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Question - Ninjitsu Ninjistsu Mixups

Kotal_Wannabe

AKA AndyPandy
Hey guys, so I'm enjoying ninjitsu scorp right now but it's evident to me after playing online with him alot recently that he doesn't really have any mixups. His overhead game is bad becasue his f2 overhead is missing in this variation and f4 just gets poked out of or reacted to. So basically you've got to outsmart your opponent. Sure he has a b3, 2, f2, but again it's easily react-able. His only other overhead string is 212 which is high mid overhead, again react-able, but I can cancel this string as 21, bf4 to confuse my opponent with either an overhead ending or the low takedown. Still not amazing since the string starts high and can also be duck poked out of. So Basically if I'm vs'ing someone who knows how to block and poke effectively, I feel I can't really do much. Anyone know what you can do about this limitation? I liberally use throws if my opponent keeps blocking low, but again the pokes beat it out too.
 

GamerBlake90

Blue Blurs for Life!
The Ninjitsu variation doesn't specialize in mix-ups, but rather, it is very footsie-centric with the extensive range his normals acquire due to his use of the sword.

Since your overheads are reactable, I could see you rapidly switching between the throw and his low-hitting B3 as your mix-up game in Ninjitsu.
 

UsedForGlue

"Strength isn't everything"
The main point of using Ninjutsu is against characters with bad wake ups.

Keep cool, land your punishes, and throw the opponent as much as possible, you gain massive advantage from your throw, and this is where you threaten RC F2. Some opponents can't back dash the F2 on wake up, most opponents don't have a fast enough wake up without armour to beat the F2, and some armoured wake ups can't beat the F2 either.

When you land the F2, JK combo, rinse and repeat.

Once the opponent blocks and respects it, you can start by running into 50/50 or more throws.
 
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The Great One

"I Always d1 Lif-" SHUT UP
The main point of using Ninjutsu is against characters with bad wake ups.

Keep cool, land your punishes, and throw the opponent as much as possible, you gain massive advantage from your throw, and this is where you threaten RC B2.

Once the opponent blocks and respects it, you can start by running into 50/50 or more throws.
Wait what???
B2? Why? Isn't that a single hitting hella negative move? Do you mean like f2? What's rc b2 gonna do?
 

Kotal_Wannabe

AKA AndyPandy
Yeh, I get that he's an anti wakeup character with good footsies, problem is when someone blocks low all game long, reacts to any overheads and pokes you out of your slow overheads and throws. The ball is in their court when they wait for you to make a move and carefully zone. He doesn't have any zoning capability so I can't goad my opponent into attacking me. Effectively they can block everything I do and just wait for me to do an unsafe move that they can punish
 

UsedForGlue

"Strength isn't everything"
They can block low all day, the point is B32F2 is safe on certain characters, and once you establish the knockdown game, throw, throw, throw.

You can counter zone, and you are only unsafe if you choose to be.
 

Kotal_Wannabe

AKA AndyPandy
They can block low all day, the point is B32F2 is safe on certain characters, and once you establish the knockdown game, throw, throw, throw.

You can counter zone, and you are only unsafe if you choose to be.
Interesting thanks, but B32F2 gets me punished... alot. I think most characters can counter it since it's -12 on block
 

UsedForGlue

"Strength isn't everything"
Interesting thanks, but B32F2 gets me punished... alot. I think most characters can counter it since it's -12 on block
Check the cast, I bet some can't. All the females should have a problem as they get pushed back a lot more than the males.

Ermac, and Kung Lao get pushed back a good bit too.
 

UsedForGlue

"Strength isn't everything"
I'll try it out abit more, thanks. I just wish there was a way to open up more of the cast.
There is.

You have to establish that 100% for the time you will throw after a teleport vortex. Once you establish this, you will actually be able to open up the opponent with 214 because they will be conditioned to tech the throw, and on block, you can teleport cancel to stay safe, of course at the cost of stamina.
 

Matix218

Get over here!
Interesting thanks, but B32F2 gets me punished... alot. I think most characters can counter it since it's -12 on block
Then use b121 and mix it up with b1throw or b12throw. If they want to block all day you will deal hella chip into throws and also be able to safely jump. If they are blocking all day it is in your favor. F2 does lots of chip damage too so if they want to block low all day they will eat tons of chip. If ninjitsu had an overhead that was unreactable IMO he might be broken. His lack of zoning does not hurt him enough to justify an unreactable overhead. Zoning is weak in mkx anyway but normals with hella range that can blow up wakeups are very important
 

Kotal_Wannabe

AKA AndyPandy
Then use b121 and mix it up with b1throw or b12throw. If they want to block all day you will deal hella chip into throws and also be able to safely jump. If they are blocking all day it is in your favor. F2 does lots of chip damage too so if they want to block low all day they will eat tons of chip. If ninjitsu had an overhead that was unreactable IMO he might be broken. His lack of zoning does not hurt him enough to justify an unreactable overhead. Zoning is weak in mkx anyway but normals with hella range that can blow up wakeups are very important
Hmm, that actually sounds like a good idea. If i use b121 I can confuse the opponent next time with b12throw instead. Good advice thankyou, i'll try :)
 

InFlames

dead
The mix-ups I used after a restand tele were throw, s1 into throw, 114 or 214 tele cancel OS, and b3xxSpear OS

Ninjutsu has really good mixups, you just have to make them respect the throw
 
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OutworldKeith

Champion
@Kotal_Wannabe
I think you mean 50/50s, but i digress. Ninjutsu specializes in Footsies, Space Control, and Armor Breaking. His mixups revolve heavily around tick throw setups. Your opponent must respect the throw in order to land F2.

On knockdown abuse F2 against characters with bad wakeups. Characters like Kung Lao you will have to bait most times. Here's a video with good examples of how to get your offense going.

 

Scoot Magee

But I didn't want to dash
B4 is a lot more reliable as a wake up killing move imo but its easier to punish. F2 nets a lot more reward but does lose to fast wake up attacks. F2 to is pretty safe from max range though, it's very match up specific. B32f2 is good because of it's range and etc but shouldn't be used that much against characters that can punish it hard. I'm not sure why they made it so unsafe in this variation. My go to strings are 114, b121 for the most part. 114 get a d1 check on slower characters. When they respect that you can walk back slightly after the string to try to bait a counter poke to punish with f2. B121 gives a similar situation that hits mid but 114 leads to an easy confirmable combo.

To open people up in Ninjitsu you really need to just rely on good footsies. You really need to know the range of the other characters normals and know your options certain strings and normals. Try to push people back to a certain distance and bait a counter poke to punish with f2. Throws are pretty strong in MKX so you need to abuse grabbing to provoke the other player to press buttons, when they do you open the option of using f2 or b32f2/b121.

Imo after a landed teleport the best move to use is st4. St4 is +2 and gives significantly more push back than st1. It gives you more options to work with like far range f2, walk/dash/rc grab, walk up into a mid string or just a d4. It will even start provoking people to try to back dash after the st4 or at some point in the follow up pressure which will open up b2 for use. St1 is also good but it limits your options especially against characters with faster normals.

His take down while unsafe is actually very good because of it's speed. I would recommend using take down when somebody is trying to walk back to avoid ranged normals and etc.

This variation doesn't have the mixups of others but the range and meterless damage really pay off. You just need a solid understanding of the other players options to really make use of it.
 
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Kotal_Wannabe

AKA AndyPandy
Alot of really nice info there @Scoot Magee thanks. I'm already doing alot better with ninjutsu since reading everyones advice. I still have abit of trouble vs people who carefully zone and wait for me to attack them. They're trying to bait out scorps unsafe teleports which I've learned to stop doing unless they go into spam mode. So I just inch my way in there and they either do a surprise attack or go into turtle poke mode when i'm close. I'm getting better at dealing with it though. Thanks, I'll try to incorporate some of your suggestions into my gameplay :)
 

learis1

Guardian Cadet
When playing Ninjutsu my main goal is to get people to press buttons. I love when people press buttons because it's what allows me to score good damage. I fish with f2 into a nice dmg combo. Now if you get predictable and constantly spam f2 then they'll turtle up. So try to find a way to make them press buttons from bad spacing. Sometimes I'll literally pause from a short distance away from them so they feel urged to press a button or even jump. I'll suddenly throw out f2 after that pause and catch them doing something they shouldn't have. Sometimes I'll back up a few steps when near them and they'll suddenly feel like I'm trying to run away and press a button. These split second pauses confuse opponents into pressing buttons. Just mix in these random pauses along with throws and your opponent will be totally confused about when he's actually safe.

Be unpredictable. Your f2 and your random spacing adjustments are your mixup. If you're not landing f2 you're probably not gonna score good dmg throughout the fight. It's a deep level mind game, and it's quite fun!
 

Kotal_Wannabe

AKA AndyPandy
Sometimes I'll literally pause from a short distance away from them so they feel urged to press a button or even jump.
It's funny I do the exact same thing with my main (kotal), but seem to forget with scorp, probably cause I'm still learning the ropes with him. Nice ideas there @learis1
 

A F0xy Grampa

Problem X Promotions
The main point of using Ninjutsu is against characters with bad wake ups.

Keep cool, land your punishes, and throw the opponent as much as possible, you gain massive advantage from your throw, and this is where you threaten RC F2. Some opponents can't back dash the F2 on wake up, most opponents don't have a fast enough wake up without armour to beat the F2, and some armoured wake ups can't beat the F2 either.

When you land the F2, JK combo, rinse and repeat.

Once the opponent blocks and respects it, you can start by running into 50/50 or more throws.
Why you posting useful shit you think you know scorpion bruh?!
 

Scoot Magee

But I didn't want to dash
There is.

You have to establish that 100% for the time you will throw after a teleport vortex. Once you establish this, you will actually be able to open up the opponent with 214 because they will be conditioned to tech the throw, and on block, you can teleport cancel to stay safe, of course at the cost of stamina.
I have been criticized for suggesting to use escape tele after 214 lol. It's actually very useful.