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Rate Your Character! (Mortal Kombat 11 Edition)

colby4898

Special Forces Sonya Up-player
Searing Rage Scorpion

Offensive options: 2/5
Neutral Game/Footsies: 4/5
Defensive options: 3/5
Zoning/Anti Zoning: 5/5
Damage output: 4/5 without BS buff, 5/5 with BS buff.
Punishing Efficiency: 2/5

Infinite Warden Geras

Offensive options: 5/5
Defensive options: 4/5
Neutral/Footsies: 4/5
Zoning/Anti zoning: 4/5
Damage output: 5/5
Punishing Efficiency: 5/5


First KO Jacqui

Offensive options: 5/5
Defensive options: 1/5
Neutral/Footsies: 4/5
Zoning/Anti Zoning: 1/5
Damage Output: 5/5
Punishing Efficiency: 5/5
Anti zoning 1/5? Doesn’t she have a crazy walk speed?
 

kabelfritz

Master
<---Raiden:

1. Offensive options – 2/5: teleport cancels, f3 and corner game are good, but compared to others, this character does not have offense.

2. Neutral game and footsies – 3/5 : this seems to be intended as raidens biggest strength, but there are matchups in which he has to rely on these tools but the opponent still does this better (skarlet!)

3. Defensive options – 4/5 : teleport and raijins db3 are really good, his pokes and u3 is alright, his u2 as well as d2 are terrible (whiff under opponent neutral jumping right in front of you, d2 doesnt turn around against crossups and has no above hitbox)

4. Zoning and anti-zoning – 3/5 : raidens zoning is very situational and defensive, teleport and db3 work well against zoning.

5. Damage output – 4/5 : thunder wave has great easy damage, raijin doesnt, but thats ok because of db3.
 

colby4898

Special Forces Sonya Up-player
Liu Kang

Offensive: 3. Great staggers, however a lot of them are quite minus. Where as some characters staggers are -1, -3 on block. Lius is often -7 or more. His 12 is +3 but both highs. Throws are important for his pressure, but I feel like that’s with every character in this game. And his f4 string is high risk high reward with the options he has, and the
counter options the opponent has.

Neutral: 3. He has a very good mid, F4 as it’s only 9 frames. Great for punishing. However it lacks range. His b3 has good range, however b34, often the b3 will make contact but the 4 will whiff. And it’s a high, so not a fanatastic string. I would like this to be changed so it’s a mid and the whiffing issue doesn’t happen.

Defensive: 3. Good wake ups, though not amazing. Has a parry, high risk high reward. Only an 8 frame d1 over some characters with 6, so poke wars can be hard. Also not the best range.

Zoning and anti zoning: 4. great fireballs. Low fireball that can be amplified to catch people jumping. Ex straight fireball fires 3, another great zoning tool. Flying kick can work for anti zoning if timed right, and gets a crushing blow. But that’s risky. His zoning is better than his anti zoning and to the more harder zoning it can be tricky to get in.

Damage output: 4. Mid screen he doesn’t get much more than a string into bicycle kick for decent damage. In the corner he gets much breed damage with ex low fireball. And can make better use of his launch crushing blow from f4. He can ex his parry for good damage any where on screen. F333 also gets good damage mid screen, but I don’t think this happens very often in game, as it’s quite slow to use as a punish.

Overall I think he is good. I think he might be a bit overrated, I think he’ll only get worse as the game goes on in his current state.
 
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spidey300

Warrior
Reborn Scorpion

Offensive options: 4/5
Neutral Game/Footsies: 4/5
Defensive options: 4/5
Zoning/Anti Zoning: 3/5
Damage output: 3/5
 

Geoffmeister

PS4/EU Ermac main
Jade ED

Offensive options: 3/5
No mixup threat, weak distance closer (shadow kick/forward dashblock), unsafe specials, weak throw-game but gets to enforce her Airgame and keep opponent standing with b343-rang

Neutral game/Footsies: 4/5
Great backwalk speed, good whiffpunishers, good pokes, but heavy punishable range(2) options

Defensive options: 3/5
One of the best AA's, parry, gets to jump all day, but can't convert jumpouts, throw/D2 are legit (meterless) punishers, can rarely punish -9

Zoning/Anti zoning: 4/5
Glow to completely negate some projectiles (still gets outzoned/irrelevant vs +50% of the roster), slow projectiles, weak vs Teleport characters

Damage Output: 2/5
Her only (universal) launcher at 28fr, has to go 2:1 on damage versing pretty much any other character but decent damage on her (few) KBs.

Final: 16/25

edit:
this is probably 18/25
 
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colby4898

Special Forces Sonya Up-player
Jade ED

Offensive options: 3/5
No mixup threat, weak distance closer (shadow kick/forward dashblock), unsafe specials, weak throw-game but gets to enforce her Airgame and keep opponent standing with b343-rang

Neutral game/Footsies: 4/5
Great backwalk speed, good whiffpunishers, good pokes, but heavy punishable range(2) options

Defensive options: 3/5
One of the best AA's, parry, gets to jump all day, but can't convert jumpouts, throw/D2 are legit (meterless) punishers, can rarely punish -9

Zoning/Anti zoning: 4/5
Glow to completely negate some projectiles (still gets outzoned/irrelevant vs +50% of the roster), slow projectiles, weak vs Teleport characters

Damage Output: 2/5
Her only (universal) launcher at 28fr, has to go 2:1 on damage versing pretty much any other character but decent damage on her (few) KBs.

Final: 16/25
Her damage should be 1 no? Must be the worst in the game?
 

Braindead

I want Kronika to step on my face
Thin Ice Sub

1- Offensive options: 3/5
Main combo ender (amp slide) throws opponent full screen so zero oki. Throw range is some of the shortest ones in the game but forward throw gets him a good throw loop and back throw has a KB so it's a good mind game when it's loaded. His 50/50 has a low risk high reward low starter, and a high-risk low reward OH starter. B2 b3 b14 are decent staggers. F4 is alright. KBs are decent - not the best and not the worst, they just work.


2- Neutral options and footsies: 3/5
Slide and air axe are his saving graces. No mids, 13f low with tiny range, 14f high with nice range. Slide threat is the only thing that makes this not 1/5

3- Defense: 1/5
Trash pokes. 6f d1 with ass range and can be low profiled by half the pokes in this game. Wakeup u3 is the same, short range and low profiled by everything. Wakeup u2 is very ineffective against crossup jumps. 11f reversal slide is the only thing he has here, otherwise 0/5. Fastest punisher is 8f jab then 13f low.

4: Zoning and anti-zoning: 4.5/5
Slide is great to go under stuff on reaction. Ice ball trades with most projectiles. Air axe and ice ball can be used for decent keep away and chip. Only reason 5 isn't given is because other chars have teleports which are better anti-zoning tools.

5: Damage output: 3.5/5
30% 1-bar bnb. With KBs he gets 35-40% combos. Good.

15/25
 

Geoffmeister

PS4/EU Ermac main
@colby4898 I think 2/5 is the lowest out of viable variations atm, 1/5 wouldn't be fair in comparison to what I think the average is for the rest of the cast (this is also why I don't rate her a 5/5 on zoning/anti-zoning)

perspectives may vary here :confused:
 

Trini_Bwoi

Kombatant
Kabal (Clean Cut)

Offensive options 4.5/5
6 incredibly practicable Krushing Blows (5 on punish, 1 throw KB). A +2 restand, and +2 is all you need to condition your opponent. Air buzz saw to alter jump arcs. Good staggers with F2 and 1. He has a true 50/50 off of B1,2 vs. B1,Low Hook but Low Hook is unsafe with small reward. Still, if you aren't predictable it tends to land. Quite a few plus frames, but can't really sustain pressure. It's more about enforcing whiffs and kounters or throwing. Very prone to low profiling - playing Kabal will make you question what a mid even is.

Neutral game and footsies 4.5/5
Kabal is a character that has been mathematically designed. He has a 9f mid with short range, a 12f mid with medium range, and a 15f mid with long range. These are his main footsies tools, they serve him well and are safe. The 12f and 15f can be hit confirmed into Nomad Dash. All of his mids can be jailed into Extended Hook which is -12 but pushes the opponent back. Air buzzsaw is good at controlling space. Kabal is terrible at advancing toward the opponent since he lacks advancing attacks. Also, his pokes are kind of bad.

Defensive options 4/5
One of the best U2 in the game. Again, in possession of the prized 9f mid. Can amplify air buzzsaw for additional safety. No flawless block gaps which will be a huge plus as the meta evolves to include flawless blocking. Easy side switch. U3 had good range but is unsafe. Bad punishment game, especially outside of B1 range, and no good reversal specials. Bad pokes that can't low profile anything.

Zoning and anti-zoning 4/5
Buzzsaw is a great projectile, slow startup but very safe. Unfortunately hits high even when amplified, but Air buzzsaw is good for zoning midscreen as well as anti-zoning (i.e. jump a projectile and air saw). Full screen Nomad Dash is useful in a few matchups (Cetrion, Jade). Maybe people might have to respect the threat of a Nomad Dash? I'm not sure but I'm not risky enough to do that. Becomes an anti-zoning god when you have Fatal Blow.

Damage output 4/5
Good corner damage but lacks damage midscreen which is one thing keeping Kabal fair. What he lacks in raw damage output he makes up for with good meterless damage, good unbreakawayable (or makes no sense to breakaway since he leaves you standing until the last hit) damage, and great meterless conversions. U2 on Flawless block or wakeup? 27% damage. Anti air jab? 27% damage. Now 2 of Kabals strengths, his ability to restand the opponent and his unbreakawayable damage, come together to form one of his greatest weaknesses. If you restand your opponent they don't have a chance to use meter to wakeup, and with his combos they usually don't breakaway. Since Kabal is heavily reliant on KBs for good damage, this means the opponent usually has defensive meter to breakaway when you do go for a KB.

Overall: 21/25
 

Afumba

Kombatant
Jade ED

Offensive options: 3/5
No mixup threat, weak distance closer (shadow kick/forward dashblock), unsafe specials, weak throw-game but gets to enforce her Airgame and keep opponent standing with b343-rang

Neutral game/Footsies: 4/5
Great backwalk speed, good whiffpunishers, good pokes, but heavy punishable range(2) options

Defensive options: 3/5
One of the best AA's, parry, gets to jump all day, but can't convert jumpouts, throw/D2 are legit (meterless) punishers, can rarely punish -9

Zoning/Anti zoning: 4/5
Glow to completely negate some projectiles (still gets outzoned/irrelevant vs +50% of the roster), slow projectiles, weak vs Teleport characters

Damage Output: 2/5
Her only (universal) launcher at 28fr, has to go 2:1 on damage versing pretty much any other character but decent damage on her (few) KBs.

Final: 16/25
Isnt offense 3 a bit much?
Not sold on 2/5 damage output either but i can get behind you explanation of it.
 

SaSSolino

Soul Stealing Loyalist
playing Kabal will make you question what a mid even is.
I feel you brother. Kabal's b1 is basically a high. So annoying.

I hope they fix mids so they are all true mids like throws... and then make throws actual highs since that's what they are supposed to be.
 

Geoffmeister

PS4/EU Ermac main
Isnt offense 3 a bit much?
Not sold on 2/5 damage output either but i can get behind you explanation of it.
It's all relative, and I try to estimate it on the MU's.
But there is some mitigation she can do offensively, even though nothing is guaranteed (besides corner situations) and damage is low.
I'd give her 3/5 because she can at least condition more than average, high risk/low reward microreads, she makes people approach her, but the ones she doesn't she becomes a subpar choice. (this is positive for 13/24 MU's, not that they become favorable though)
 

LawAbidingCitizen

Bomb Setups & Ball Rolls(Mileena/Cyrax)
1. Offensive options – 5/5 : this category revolves around 50/50 mix ups, pressure, and throws, including the throw’s range, position, and krushing blow requirements.

2. Neutral game and footsies – 5/5 : this category revolves around normal attacks and special moves that control the space in your vicinity, including the air.

3. Defensive options – 5/5 : this category revolves around defense, particularly the universal wake up and reversal attacks (i.e., safety, range, and hitbox). Also consider other prevalent defensive options (i.e., 6 frame d+1s, low-profiling pokes, and teleport escapes from the corner).

4. Zoning and anti-zoning – 5/5 : this category revolves around options outside of footsies range such as a projectile or a long-ranged physical attack. Also assess a character’s ability to punish projectiles and close the gap from a distance.

5. Damage output – 5/5 : this category revolves around the damage that a character is able to acquire from combos. Evaluate the damage output from combos, including resets, as well as the quantity and quality of krushing blows.
Kotal Kahn Rating:

1. Offensive Options 1/5

He has no real mix, he gets a pseudo-mix from B223 (Unsafe) And F243. Both are unsafe, B22 has wIffing issues and a gap. F122 has crushing blow but is very unsafe and the entire mix between it and F14 is fuzzy blockable. No close range options due to hotbox wiffing issues. Every move puts him point blank in close range but far enough to riff every option below 15f. Throws put them midscreen so no looping mix. He has no pressure other than tick throws and they wiff and he does no damage unless he wants to give up position.

2. Neutral game and footsies: 3/5

He would honestly be one of the best neutral characters if it wasn't for all of his hotbox issues and crouch block negating his pushback.

3. Defensive options: 1/5

He has universals, but in every other aspect he sucks because of his hitbox issues. D1 wiffs, D3/D4 Suck.

4. Zoning and Anti Zoning: 2/5

His zoning is very bad, projectile at 29f start-up and his Sunlight at 41f recovery.
Only reason I have 2/5 instead of 1/5 is because of the KB on disk 22℅ on punish.

5. Damage 2/5

he gets 30% midscreen for a bar but you have to switch sides and give up position by using Command Grab. Mediocre at best

To many base problems to state. He needs buffs

9/25 Bottom Tier
 

BolverkGTM

Dad Beard Connoisseur
Sub-Zero (Thin Ice)

1. Offensive options – 3/5 : Sub-Zero's offensive game is fast and violent. He decides he's either going to low you, overhead you, throw you, or stand back and wait for a getup attack and b1 you for being so foolish to do that. If you stop his game though, he's...stuck. He needs to back off. I think his offense is good, but it's not great. Then again, I don't believe him to be that type of character.

2. Neutral game and footsies – 5/5 : Sub-Zero is terrifying in neutral. With his b1, b2, f4, d4, Slide, and Air Axe Throw, Sub-Zero can run a very controlling neutral game that many characters are forced to respect. In my opinion this is where Sub-Zero shines.

3. Defensive options – 4/5 : Sub-Zero has pretty decent getup buttons. There's better, but his buttons are up there. Sub-Zero has the fastest d1 in the game, albeit with a somewhat bizarre issue against low profile moves. Fair trade off I suppose. Reversal Slide is a good punish tool, s21 is a good punish that leads to pretty good damage, and d4 is a good "Okay stop this foolishness" poke with enough reach to annoy people. All in all, Sub-Zero's defensive options are pretty good.

4. Zoning and anti-zoning – 4/5 : In terms of projectiles, aside from Air Axe Throw, Sub-Zero...really doesn't have anything. His zoning game is slow and kind of crap, HOWEVER I still stand by a 4/5 because of his anti-zoning game. Air Axe Throw and Slide are excellent anti-zoning tools that can manipulate a zoner to play quite differently against him. Once people fear the Slide, you can get away with f4 instead, which is +4 on block and allows Sub-Zero to start his offense game.

5. Damage output – 4/5 : I'll give this category a 4 because Sub-Zero's damage on paper is pretty average, but his damage can be guaranteed without much loss in damage output. Where many characters in the game can have their combo broken rather early, Sub-Zero's midscreen combos are only breakable at the very end of them, when most all of the damage is already done. Sub-Zero gets a reliable amount of damage that sits in the neighborhood of 25% or so midscreen. Not only that, but he has some devastating Krushing Blows in EX Slide (free 30% in neutral, yahoo!), 124, and of course his back throw.

Overall Score 20/25: I'd say Sub-Zero is quite a good character. He's not up there with the best of them, but he's sitting on their coat tails with an axe, ready to lob their heads off.

Liu Kang (Luohan Quan)

1. Offensive options – 4/5 : Liu Kang's pressure game is quite good. I actually adore this character's offense. He has a myriad of stagger options that keep opponents either wanting to press buttons or not wanting to press buttons, which Liu Kang can exploit either way. No overhead moves on the ground, which is a shame, but I have yet to feel like that has been a problem for me. From my observation, Liu Kang can have a hard time getting in on some characters, but when he gets in, oh my lord... It's over.

2. Neutral game and footsies – 3/5 : Liu Kang's pokes leave a bit to be desired. All he really has is b3, which the second hit of his b34 string whiffs at max range, that's annoying. He also has Flying Kick if you're ballsy enough to throw that out up close. His d2 is okay, but it's nothing compared to Sub-Zero's b2 for anti-air. I've taken a liking to using his parry in neutral, which makes that game an interesting dynamic of letting people poke you. I don't know how long that will work, so for now I'm giving Liu Kang's neutral and footsies a 3.

3. Defensive options – 4/5 : Liu Kang's getup attacks SUCK. Liu Kang has depressing getup buttons compared to Sub-Zero. However...Liu Kang has something that Sub-Zero does not. For that matter, Liu Kang has something a lot of characters don't have. A really fast mid. Like I mean really fast. Liu Kang has not one, but two mids that are 9 frames. This makes Liu Kang's game quite strong against people that abare a lot. Don't you dare press buttons when you're at minus against Liu Kang, he will murder you.

4. Zoning and anti-zoning – 4/5 : Liu Kang has a perfectly decent zoning game. He can command respect of people that can't outzone him, but there's still room for him to be outzoned by the zoners. Where I have to dock points is his anti-zoning game. It doesn't exist. Flying Kick will lose to a projectile unless you do it preemptively (dangerous business) and his fireballs aren't fast enough to completely shut down another zoner. Where this leaves Liu Kang is crawling his way in, ducking under projectiles and then looking to either parry or force a whiff on a long range poke. Liu Kang can zone and he can do it quite well if I'm being honest with you, but he's not a zoner. Fighting a Cetrion or Skarlet will remind you that he's not a zoner. Hell, even fighting Baraka feels like a chore. Still, for all of the times I've caused people grief, I'd say his zoning/anti-zoning is a 4. Bad anti-zoning, but good enough zoning to save him in that category.

5. Damage output – 5/5 : Liu Kang is in the same territory as Sub-Zero in terms of damage output. However...Liu Kang just doesn't allow breakaways at all. Most of his combos keep opponents on the ground entirely. His Krushing Blows are probably the most terrifying part of his damage output, because they can lead to devastating damage. His f43u3 KB gets him in the 50% damage neighborhood, but most people will breakaway if they have the meter, so you have to force them to waste defense meter, which isn't hard for Liu Kang. He has a KB on both of his throws, that's fun. He has a KB on his Bicycle Kick that's easy to get because all of his combos end in EX Bicycle Kick for the most part. And the best part, he also has a KB on his parry when he parries getup attacks. Beautiful. Liu Kang isn't breaking 40% all of the time like others, but he sure does get guaranteed damage for days.

Overall Score 20/25: Liu Kang is a solid character. He has to get in to really start putting work on people, but when he does get in...god help you. I love this character and the amount of time I've been playing him, I'm borderline a Liu Kang main at this point. He is so much fun. I think Sub-Zero is slightly better overall, but I have a lot more fun playing Liu Kang. If I were to rate him on a fun scale, it'd be a 25/25, 10/10, 100% fun character. Try him out.
 

DrFolmer

AKA Uncle Kano
Johnny Cage

1. Offensive options: 2/5

While he lacks traditional mixups, the restand opens up for various conditioning tools, and it completely negates the overwhelming wakeup game. Having the ability to cancel FB into plusframes is also a welcome feature. Playing basically without Krushing Blows hurt him greatly though.

2. Neutral and footsies: 4/5

Johnny got range, and while the toptiers either rival or outrange him with even faster mids it doesnt mean his advancing buttons are bad - in fact they're quite good. b34 has a rather deceptive startup. So looking at Johnny isolated he's definitely a 4

3. Defensive options: 3/5

Safe u3, and u2 is basically a discount Geras u2, which is pretty neat as it hits fairly high to catch jumpers. His pokes are among the best in the game while also lowprofiling, and his hitbox is weird in some cases which gives him an unintended edge.

4. Zoning/anti-zoning 3/5

His projectile is good, not gonna lie, comes out fast, travels fast, leads to plusframes on block when enhanced forcing people to respect if he throws another ball afterwards. The main drawback is them being high, also on enhancement. Shadow Kick is also a tool that often gets overlooked, but you can punish a lot of things midscreen with this move. It's pretty neat to punish Noob's b11+3 regardless of how he spaces it, and Scorpions spear specials (nevermind they basically chip me for what I punish him for LOL). Having a fast advancing reversal special is pretty good.

5. Damage output: 2/5

His actual combo damage is good in the corner, even with just one bar. Midscreen it's meh-ish. The reason I gave him a 2 is the lack of krushing blows. You miss out on a lot of damage playing Johnny Cage
 
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Metin

Ermac & Smoke Main
Kabal - Clean Cut

Offansive Opt. 5/5 Sneaky krushing blows with huge combo potential? Restand after? crazy mixups? one of the best 50/50 characters on the roster? definetely...
Defensive Opt. 4/5 d3 is not bad, it is a good antiair combo starter too.. d4 has good range but very slow. he has really strong getup or wake up attacks.. u2 flawless block attack is dream like.. may it could be the secondary after Geras's incredible u2..
Neutral/Footsies 5/5 db3 restand on block? + b1,2 or f2,2 he is a really reaaly strong midscreen monster.
Zoning and Anti Zoning 4/5 buzzsaw, air buzzsaw and crazy nomad dash... okay but anti zoning is a little bit weak against the characters like Jade or Cetrion... I need to switch to Scorpion's Reborn..
Damage Output 4,5/5 without krushing blow setups he is not that good at midscreen. Not bad at the corner. But he is not a Sonya about the title..
 
D

Deleted member 5032

Guest
Kabal: Clean Cut
The variation with the restand and downward air buzzsaw. I think people are sleeping on him pretty hard.

Offensive options: 5/5
Kabal is a threat from almost anywhere on screen, but is especially difficult to deal with from about 2/3rd and closer, where his safe downward air buzzsaw becomes a threat. It allows him to condition the opponent not to anti-air. He can even whiff an air normal and still use the buzzsaw. Once conditioned, Kabal starts getting a lot of free jk and j2 pressure and even empty jumps into pressure. Speaking of his j2, it's similar to Catwoman's j2; not as good, but similar. He has excellent horizontal reach, making it difficult to anti-air even without buzzsaw conditioning.

His staggers are very good, and in this variation he gets 50/50s off of several of them. The overhead options are all totally safe, with f224’s overhead only being -2, forcing the opponent to respect your 7-frame d1 afterwards, limiting them to poke punishes.

His normals have nice reach and hitboxes, with a lot of solid, fast mids. He has a lot of weird block-stun and animations on his strings, which allows him stagger with strings that shouldn’t really be staggerable.

His back throw keeps the opponent in range of all his staggers, allowing him to keep up his pressure. Unfortunately, his front throw sends the opponent full screen, which is only useful in a few matchups.

He’s got a 9-frame mid that leads into a 50/50, where the overhead is safe (-5). This, combined with his restand (db3), essentially makes him a vortex character. Every time he lands a combo, you’ve got to respect that 9-frame f4, which opens you up to throws and other strings.

His f3 has massive range, is +6 on block, and can be canceled into his restand for over 18% damage (just f3~db3).

He can cancel his pressure into AMP bf1 to remain -1 on block or get a full kombo on hit. The buzzsaw is a high, though, so it can be risky.

Finally, his d1 and d4 are both exceptional. He can cancel either into db4(?), his mid-hitting hook swing special, to keep the opponent from counter-poking.

Oh, and none of his major tools have any gaps.

Like @Trini_Bwoi said, you can tell he was a "mathematically-designed" character. His tools just compliment eat other very nicely, resulting in a ton of synergy.

One final note is that Kabal almost doesn't need offensive meter. He can use it to make straight buzzsaw -1 and kombo, or to make his downward buzzsaw safer, or to tack on a little extra damage to his hook swing special, but those are all just little bonuses that don't really affect his overall viability.

Defensive options: 5/5
His pokes are top notch and can shut down a lot of offense. His air downward buzzsaw is exceptionally safe and pretty much allows him to jump back for free. Jump-back-2 canceled into air downward buzzsaw seems to be impossible for the opponent to prevent.

Once he has Fatal Blow, the match basically stops. He has one of the best instant full-screen FBs in the game.

His pokes have excellent range, are staggerable, and lead into 50/50s, making it difficult and dangerous for his opponent to try to approach. Combined with his zoning and the threat of a Nomad Dash, it can be daunting trying to close in on a good Kabal.

If he needs breathing room, his restand special has excellent range and pushes the opponent back about 3 character lengths on block. It’s the most push-back in the game that I’ve seen.

His wakeups are both great. His invincible u3 wakeup will still catch a ton of aerial attacks thanks to how high the hitbox on his sword extends.

Neutral/Footsies: 5/5
Who needs footsies when you can keep hurling safe mid downward air projectiles at your opponent from 2/3rd screen away? Kabal has no problem keeping his opponent locked down, with the exception of Jade. His pokes have excellent range and frames, are staggerabe, and lead into 50/50s. B1 and f2 are both excellent whiff punishers.

Zoning/Anti Zoning: 4/5
Kabal’s zoning is great, between his straight buzzsaw and his downward air buzzsaw. Both score a lot of hit-stun and a knockdown, allowing him to win a lot of trades. His zoning is also exceptionally safe. The only reason for the 4-point rating is due to the long start-up of straight buzzsaw. It can be tough to use it effectively against characters with fast, safe projectiles like Kano.

Damage Output: 4/5
Kabal’s kombos don’t do a ton of damage by themselves, but they all lead into his restand vortex. Anytime he touches you, expect to deal with a 50/50, and anytime he kombos you, expect to take 20%+ into a restand where you have to guess between a 9-frame mid 50/50, a throw, b1 50/50, or f2 50/50. B1 and f2 both have FBs when punishing an attack, so it can be a bad idea to press buttons after the restand.

Punishing Efficiency: 5/5
Kabal’s standing 111 string is 7 frames and is easily comfirmable into Nomad Dash for a full kombo into his restand. His f2 and b1, though 13 frames, have excellent range. Even if the opponent is able to block, these are Kabal’s main stagger and 50/50 strings, so the odds are not in the opponent’s favor.

Final Score: 28/30
 
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xKhaoTik

The Ignore Button Is Free
Offense 1/5 - Jade has some of the worst normals in the game, notably F2 which is i28
B3 is EASILY one of the best normals/strings in the game. This alone makes her offense at least a 3. Safe normal, safe string, super hit confirmable and plus on block if she finishes it. Yes it has a gap but you can definitely play around that.

B2 is 10f long range advancing high that catches plenty of people off guard. It’s also hit confirmable. Yea it’s a high but you’ll catch people with it due to the threat of b3.
Neutral 3/5 - Jade's D4 is one of the best in the game but it pushes them out far. The rest of her options in the neutral are okay but nowhere near as good as Kabal's. Overall her neutral consists of jumping and throwing air glaives like an idiot. Which gets blown up by anyone decent.
Her neutral consists of her staying back and letting the opponent come to her, which is something she’s very good at. We saw Waz dominate people her by literally staying back. Shadow kick, b2, b3, d4 all good neutral tools. I’d give this a 4.
Zoning and Anti-Zoning 4/5 - Jade's only strength but Skarlet does this better.
This is definitely a 5 man lol come on. It’s not cetrion zoning but it’s still damn good zoning, plus the glow. Factor in the fact that she can also punish zoning with shadow kick that leads into a KB is also a plus.
Damage output 0/5 - She has the worst damage in the game hands down.
Yea her damage isn’t that great but she does get some decent damage in some situations. F2 leads to +300. JK amplified glaives leads into decent damage. AA 2 amplified up glaives leads into decent damage. D2 KB, 124 KB, shadow kick KB, throw KB and parry KB are good. I’d give this a 2


Jade isn’t that bad man lol.
 
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Clark L.

F1 ftw.
Posting from my phone, but I’ll flesh it out a bit more once I’m at my computer.

Kabal: The variation with the restand and downward air buzzsaw. I think people are sleeping on him pretty hard.

Offensive options: 5/5
Kabal is a threat from almost anywhere on screen, but is especially difficult to deal with from about 2/3rd and closer, where his safe downward air buzzsaw becomes a threat. It allows him to condition the opponent not to anti-air. He can even whiff an air normal
and still use the buzzsaw. Once conditioned, Kabal starts getting a lot of free jk pressure and even empty jumps into pressure.

His staggers are very good, and in this variation he gets 50/50s off of several of them. The overhead options are all totally safe, with f224’s overhead only being -2, forcing the opponent to respect your 7-frame d1 afterwards, limiting them to poke punishes.

His normals have nice reach and hitboxes, with a lot of solid, fast mids. He has a lot of weird block-stun and animations on his strings, which allows him stagger with strings that shouldn’t really be staggerable.

His back throw keeps the opponent in range of all his staggers, allowing him to keep up his pressure. Unfortunately, his front throw sends the opponent full screen, which is only useful in a few matchups.

He’s got a 9-frame mid that leads into a 50/50, where the overhead is safe (-5). This, combined with his restand (db3), essentially makes him a vortex character. Every time he lands a combo, you’ve got to respect that 9-frame f4, which opens you up to throws and other strings.

His f3 has massive range, is +6 on block, and can be canceled into his restand for over 18% damage (just f3~db3).

He can cancel his pressure into AMP bf1 to remain -1 on block or get a full kombo on hit. The buzzsaw is a high, though, so it can be risky.

Finally, his d1 and d4 are both exceptional. He can cancel either into db4(?), his mid-hitting hook swing special, to keep the opponent from counter-poking.

Oh, and none of his major tools have any gaps.

Defensive options: 5/5
His pokes are top notch and can shut down a lot of offense. His air downward buzzsaw is exceptionally safe and pretty much allows him to jump back for free. Jump-back-2 canceled into air downward buzzsaw seems to be impossible for the opponent to prevent.

Once he has Fatal Blow, the match basically stops. He was one of the best instant full-screen FBs in the game.

His pokes have excellent range, are staggerable, and lead into 50/50s, making it difficult and dangerous for his opponent to try to approach. Combined with his zoning and the threat of a Nomad Dash, it can be daunting trying to close in on a good Kabal.

Finally, if he needs breathing room, his restand special has excellent range and pushes the opponent back about 3 character lengths on block. It’s the most push-back in the game that I’ve seen.

Neutral/Footsies: 5/5
Who needs footsies when you can keep hurling safe mid downward air projectiles at your opponent from 2/3rd screen away? Kabal has no problem keeping his opponent locked down, with the exception of Jade. His pokes have excellent range and frames, are staggerabe, and lead into 50/50s. B1 and f2 are both excellent whiff punishers.

Zoning/Anti Zoning: 4/5
Kabal’s zoning is great, between his straight buzzsaw and his downward air buzzsaw. Both score a lot of hit-stun and a knockdown, allowing him to win a lot of trades. His zoning is also exceptionally safe. The only reason for the 4-point rating is due to the long start-up of straight buzzsaw. It can be tough to use it effectively against characters with fast, safe projectiles like Kano.

Damage Output: 4/5
Kabal’s kombos don’t do a ton of damage by themselves, but they all lead into his restand vortex. Anytime he touches you, expect to deal with a 50/50, and anytime he kombos you, expect to take 20%+ into a restand where you have to guess between a 9-frame mid 50/50, a throw, b1 50/50, or f2 50/50. B1 and f2 both have FBs when punishing an attack, so it can be a bad idea to press buttons after the restand.

Punishing Efficiency: 5/5
Kabal’s standing 111 string is 7 frames and is easily comfirmable into Nomad Dash for a full kombo into his restand. His f2 and b1, though 13 frames, have excellent range. Even if the opponent is able to block, these are Kabal’s main stagger and 50/50 strings, so the odds are not in the opponent’s favor.

Final Score: 28/30
Congrats for not downplaying your character.
 

Pan1cMode

AUS FGC represent!
Jacqui Briggs (1st Round KO)

Offense (5/5)

Her pressure is the best in the game. Her staggers with cancel are ridiculous. The opponent should always be scared to take their turn against a good Jacqui.

Neutral game 5/5

Jacqui has some of the best normals in the game. b22 reaches incredibly far and is safe on block. She has f3, a 9 frame mid which leads into all her pressure and damage. She has f12 and f4 to cover that mid distance. She is well equipped in neutral.

Her s1 is perhaps the best anti-air in the game with exceptional vertical range and great damage off it.

Defense 3/5

Jacqui has pretty awful wakeups. Their range is abysmal. The u2 wakeup doesn’t even beat people who jump on her wakeup.

Her fastest poke is 7 frames which, while not terrible, is not exceptional.

While she does have a throw tech reversal, against players in the know, this won’t matter much. The reversal can be teched and she’s sacrificing a bar for 140 damage. The KB should never be activated since the opponent can always just tech arm break (or leg break if arm break has been teched) which will mean she never meets the requirements. The window to tech the reversal grab feels larger than a regular grab. It’s definitely reactable.


Zoning and Anti-Zoning 3/5

Jacqui has no traditional zoning to speak of.

While she lacks a teleport or projectile invulnerable move, her dash punch and bf2 are useful counterzoning tools with decent range. Together they help Jacqui counterzone quite effectively.


Damage 5/5
Compared with the rest of the cast, she has great damage. 30+ midscreen and in the corner off very viable starters. She also has some very practical Krushing Blows which she gets massive damage off. Overall I think she’s definitely one of the best characters in terms of converting off each hit and overall damage output.

Overall: 21/25
 
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GLoRToR

Positive Poster!
B3 is EASILY one of the best normals/strings in the game. This alone makes her offense at least a 3. Safe normal, safe string, super hit confirmable and plus on block if she finishes it. Yes it has a gap but you can definitely play around that.
It's 11f and has no upward hitbox so it's prone to get jumped out of. Other similar mids in the game are 9f and advancing and lead to pressure with specials, launch or + on block without a major gap. B3 is fine. It's her f2/f21, b1/b12 that are some of the worst normals in the game.
You can of course cherry pick good things but unfortunately between how t-rex her 1 and 2 are, how both 3 and 4 are highs and 43xx doesn't launch high enough only on females and only with 1 bar (pathetic damage for 1 bar, too) she's not great compared to what the rest of the cast can do.

B2 is 10f long range advancing high that catches plenty of people off guard. It’s also hit confirmable. Yea it’s a high but you’ll catch people with it due to the threat of b3.
B2 is also mostly unsafe on block and combines the disadvantages of a high (crouchable) and a mid (shit hitbox upwards so only anti airs further out) and doesn't do a whole lot for her outside of specific scenarios. It's an okay move, but again, comparing her to the rest of the cast.
She has rubbish frame data, mate. It is what it is, I'm still playing her, but she's not as good as some people give her credit for.

Her neutral consists of her staying back and letting the opponent come to her, which is something she’s very good at. We saw Waz dominate people her by literally staying back. Shadow kick, b2, b3, d4 all good neutral tools. I’d give this a 4.
We also saw what happened when Waz fought BigD, someone who actually knew the matchup. With Cetrion no less, a matchup previously widely considered heavily in Jade's favour.

This is definitely a 5 man lol come on. It’s not cetrion zoning but it’s still damn good zoning, plus the glow. Factor in the fact that she can also punish zoning with shadow kick that leads into a KB is also a plus.
It's not Cetrion zoning and not Skarlet zoning so it's 1 point worse if 5 is the Cetrion zoning or Skarlet zoning. Which is a 4 in my book.

Yea her damage isn’t that great but she does get some decent damage in some situations.
"in some situations"

F2 leads to +300.
i28. Reactable. If you aren't reacting to that in a tournament you aren't ready for the tournament.

JK amplified glaives leads into decent damage. AA 2 amplified up glaives leads into decent damage. D2 KB, 124 KB, shadow kick KB, throw KB and parry KB are good. I’d give this a 2
Go ahead and give it a 2. I know the practical applications of her damage and she has nothing.


Jade isn’t that bad man lol.
Decidedly better than D'Vorah, the Kahns etc.
Not that bad, no.
Exactly as bad as I say she is.

And if she gets the very little change she needs she'll be fine, despite having normals between Average and Rubbish, simply because with the right changes she'll be able to deal with most situations that currently destroy her.