he's a very annoying character to deal with. Almost always is he played like a turtle.

Important Moves
Stinky Cloud - An amazing defensive special. Works very similar to Sub's ice clone. Your main tool for keeping opponents out.
Stinky Fingers - Basically a thrown cloud. Very good to catch your opponent not blocking and relatively safe from max range. It has a set area of effect, so space it well.
[Mit Zu] d1 - Very fast recovery and good for tick throwing. Hits special mid and can be parried, so watch out.
[Mit Zu] u4 - Not safe, but VERY fast startup. Good mid launcher for dealing with ducking opponents, and tracks as well.
[Judo] 1/2 - Both command throws and are unblockable. High attacks, but very fast recovery.

Important Combos
Mit Zu u4, d1, 124CS (38%) - Basic u4 combo. Replace CS string with Mit Zu b1 for unbreakable 20% after launch.
Judo 44b2, Mit Zu d1, 124CS (43%) - Punish combo.

Notable Matchups
vs Sareena (2:8) - By far this is Smoke's worst matchup. She out-turtles Smoke insanely well, out-ranges him. He cannot play his normal game vs her. It's suicide to try it. You will have to get in and do risky mixups if you wanna take this home. It's all-around horrible to deal with.

vs Bo Rai Cho (8:2) - By far this is Smoke's best matchup lol. Bo Rai Cho can't do a thing to deal with cloud. You can just cloud, hide behind it, wait for it to enable again, and do it over and over. You can just lame your way out in this matchup, randomly sticking in something to get the life lead. If you ever get pushed close to the corner, you can teleport out, but it's risky.

vs Drahmin (6.5:3.5) - Another pretty good matchup for you. Drahmin has a tough time getting around cloud and his best move, his CS string, gets stopped cold by Mit Zu d1. You can pretty much turtle him to his grave. Just watch out for his ground pound as it does blow up cloud if he does it around the same time you cloud.
 

AREZ God of War

The Crazy BeastMaster
My contribution:

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
 

AREZ God of War

The Crazy BeastMaster
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)
 

AREZ God of War

The Crazy BeastMaster
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
 

AREZ God of War

The Crazy BeastMaster
Shinnok: (unfinished)

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.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Ashrah

Pros:
+CS string that is fast and far reaching
+Scary mixups
+Good damage from her best launch options
+Great step speed

Cons:
-Very unsafe overall
-Has a tough time getting in on characters who keep her out
-Relies heavily on high risk to get the job done

Overview
Ashrah is scary for the simple fact that she has damaging mixup options. While her entire playstyle is super risky as all her options are easily punished on block, you don't want her to hit you, because it's gonna hurt. She struggles to get in, but her ability to punish you once she does more than makes up for it. If you have a knack for being able to guess right, Ashrah is for you.

Important Moves:
[Chou Jaio] 221CS - This string has a lot of forward movement, is fast, and leads to over 40% damage.
Throw - Part of her mid/low/throw mixup game...leads to solid damage.
[Chou Jaio] d4 - Unparriable low, so good to consider in mixups.
[Chou Jaio] 1f1 - Mid launcher. Quick startup, and has nice damage. Range isn't too great, though.
[Kriss] 3422 - Mid weapon option that stuns and leads to mixups.
[Kriss] u4 - Sidestepping low...good for avoiding stuff.
Lightning Blast - Good for matches vs opponents you actually wanna keep out, as well as in footsies.
Spin Cycle - Basically Kung's spin from older games. Interrupts the hell out of you.

Important Combos
Chou Jaio 221CS, Kriss 22, Chou Jaio 221CS (43%) - Basic punish combo.
Chou Jaio 1f1, Kriss 22, Chou Jaio 221CS (31%) - Basic mid launcher combo.
Throw, Kriss 22, Chou Jaio 221CS (30%) - Basic throw combo.

Notable Matchups
vs Sareena (3:7) - Very difficult matchup for Ashrah. Sareena can keep you out very well and your general lack of safety bites you in the ass when it comes to playing footsies. Take advantage of every opening you can get and punish with your CS string juggle. Once you're in, don't let up.

vs Smoke (5:5) - Smoke, like Sareena can keep you out, but this matchup isn't nearly as bad. Your biggest opening comes into play in between the times cloud is disabled. Smoke isn't gonna be able to keep you out that easily. Take advantage of Ashrah's quick step speeds in Chou Jaio during these times to close in and punish his attempts to keep you out with Mit Zu d1 by using 1f1.

vs Bo Rai Cho (4:6) - Another matchup where your unsafe moves hurt you. Bo can beat you to the punch with his Jojutsu moves, where he can get in and lay down Gief-esque mixups. Generally keep at a distance, use Lightning Blast to keep him away, and Spin Cycle generally can help scare him when it comes to attacking.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
AREZ thank you for contributing stuff. If it's okay, can I redo some of them? Just to get a uniform format.
 

AREZ God of War

The Crazy BeastMaster
Fine w/ me..lol, i just copy/pasted them from the guide that I never finished at the BLACK DRAGON Forums....that which you see is the lay-out I decided to use. I tried to go into extra depth, since most MKA guides to date weren't very in-depth, but it just got to be so......time-consuming and I was finally like "Fuck...i gotta do this for 54 more characters??!!!" LOL
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Noob Saibot

(Original source: AREZ God of War)

Pros:
+Very high basic damage
+Fast punish options that lead to this damage
+Invisibility
+Good projectile

Cons:
-All damage options are unsafe
-Gets out-turtled pretty well.
-No scary lows.

Overview
Noob in the right hands is scary. He generally kills opponents in 2 mistakes easily with his high damage juggles that come from very fast strings. That, plus his invisibility and throwing stars allow him to basically turtle and annoy the opponent as well as play a sneaky offensive style. He's really unsafe as a character, but don't underestimate him at all.

Important Moves
Dark Assassin - Solid projectile for keeping the opponent away.
Darkness - Invisibility...not much more needs to be said.
[Monkey] 211b2 - Leads to Noob's best combo. Get 2 of these in a round, and it's lights out.
[Monkey] 4 - Noob's best mid launcher. Unsafe, but less so than all his other mid launchers. Good offensively if you can get the opponent to duck.
[Monkey] d4 - Very annoying low with good recovery. Good for chipping and getting the opponent to duck.
Throw - Serves the same function as d4, only with more damage and is parriable.

Important Combos
Monkey 211b2, Dark Assassin, 211CS (50%) - Noob's best combo. It's basically H.Smoke status. :)
Monkey 4, Dark Assassin, 211CS (38%) - Basic mid launcher combo. Sub out the CS string with Troll Hammer uppercut for 27% unbreakable after the launch.

Notable Matchups
vs Dairou (4:6) - Annoying matchup because Dairou is very safe and can basically do a better job of defensive play. It's hard to counter his normals due to his safety, but parries will help immensely in this matchup. Make every landed parry count for 50%. Invisibility close up where the camera doesn't zoom out is good, since it can heavily throw off his spacing and makes you very unpredictable.

vs Tanya (4:6) - The biggest problem you'll face here is both characters have invisibility. Tanya, however, is generally safer than Noob with her Yue Chuan d4 being the best safe low in the game with its huge range. She can actually play safely while invisible. A generally annoying matchup when she's invisible. Keep her visible at all times!
 

MKF30

Fujin and Ermac for MK 11
Fujin Guide for MKA:

This is from MKO days....but since I am a big Fujin guy and used him often in MKA via xbox live, here's my guide to how to play him.

Fujin is a great character and lots of fun in the right hands in MK:A. I used him at high level and got the very best out of him and what he offers.

Granted he's NOT a character for fancy combos, however he's got a few nice ones that are basic that run about 33%-38% or so.Not that high to be honest. He is however one of the few characters in MKA that has NO free throws...


But, Fujin does NOT rely on his combos to win games. Trust me. It's his wind moves rather that make him, along with turtling, parrying well and knowing WHEN to counter with him.

His wind kick is bitching because it keeps opponents at bay, makes them think twice before jumping towards me.

Another move that's great for mind games is his windy lift, the same effect and result as Ermac's teleslam lift but looks differently but a great juggle opportunity none the less if you connect with it.

Another GREAT tactic with Fujin is shooting a wind tornado, wind lift, then finishing it up with a windy spin.

Turtling well, using his moves wisely and playing good defense makes a good Fujin player.If you go all offense with this character you will lose FAST.Believe me.

But now onto his moves.

Tornado Wind:This move is performed by pressing D+F & 1.A great move from far away, use this often.It also lifts your opponents allowing you do do many juggle combos.A good basic combo with this move is this, tornado, windy lift then windy spin.

Air Funnel:This move is performed by pressing D+Up & 2.This move is great for a turtling opponent or jumping opponent, it reaches mid screen or close so it's pretty damn effective.And has the same result as Ermac's teleslam.It makes a GREAT juggle opportunity when connected.Another good move to use immediately after this is his cyclone, it'll put some safe distance between you and your opponent.

Gusting Cyclone:This move is performed by pressing D+back & 4.This move is GREAT for an offensive opponent especially if it's in the corner, they'll attack you but if you buffer this move, you'll hit them guaranteed and they'll eat a spin.Other then that, don't abuse this move too much.Here and there is good, it's also really good to use to finish off combos sometimes.What ever you do, make sure you ONLY use this move up close and not far as it's useless from far away.The only way it's good far away is if your opponent does a teleport that puts them right next to you like Kitana's for example.These situations are RARE however and you should only use this move up close.

Wind Kick(NOTE:this move can only be performed in the air):The wind kick is a GREAT move for keeping opponents at bay, they'll think twice before jumping towards you or moving towards you if you use it well against them or well against an aggressive opponent in general.It's a great fast knock down move also and gives you enough room to plan your next attack.It's great for use in a situation such as say you nail someone with a wind tornado from far away or a wind lift, yet you're not close enough to do any combos.What do you do?Well, you have two choices you can either A.miss an opportunity to get ANY free hits off those moves or B.jump towards your opponent and immediately do a wind kick.It'll hit them and you'll at least get one hit out of it.You see it's like I said, Fujin isn't about the "fancy eye candy combos".It's about using his moves well.Also, use this move in the air at times.To perform the wind kick, press D+3 in the air.This move does NOT work on the ground.

His Windgod throw is good for 2 hits 16% damage.This throw is good because it gets some distance between you and your opponent.

Some of his combos are this:

In Lui He:

1, 1, B+3=3 hits 13%

1, 1, 3, 3=4 hits 17%

Tornado Wind, 1, 1, 3, 3=5 hits 33% in some cases 35%

Tornado Wind, Air Funnel, 1, 1, 3, 3 =4 hits 24%


Tornado Wind, Air funnel, cyclone=3 hits 27% damage or so

I've gotten some 35%, 36% and 38% with him in the corner early on.However, these situations RARELY present themselves.

Tornado Wind, 1, 1, 3, CS= 6 hits 38%


Personally, a lot of the big combos in this game aren't necessarily in the air if at all.Example, look at Chameleon.His combos are off mere juggles.That's the same gig with Fujin in this case.

He has some basic tactics in Lui He that's great to use and can make a difference between victory and defeat.

In Lui He, he's got some nice low moves to back off your opponents.

His poke is one of the best in the game, it has reach, it's fast, it's effective and it gives you good distance between you and your opponent.Hit D+1 for this poke.Use this tactic when you have your opponent's back to a corner, this move CAN'T be parried which also makes it a "god like" move ha, ha get it?God like...anyway this little poke move owns.

Another good low move is D+3.It's his kick low hit move that is also good, good as the poke though.Use it often, it's a good back off move also.

D+4 is another good low kick move, not as good as his D+3 as this move is slower then that move, however it's still a good move to mix in here and there.

Also, his 2 move is a juggle starter.This move is good to mix in once in a while, but it's also good and can be key in some of his juggles which I'll list shortly.

Some of his air combos are this:

Tornado wind, Air funnel, jump and hit 1, 1, D+4, 1, 1, 3, 3=10 hits 28%

Tornado Wind, jump and hit 1, 1, D+4, 1, 1, D+4=8 hits 32%

Tornado wind, 2, jump and hit 1, 1, D+4, 1, 1, D+4=10 hits 32%

Tornado wind, 2, 2, air funnel, jump and hit 1, 1, D+4, 1, 1, D+4=11 hits 33%

Tornado Wind, 2, 2, air funnel, jump and hit 1, 1, D+4, 1, 1, 3, 3=12 hits 34%

His Devastator Weapon Style isn't really that good, but it's alright.

His up and 2 makes a good launcher which can lead to some combos.

Up+2, 2 ,2, 3 (near wall), d+2 - 36%

Up+2, CS, Jump, 1, 1, 2, 1, 1, 3, 4 - 29%



His basic combos are 2, 2, 3, 3=4 hits 23% damage.

You can do easy combos such as tornado wind, funnel, 2, 2, 3, 3= 5 hits 26% or so.

Overall Fujin is a very good character to use in MK:A, Fujin is a lower tier character last 10 for sure(with that being said, he will struggle more often then not but it's not in the realm of "impossible". He may not have the best combos in the game but he's not all about fancy combos, he's about turtling, patience, utilizing his special moves and poking tactics to win with him.

He's definitely one of the best turtling characters in the game, this I know. His wind kick and wind moves in general prove that and he's deadly against jumpers as his cyclone is great AA as well as his wind lift.

He's also a great overall defensive character, rather then offense and can often nail his foes often with his wind lift if you can learn to bait people to jump or leave themselves open.

I rate Fujin 6.9/7 out of 10 overall.
 

JagoMIH

Noob
kobra

+ pros
-------------------------
great assortment of lows like the fireball and kickboxing attacks
good turtler
good movement speed, punishing

- cons
-------------
his good mid launchers are kinda slow...a patient player can wear him down

good moves

low fireball db1 this will catch people more than you think
flame kick at the right distance
db2 against some moves like long range projectiles/clone moves but dont use it often
throw of course...can do flame kick immediately after if they wake up crouching

kickboxing
------------
d4
d1
1
222 free throw
b4
1u4/1u2 i would like to list these moves but not sure sometimes they miss because of which way you face/hit boxes

machete
-----------
b1
3422 - careful with this one its not safe, but free throw/mixup after
u4 sometimes

i would say hes a very good underrated char, at least mid or high mid tier....im not sure who he would struggle against, prob those that have higher priority mids and those that can outturtle/bait him

good combos
---------------
kickboxing 222, freethrow
1,u4, 1, 1, 22b2
machete 3422, freethrow
machete b1, ac, ac, b1, ac, 1, 22b2
flame kick and ac stuff
 

JagoMIH

Noob
kira

pros
-------
great up close offense, make people fear her 44 kicks
good damage
kiss good at catching whiffs, trading off with attacks

cons
--------
cant spam the kiss like sonya
kiss dont work on kenshi
movement speed is sluggish
struggles against good turtle chars

special moves
-----------------
kiss - cant spam it like sonya unfortuneatly but still good for catching people in their tracks
low fireball - for keep away and baiting only be careful what chars u use it against
throw - keeps her close so she can mixup more
bf4 - risky, use as punish only, can attempt another bf4 after hitting as they wake up but can be blocked

yin yang
------------
4/44, gives free throw
d4 nice reach throw
4412cs her style change combo - or it might be 4421cs, good for punishing, be sure you sidestep first before u land it or the last popup hit will miss
d1
44u3 i really wouldnt use its hard to ac after it but can still do regular juggles, up to you...i guess use this move if u didnt sidestep track 4 first

dragon knives
---------------
parry canceled b1b2 is nice especially near wall
2 after parrys and stuff, gives nice damage launcher
b4 ok sweep

good combos
--------------
44 free throw
style change combo, ac, ac, knives 2, ac, combo about 40 - 50%
 

JagoMIH

Noob
taven

good moves

specials
--------
df1
ff2 for punishing

golden dragon
--------------
1
b4
d1
d4
23
112cs

drakesword
-----------
d1
3, safe, gives free throw

good combos
--------------
112cs, cs, 1, 1, 112cs
112cs, ac, ac, cs b1, ac, 1, 112cs
drakesword 3, free throw
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Shao Kahn

Original source: AREZ God of War

Pros:
+Simple, high damage combos
+Decent keepaway game
+Great range on throw

Cons:
+Generally not too safe
+Boss jump, which means he has a tough time jumping over projectiles
+Very slow movement overall

Overview
Kahn, surprisingly, is very much like a normal character. That aside, he has a pretty solid ranged game. His moveset generally pushes the opponent away, so he's well equipped to get into that range. Be careful against other keepaway characters, though...he's super slow and his jump makes it hard to get over some projectiles.

Important Moves
Mystic Choke - Very good range. Use it from far away.
Explosive Blast - Quick-moving projectile with okay recovery.
Charging Spikes - Good startup speed and nice range. Pretty good for whiff punishment overall.
[Tai Tzu] 1/11 - Okay recovery, both options lead to free throw.
[Tai Tzu] d1 - Parriable low attack. Kahn's best ducking attack.
[Tai Tzu] d3 - Unparriable low, but much more unsafe than d1.

Important Combos
Tai Tzu 11CS, Wrath Hammer 3, Tai Tzu 112 - Basic punish combo.
Tai Tzu 1, Throw - One of Kahn's free throws. Good for getting you back to your ideal range.

Notable Matchups
vs Smoke (6.5:3.5) - Because Mystic Choke blows through cloud, Smoke has a very hard time turtling Kahn, and from a good distance, it's pretty hard to punish for Smoke. This matchup is simply played from midscreen and abusing Mystic Choke. Your only disadvantage is up close, really...so if Smoke does get in, it's tough to deal with of course.

vs Sareena (3:7) - As with most defensive characters, Kahn has a lot of trouble dealing with Sareena. She can punish a lot of what he does, and can out-turtle him well. You'll have to work your way in and it's still extremely difficult to do so. You'll have to play risky once in as well...opting to go for combos.

vs Kenshi (3.5:6.5) - This is a fairly sucky matchup because of Kenshi's teleport, which is the best in the game, pretty much. It's near impossible to keep him out. Luckily, he is at a disadvantage if he teleports on nothing. Bait it out and then punish him for it.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Kira

Original source: Jago

Pros:
+Powerful offensive game
+Kiss gives some turtle capabilities
+Solid damage

Cons:
-Slow step speed in best stance
-Has a hard time getting in

Overview
Kira is very scary when she can get in your face. Her fast mixups allow her to stay in on an opponent and keep them guessing regardless of what you do. While she has troubles getting in to do so due to her slow movement and lack of actual moves to get around defenses, she more than makes up for it by being able to destroy you in an instant.

Important Moves
[Yuan Yang] 44u3 - Very fast, great recovery on each hit, mid, lots of options with this one string.
[Yuan Yang] b3 - Unparriable low that has reasonable recovery.
Throw - Keeps Kira close while adding yet another option to her offense.
Black Dragon Ball - Unsafe, but fast enough to punish quite a few things.
Kiss of Death - Can aid Kira in getting in on opponents trying to keep her out with normals. Generally trades favorably.

Important Combos
Yuan Yang 44u3, 4412CS (39%) - Basic combo off of your best tool.
Yuan Yang 44, throw (24%) - Free throw combo. Great option.

Notable Matchups
vs Sareena (4:6) - Because Kira struggles to get in, this is tough, and is the only reason that is so. Sareena can keep away like no other. Stay in Dragon Teeth to add mobility, then once in, switch to Yuan Yang to put on the pressure. Be careful, because Sareena's close-up options aren't too bad either.

vs Smoke (4.5-5.5) - Smoke has a decent time keeping her out, but Kira does have Kiss of Death to counter cloud if it's done too close. Otherwise, Kira doesn't do too badly in this matchup. Wait until cloud disappears and make the attempt to go in. If you can get in on Smoke, you're gonna do some hurt unless he can get out.

vs Sub (4:6) - Now, this matchup is slightly harder than Smoke due to the fact that he has freeze ball on top of clone, as well as a weapon stance. Pretty much work your way in and try and get over a freeze ball, though you want to be careful if he hasn't already clone. Yuan Yang 4 is pretty fast, so generally you can punish whatever he tries to do up close.
 
Im posting a video from NEC of Sareena vs Drahmin. It seemed like a solid match.

Wheres the AC's in those combo lists? :(
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Fujin

Original source: MKF30

Pros:
+Teleslam-esque special
+Solid turtle options that work well against most other turtles
+Dive kick
+Decent normal game

Cons:
-Slow movement
-Bad lows
-Unsafe weapon stance means his normals range is hampered.

Overview
Fujin is a very underrated character that has really solid defensive capabilities. His options actually work pretty well against other turtles like Smoke and Sub. Be careful, as his options aren't fool-proof by any means. His slow walk speed means if he's close, he can't back away fast enough, and he's not scary enough to make you duck. He requires pretty smart play to be effective.

Important Moves
Tornado Wind - Great projectile that starts combos. Slow startup, but recovery is good if blocked.
Air Funnel - Fujin's tele-slam. Very useful in projectile fights, as well as punishing moves from far away.
Gusting Cyclone - Fast startup allows this move to punish stuff with an unbreakable from a further range than an uppercut.
Wind Kick - A dive kick is always useful. Take advantage of it.
[Lui He] 1133 - Okay string that is decent on recovery.
[Lui He] d1 - Fujin's best low, though it is parriable.

Important Combos
Tornado Wind, Lui He 2 x2, Air Funnel, Gusting Cyclone (35%) - Fujin's most damaging combo. Also great for after a parry.
Air Funnel, Lui He 2 x2, Air Funnel, Gusting Cyclone (31%) - Best Air Funnel combo.
Tornado Wind, Air Funnel, Gusting Cyclone (20%) - Most damaging unbreakable combo.
Air Funnel, Gusting Cyclone (16%) - Air Funnel unbreakable combo.

Notable Matchups
vs Sub (6:4) - Fujin's turtle game is better than Sub's by a good deal. The biggest thing is that ice clone and freeze ball are hammered by Air Funnel. Because of this, Sub has to come to you, and luckily he's armed with an okay close-up game, compared to yours, which is pretty poor. Do whatever you can to keep him at max Air Funnel range.

vs Smoke (6.5:3.5) - The biggest difference between this matchup and Sub is that cloud has a longer recovery time, so it's much easier to react to with buffered Air Funnel. Again, Smoke must come to you, but his close-up game is pretty bleh in comparison to Sub's. Very good matchup for you. :)

vs Dairou (7:3) - Dairou cannot afford to TSD...it's an easy Air Funnel or dive kick for you if he misses. Sidestepped projectile is buffered Air Funnel all day. Like the two previously mentioned turtle characters, Dairou must come to you. Fortunately, Dairou's only saving grace is safety. Otherwise he sucks up close. You have total control over Dairou.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Haha, yeah, AC combos are good to know. The combos listed are merely basic stuff to give you a start, as they're easy enough to do and are generally decent damage.

Also, awesome match. That combo at the end was beautiful. How would you rate that match? Even or in favor of someone.
 
Sareenas hitboxes give her that extra space in between her and her opponent, allowing her to parry 11cs everytime.

Same for b2 hung gar, you'll see me using a ducking method, which is an exploit of her hitbox issue.

Seems heavily in Sareenas favor imo. I cant say for sure. MKA is like a baby now. We need to treat it and give it time to develop.

As for ACs, i was glad to see my old rules in effect there instead of the ones i made for the tourny. Thanks a lot guys. Can't tell you how much i appreciate that. REO, i saw you use it too bro. Good shit.