F4: overhead, launcher, safe (0)
B3,1,2: third hit is overhead, launcher, safe (-3)
3,3,4: third hit is overhead, launcher, safe (-1)
2,2,B4: third hit is low, safe (-1)
Kabal: 11B4, last hit is low (-10 on block without NDC, +2 with NDC)
212, last hit is overhead (-12 on block)
F4 1+2, Last hit is overhead (-10 on block)
In the case of Kabal it should be noted he can create a 50/50 at any time from any string with Buzzsaw/Tonado Slam (-12, -9 respectively)
Kung Lao
2, 4, 1+2 - High, Low, Overhead respectively.
B3 - Low
F2 - Overhead. (doesn't lead to anything unless you hit them out of the air with it)
Teleport 2 - Overhead Launcher
Ground Hat - Low Projectile.
----Kratos---- F+2. Overhead; blockstring-punishable on block (-5), unless it is Hermes Dash Canceled; part of a string (F+2,2,1); Hermes Dash Canceling F+2 allows Kratos to combo out of it, and doing so gives Kratos his maximum damage output.
2,1,2. Third hit is an overhead; unsafe on block unless canceled into an appropriate special; a mini-launcher unless done close to the corner, then it leaves an opportunity for a corner combo; whiffs if blocked at point-blank.
>Kratos' only true string mixup: B+1 B+1,2. Last hit is an overhead; cannot be combo'ed out of; quite unsafe on block (-20); ridiculously unsafe on hit if tech rolled (-53). B+1,B+4. Second hit is a low; cannot be combo'ed out of; neutral on block.
Is this thread about mixups or hit levels?? My idea of a mixup would be like:
Cage:
F33B3 = Last hit is overhead that leaves you at disadvantage and have to guess again.
F33~ExFB = If the FB is blocked standing, you are at disadvantage and have to guess again.
21F2 = Last hit is overhead and launches putting you into a nutpunch reset and you will have to guess again.
21~ExFB= Last hit if blocked high leaves you at disadvantage and you will have to guess again.
These can be looped as long as Cage has meter.
21B4= Last hit is low and leave you at +1. Which, depending on who you are fighting may not be enough to continue pressure. You certainly could D1. Ending with B4 just kind of sucks. It's unsafe on block. Only leaves you at +1 on hit. Only time I would ever consider using this is if I was really insistent on training my opponent to block low after 21 and I had no meter. But even in that scenario I would likely do more F3 shenanigans until I had meter or throw. Might be worth the gamble if opponent had a scrap of health and you needed the 3% or whatever damage to take the round but had no meter. But even then, 11F1 > F33B3~ShadowKick would likely do more damage in just chip and net you meter gain for the next round.
As always, choosing when to end your strings can be a form a mixup (F3, F33, F33B3, etc).
You can also mix up between throw and a strike.
I don't consider, for example, Liu Kang's 213 to be a mixup with anything really. Though the last hit is overhead. But...
F3 and B3(21) can be a mixup as with F3 the opponent is put at disadvantage and will have to guess. With B321 you will be launched. I've actually landed 6 F3's in a row to someone who was afraid of the B321 and taken the match.
F3 and F4 I believe is a mixup that either on hit will leave you at advantage and the opponent will have to guess again.
Skarlet Mixups are:
blockstring when they expect an Overhead and block standing
Overhead when they're expecting a Slide and Crouch block to try to poke out.