M2Dave
Zoning Master
As we patiently wait for Predator (and ESL and EVO and a certain gift from the +Zoning Heavens+ named Tremor)...
THE CATEGORIES (in order of relevance to the current meta game). Special thanks go to @GGA Max for the suggestions on the categories.
1. 50/50 mix ups and pressure (5/5) – this category revolves around offense. Consider the safety and the risk versus reward ratio of the character’s offensive tools.
2. Neutral game and footsies (5/5) – this category revolves around all the normal attacks and special moves that control the space in your vicinity. Also consider anti-aerial attacks and their effectiveness.
3. Defensive options (5/5) – this category revolves around defense, primarily an armored EX special move that launches and leads to good damage or creates offense. Miscellaneous options such as fast low pokes to stop offense are also to be considered.
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 consider the character’s ability to close the gap when full screen away. Include options such as a teleport and a dive. Most importantly, consider how zoning and anti-zoning options complement offensive options.
5. Damage output (5/5) – this category revolves around the damage that a character is able to acquire, primarily from combos. Almost all characters in Mortal Kombat X use one bar of super meter as a means for serious damage. As a rule of thumb, anything 40% or above is worth 5 points, anything in between 35% to 39% is worth 4 points, anything in between 30% to 34% is worth 3 points, anything in between 25% to 29% is worth 2 points, and anything less 24% is worth 1 point.
Bone Shaper Shinnok
50/50 mix ups and pressure (4/5)
Neutral game and footsies (5/5)
Defensive options (5/5)
Zoning and anti-zoning (5/5)
Damage output (3/5)
Total Score: 22 / 25
Summoner Quan Chi
50/50 mix ups and pressure (5/5)
Neutral game and footsies (4/5)
Defensive options (1/5)
Zoning and anti-zoning (5/5)
Damage output (5/5)
Total Score: 20 / 25
By popular request, initial reactions to Hish-Qu-Ten Predator.
50/50 mix ups and pressure (3/5 or 4/5)
Neutral game and footsies (3/5)
Defensive options (3/5)
Zoning and anti-zoning (5/5)
Damage output (5/5)
Initial reactions score: 19 or 20 out of 25
Cybernetic Kano
50/50 mix ups and pressure (1/5)
Neutral game and footsies (4/5)
Defensive options (3/5)
Zoning and anti-zoning (3/5)
Damage output (3/5)
Total Score: 14 / 25
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Your turn! Wound-Cowboyism (i.e., downplaying) is banned in this thread.
THE CATEGORIES (in order of relevance to the current meta game). Special thanks go to @GGA Max for the suggestions on the categories.
1. 50/50 mix ups and pressure (5/5) – this category revolves around offense. Consider the safety and the risk versus reward ratio of the character’s offensive tools.
2. Neutral game and footsies (5/5) – this category revolves around all the normal attacks and special moves that control the space in your vicinity. Also consider anti-aerial attacks and their effectiveness.
3. Defensive options (5/5) – this category revolves around defense, primarily an armored EX special move that launches and leads to good damage or creates offense. Miscellaneous options such as fast low pokes to stop offense are also to be considered.
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 consider the character’s ability to close the gap when full screen away. Include options such as a teleport and a dive. Most importantly, consider how zoning and anti-zoning options complement offensive options.
5. Damage output (5/5) – this category revolves around the damage that a character is able to acquire, primarily from combos. Almost all characters in Mortal Kombat X use one bar of super meter as a means for serious damage. As a rule of thumb, anything 40% or above is worth 5 points, anything in between 35% to 39% is worth 4 points, anything in between 30% to 34% is worth 3 points, anything in between 25% to 29% is worth 2 points, and anything less 24% is worth 1 point.
Bone Shaper Shinnok
50/50 mix ups and pressure (4/5)
Albeit not as strong as Quan Chi's or Raiden's reset, Shinnok has one too. If you finish combos with f+2,2,1+3 xx dark beam, you are at +8, which guarantees f+4. The overhead attack is b+3, which is -11 on block and has 18 frames of start of up. b+3 juggles and leads to 25% of damage that ends in a reset. Shinnok also has amazing pressure because f+4,1,d+2 xx EX hell sparks will loop if you meter burn the first hit of the EX hell sparks. The EX hell sparks is +12 on block, so if you run and execute f+4 at the appropriate time, the move becomes unavoidable. Looping f+4,1,d+2 xx EX hell sparks builds a lot of meter and sets up throws and b+3. Shinnok would easily receive 5 out of 5 points for this category if b+3 were safe on block.
Neutral game and footsies (5/5)
Shinnok's footsies revolve around f+4, a 7 frame poke. f+4 is starts the f+4,1,d+2 string, which builds a lot of meter with f+4,1,d+2 xx dark beam. Interestingly, the dark beam is around -4 on block but creates minor push back that positions Shinnok out of the range of many characters' low pokes. d+1 has a 6 frame start up and beats most retaliations. When d+1 hits, f+4 must be blocked afterwards. Shinnok also has a phenomenal d+4. This low poke starts up in 11 frames and is -4 on block. d+4 also low profiles under many jumping punches and kicks. You can do d+4 xx EX hell sparks in order to put yourself at +12. All the hits of the regular hell sparks hit after d+4 causing massive push back on block so that some characters cannot punish you. Pokes such as f+4, d+1, and d+4 may be punished by the best neutral jumping punches in the game, but Shinnok has answers to these problems like he usually always does. Hell sparks beat neutral jumping. The EX version juggles of course and leads to the reset. Speaking of jumping, Shinnok's d+2 has 7 frames of start up. The hitbox is just slightly inferior to Jax's d+2, the best uppercut in the game. Finally, Shinnok down players will claim that f+4 has limited range. Tell these fools that Mortal Kombat X has a run button. Slightly running and canceling into f+4 probably makes f+4 around 12-15 frames, the speed of the most common pokes in the game.
Defensive options (5/5)
Shinnok has the EX low scoop, which starts up in 15 frames, launches, has armor, and covers 90% of the screen. The other armored EX special move is the EX charging shoulder, a safer and faster alternative that guarantees a low scoop on hit. You can combo in the corner. As far as low pokes are concerned, Shinnok has the best d+1 in the game and one of the best d+4s. He also has one of the best uppercuts.
Zoning and anti-zoning (5/5)
The dark beam hits high but starts up in 15 frames, travels very fast, and has very good recovery frames. The hell sparks cover more than half the screen and can be used as an anti-aerial attack from a certain distance. Many characters can punish the regular hell sparks on block, but the EX version is +14 and has natural delay, similar to Quan Chi's EX rune. The scepter strike is slow but unblockable. This move covers all grounded space, including the space behind Shinnok, so hitting Kung Lao's teleport as he reappears on the other side of the screen is possible. The EX version has "off the ground" properties and is thus able to hit opponents who delay their wake ups. The EX version may also be guaranteed after an anti-air uppercut and an anti-air fireball. For anti-zoning, Shinnok has the EX low scoop, which starts up in 15 frames, launches, has armor, and covers 90% of the screen. You can use the EX low scoop to absorb and punish most fireballs on reaction. Even the regular scoop can be used to punish certain fireballs from long range distances.
Damage output (3/5)
Meter-less combos are mediocre in terms of damage output, but you can end combos with the low scoop, which creates an untechable knock down. One bar combos usually lead to damage in the low 30s but reset the opponent guaranteeing f+4,1,d+2 xx dark beam, which does 4% of chip damage and builds 1/3rd of a bar. b+3 leads to 25% of meter-less damage and a reset. Corner combos do slightly more damage.
Total Score: 22 / 25
Summoner Quan Chi
50/50 mix ups and pressure (5/5)
Quan Chi has one of the best vortex games in Mortal Kombat X. Using the trance, you can re-stand your opponent and disable wake ups. The most basic mix ups is between b+2, a 15F overhead, and b+3, a 10F low attack. Both options are safe with demon activation and lead to 30% of meter-less damage. Because the low is faster than the overhead, players often fuzzy-guard low and high, which can be “punished” with 1,2 xx trance or by slightly delaying b+2 or b+3
Neutral game and footsies (4/5)
Quan Chi’s primary footsies tool is the aforementioned b+2, a long-ranged overhead attack that can be canceled into EX rune for lots of positive frames on block or a combo that leads into the vortex on hit. After an EX rune, b+3 cannot be interrupted or backdashed. He also has a 5F neutral jumping punch that can clip the opponent’s limbs and lead to a vortex. He gets 1 points off because he is heavily depended on the EX rune, which requires meter, and the lack of safety on the b+3 string, which some characters can option-select punish with an armored EX special move. b+2 xx trance can be option-selected, but b+2 is not safe on block.
Defensive options (1/5)
Quan Chi is like the old lady from the “Life Alert” commercial. When he falls down, he cannot get up. He only has armor on the EX teleport, which is abysmally slow at 38 frames. Every character can “meaty” his or her attack and block the EX teleport in time or beat the armor of the EX teleport with a quick, multi-hitting string. Quan Chi’s saving grace is d+3, a 9F “low-profile” poke that is -1 on block and +15 on hit. When d+2 connects, Quan Chi is able to re-establish momentum.
Zoning and anti-zoning (5/5)
Quan Chi has the best zoning in Mortal Kombat X. He is the only character in the game who can lock you down with projectiles from a distance. He has a high fireball, an aerial fireball, a fireball that starts up from the ground similarly to Freddy’s spike, and the demon, which includes various fireballs. The far rune checks, and sometimes even punishes, the vast majority of projectiles when blocked, so attempting to zone Quan Chi is futile. The zoning also builds meter very efficiently. Most importantly, however, the zoning forces predictable mistakes and careless approaches that provide opportunities to set up the vortex.
Damage output (5/5)
Re-stand combos do about 30%. Regular one bar combos do about 40%, position the opponent full screen away, and end in demon activation. Quan Chi can also do 25% to 30% unbreakable combos from across the screen using one bar of meter. The damage output is very high. As a result, the comeback potential is awesome.
Total Score: 20 / 25
By popular request, initial reactions to Hish-Qu-Ten Predator.
50/50 mix ups and pressure (3/5 or 4/5)
This variation has the PCC (Plasma Caster Cancel) which functions similarly to Tanya's teleport cancels, but instead of canceling with d,d, you do so using either b,b or f,f, which drains one bar of stamina. When canceled, most strings appear to provide reasonable block frame advantage (i.e., around +5). The opponent can back dash or retaliate with an armored EX special move but cannot jump or attack. Moreover, when canceled, most strings combo into themselves. For example, 3,2 xx PCC will combo into 3,2. Speaking of 3,2, the second hit of the string is an overhead, so the 50/50 mix up is between 3 xx EX ground plasma and 3,2 xx EX ground plasma. EX ground plasma juggles and is safe on block, even when the last hit whiffs. You can also do 3 xx close ground plasma or 3,2 xx close ground plasma. The close ground plasma is +30 on hit, but it is punishable on block by Cassie's back flip and Kung Lao's EX spin. I have some concerns that with adequate Predator experience good players may be able to fuzzy guard 3 xx EX ground plasma and 3,2 xx EX ground plasma. I am therefore uncertain how good Predator's offensive options genuinely are. He really needs 3 xx EX ground plasma and 3,2 xx EX ground plasma to be a mix up if he is to be a top tier character.
Neutral game and footsies (3/5)
Predator has nothing crazy like Cassie's b+1, D'Vorah's f+1, or Quan Chi's b+2, but he does have the longest-reaching d+4, which starts up in 8 frames, recovers at -13 on block, and provides an advantage of +16 on hit. Most characters cannot punish a well-spaced d+4. For those who can, d+4 xx PCC keeps you safe on block for a bar of stamina. You can do d+4 xx close ground plasma, but this string is anything but tight. Predator also has one of the best neutral jumping punches in the game. The range and hitbox are very impressive. b+2 has superb range but hits high. Predator's uppercut is mediocre, but he can anti air consistently with EX up plasma, which starts up in 6 frames. 3,2 xx plasma shot jails on block and is safe against all characters. Interestingly, his throw has slightly more range than other throws. At this point, I have to say that the footsies are average.
Defensive options (3/5)
Predator's only armor move in Hish-Qu-Ten is EX stab, which juggles and has lots of range but starts up in 23 frames. This move seems kind of like an inferior version of Bone Shaper Shinnok's EX low scoop. Any character with quick, multi-hitting normal attacks will unfortunately be able to beat and ignore the armor. As far as low pokes are concerned, he has a 7F d+3, a 9F d+1 that is +1 on block, and the aforementioned d+4 discussed above.
Zoning and anti-zoning (5/5)
Albeit not as powerful as Summoner Quan Chi, the zoning is one of the best in the game. All the plasma shots - the high, the ground, and the up - have impressive recovery frames and hit advantages. First of all, if the high plasma shot hits, the following ground plasma shot must be blocked. Likewise, if the ground plasma shot hits, another ground plasma shot must be blocked. Opponents cannot forward dash in between two consecutive high plasma shots. In addition, if opponents block a far plasma shot, the next high plasma shot cannot be forward dashed. You can anti air with the mid ground plasma shot, which gives you a guaranteed far close ground plasma shot. You can anti air on reaction with the EX up plasma shot and convert into combos. Use the uppercut outside of the range of the EX up plasma. The start up on the disc is slow, but when used at the right time, it can be an effective zoning tools. The disc will, however, disappear if Predator blocks an attack or is hit. Because Predator's projectiles have a much quicker recovery than almost any other, anti-zoning is a non-issue. The meter building on the zoning is nowhere near as good as Summoner Quan Chi's, though, while the EX stab fails to control the screen like Bone Shaper Shinnok's EX low scoop does.
Damage output (5/5)
Predator's damage output is phenomenal. Every combo leads to 40% or better. Even a raw EX stab results close to 40% of damage. Also, you can switch sides with the regular and EX stab by tapping back. I sense damage normalizations, but I hope not.
Initial reactions score: 19 or 20 out of 25
Cybernetic Kano
50/50 mix ups and pressure (1/5)
Cybernetic Kano is unquestionably the most offensively challenged character in the entire game. He has no overhead attacks, no advantageous EX moves, and no run cancels to abuse like every character in the game. The only move that provides any significant, and I use this adjective very loosely in Kano's case, block advantage is the EX knife, which is a pathetic +5 on block. In comparison, other zoning characters have access to almost twice as much block advantage as Kano. For example, Quan Chi is +15 after an EX rune while Shinnok is +12 after an EX hell spark. These two characters have overhead attacks and resets too, and superior zoning abilities, which I discuss below. I really have nothing else to add other than breaking down opponents with Kano is incredibly difficult and frustrating.
Neutral game and footsies (4/5)
Kano has excellent control of the mid range game with b+2, which kind of reminds me of Sinestro's b+1. In addition, d+4 is a superb low poke that "low profiles" under some mid as well as jumping attacks. Kano also has b+1, which is one of the very few normal attacks that can consistently be used as an anti-aerial attack. While these pokes occupy a fair amount of space, they are defensive by nature because of the lack of block advantage. A top tier character such as D'Vorah has the ability to control even more space and be at an advantage. She has long-ranged normal attacks that create offense while Kano's lead to nothing. If you are adequately fortunate, you may land b+2, which leads to combos in the mid 30s. When D'Vorah lands f+2,2, she gets 40% combos. The initial hit is an overhead attack too.
Defensive options (3/5)
Cybernetic Kano has the EX up ball, which has armor, is safe on block, and creates massive push back on block. However, sometimes a glitch may occur in the corner where the second hit of the up ball whiffs, as you are left wide open for all sorts of punishment. The other armored EX special move is EX straight ball. You can combo from this move but only at point blank range. The damage output is mediocre unless you use another bar, which, trust me, you really do not want to do provided that the combo kills your opponent. In terms of defensive low pokes, he has d+4, which I have already discussed above. Perhaps Kano's defensive options will be worth 4 out of 5 points if the EX up ball glitch is fixed in the near future.
Zoning and anti-zoning (3/5)
When I purchased and played the game the first week of release, I thought Kano had the best zoning in the game. I owe the zoning community an apology for my foolishness. Kano's zoning is massively overrated. Having a fast and mid-hitting projectile sounds great on paper but not when such a projectile only does 5% of damage in a game with a run button and abundant teleports. Because of the low damage, the best zoning characters in the game easily out-zone Kano from a distance. Bone Shaper Shinnok's dark beam, for example, does 8% of damage and has a quick recovery and traveling speed. The dark beam does hit high, but Kano cannot get a knife on the screen without trading 5% for 8%. The same scenario applies to Quan Chi, Predator, and Tanya, and possibly others. The up laser is a worthless special move, and the faster you forget that this move exists, the more success you will have with Kano.
Damage output (3/5)
Combos range from low 30s to mid 30s with a bar. He can do combos in the high 30s in the corner and re-stand the opponent. For what purpose, I do not know. Nonetheless, the option is available. Meter-less damage is pitiful and resembles Noob's in Mortal Kombat 9.
Total Score: 14 / 25
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Your turn! Wound-Cowboyism (i.e., downplaying) is banned in this thread.
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