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Osirun

www.powerupfighters.org
Shinnok All Variations

1. 50/50 mix ups and pressure (4/5)
Impostor Shinnok has a great 50/50 game, and the damage buff makes it more scary. The opponent cannot armor out if the Shinnok player goes right for the mixup, and even though they can block at any time, Mimicry is up there with Quan Chi's trance in terms of usefulness. It is not as easy for Impostor to open people up when compared to Kung Lao, Raiden, or Kung Jin, who have safe or easily option selected overhead options, more easily hit confirmable mixup strings, and so on. However, Impostor is still a great variation.

Pressure is the realm of Boneshaper. Cancels off of the last hit of f.2,1,1+3 (Deity) are wonderfully useful and really put the opponent on the defensive. The pressure is not endless, but now all variations can make use of a meter burned Hell Spark on the first hit to stay in range for pressure. Shinnok can now be overwhelming, especially against inexperienced players.

2. Neutral game and footsies (4/5)
Yes, Shinnok has a very fast move. Probably one of the fastest in the game, but if he is not in Boneshaper he cannot really make great use of f.4 (Shin Kick). Boneshaper's footsies are where most of this 4/5 rating comes from, as Necromancer's zoning can still be avoided by opponents who are prepared for it.

Necromancer is still good, but the zoning is one-dimensional. Will I flick, or won't I? The tools in Necromancer are not suffocating. Boneshaper's special moves are slow, but sometimes the unblockable will catch people turtling at long range. Impostor, at long range, is nearly a useless variation. The "footsies" revolve around when and where to teleport.

Other than f.4, Shinnok has very few fast normals that lead into any real damage. Yes, he can poke you out with d.3 and his d.1 is great, but longer range moves are slow, such as b.1, f.2, and s.4.

Lastly, while Hell Sparks is a great anti-air, and his uppercut is not shabby at all, I have had mixed success with Hell Sparks at a little closer than jump in distance. The sparks are simply not fast enough to catch opponents who jump in from a position close to Shinnok. I have also had, very often, the great pleasure of seeing a Kung Lao or Kung Jin dive kick right through the middle of Hell Sparks. Mileena has also rolled past Hell Sparks very often as I throw it out as a sort of poke to read her jump-in or run. I'm sure other characters can similarly avoid Hell Sparks in this way.

3. Defensive options (4/5)
Impostor is not the defensive player's choice, let me get that out of the way. You can play Impostor defensively, but it is not really what you want to do with that variation. You wanna play keep away? Play Necromancer. The tools, while avoidable and predictable, are still good and can frustrate non-teleporting characters immensely.

All of Shinnok's variations benefit from Hell Sparks. It is a major disincentive to jumping, in spite of the drawbacks to the move I described in the neutral game section.

EX Scepter Slam is a great reversal that leads to a combo, and is something I need to use more of now that the Deity string can be cancelled out of. I often find myself using EX Shoulder on wakeup, and in Boneshaper you can follow up with a Scepter Slam, while in Necromancer you can follow up with a Summoned Fiend. However, EX Shoulder is a better wakeup in the corner, where the combo ability is better.

4. Zoning and anti-zoning (5/5)
Instant air Tricky Port is the ultimate in anti-zoning for Shinnok. Read that projectile, and then put them in the Mimicry vortex. It is the long range mind game that Impostor Shinnok must use to maintain safe distance and put mental pressure on the opponent.

Necromancer is also good at both zoning and anti-zoning. Flick and Summoned Fiend are good at long range, but Summoned Fiend is -20, so there is the potential for quick teleport punishes, fast advancing specials, and run pressure to happen if the move is thrown out without caution. However, combine these two moves with Hell Sparks, and Necromancer can become a nightmare for non-teleporting characters.

Boneshaper is not the most wonderful zoner, but Shinnok as a whole still deserves the 5/5 because of the usefulness of Hell Sparks. Yes, it is unsafe without a meter burn on block, but the move is good and should not be underestimated. The Boneshaper vortex is okay, but once people start canceling into Hell Sparks off of a Deity string and resetting the long range game, I believe the zoning strengths of Shinnok will begin to shine more.

Lastly, there is the matter of Shinnok's basic mobility. His special moves really give him the 5/5 score here, because his mobility is average. His run is good, but not very fast, and his backdash is average. Air Tricky Port would be crazy good if Shinnok could teleport somewhere not right next to the opponent, for the additional movement and mixup potential, but that is not the case. Also, IATP is very likely to get hit out of its startup by a projectile, and the opponent will begin to get the read on your teleports just as they would against a Kung Lao. So IATP mobility is good, but not great.

Often, in Boneshaper and Necromancer, I find myself backing up to create the space for an effective Hell Sparks anti-air or Flick offense. This could just be my playstyle, of course, but I find very little that Necromancer can do up close, and I do not have a dive kick or other aerial move that bounces me around the screen and past my opponent. I am stuck as a kind of tower of defense, waiting for my opportunity and pestering the opponent at long range. So mobility is not very good in Necromancer.

Boneshaper is the variation that rewards rushing your opponent down thanks to its great strings, but a lot of the time Shinnok is adjusting his spacing while slowly being pushed to the corner. Even as you rush in with a run, that is all you can do. Boneshaper does not have a move to get Shinnok out of trouble or feint the opponent like a neutral jump into Air Tricky Port. That all said, EX Shoulder is a great way to spend bar in all variations if your goal is simply to escape pressure. You get a bit of breathing room, but still are close enough to the opponent to be worried. So, Shinnok's mobility is not great, but his 5/5 score for zoning and anti-zoning still stands fairly firm.

5. Damage output (3/5)
Shinnok is a medium-damage character without his Mimicry damage boost. Mimicry is most of the reason for the 3/5 rating. The damage can get silly, but when you take Shinnok as a whole, Necromancer and Boneshaper do not dish out the damage all at once like Impostor can. Also, this Mimicry damage is not guaranteed. The opponent does have the chance to block or otherwise avoid the mixup, so the 3/5 rating makes even more sense. In addition, some move steals are utterly worthless and should not be used even as damage enders because the Mimicry vortex is much better. So you lose the opportunity to really take advantage of the damage buff. Sometimes your best mixup is a throw, and while it is still powered up to around 16%, that does not merit more than a 3/5 rating when taking all other things into consideration.

Boneshaper can deal more damage now thanks to the cancelability of the Deity string, but the damage is not out of hand. It is difficult to hit someone with a raw Deity string, and this makes option selecting the f.2 in Boneshaper important, but then leads to damage scaling as the combo continues. If Deity is thrown out with abandon, it is -22 on block, since the capture will not come out on block. In Boneshaper, it is more likely that you will be hitting the opponent with f.4,1,d.2 or f.3,1,d.2 and confirming into Hell Sparks, with the subsequent damage scaling. If you are on point with your hit confirms, you'll cancel after f.4,1 or f.3,1, but again the damage being dealt is not immense. The reset potential is great, but the combo damage itself is average in a game where the average combo with meter can still net around 32-35%. In my opinion, for Shinnok this is as it should be.

Comprehensive Score: 20/25

Great topic, and I hope my contribution is useful.
 
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BunLantern

Long live b13 minigun
Tigrar Fury Goro

50/50s and pressure- 2.5/5, His 50/50 can lead into some solid damage off the overhead and the low fireball IF you meterburn PW or low fireball. However the low fireball can be interrupted and the MB version has no armor so if they guess right you lose health and meter. His pressure would be good if he wasn't so free to jump overs. Tick throw off B1 and ji3/4 into Shokan grab can be useful when pressuring an opponent.

Neutral game and footsies- 2/5, Hard for Goro to control the screen, especially against teleporters. MB punchwalking through a projectile at mid screen is satisfying on a good read and his sweep is awesome. Unfortunately both those things are blown up by jumping which is Goro's biggest weakness.

Defensive options- 2/5, You have to know where the gaps in your opponents strings are so you can MB punchwalk through them. Goro is too slow to do much else on defense. If you have no meter and are getting pressured it's sometimes good to let a few attacks hit you so you build meter and don't lose a bunch of life to chip. Only reliable anti air option is to spend the bar on a MB telestomp but that only does 15% if both parts hit and when landed Goro will back away from your opponent.

Zoning/Anti Zoning- 2/5, His zoning is somewhat passable in this variation. Fireball is much faster than Shokan bolt and a little harder to jump over. Unfortunately it hits high so your opponent can just neutral duck to avoid any chip. Against a few characters (Jax and Kotal Khan) it's a great way to build meter and make your opponent come to you if you have the life lead because the damage on fireball is actually decent. His anti zoning revolves around telestomp and MB punchwalk. MB punchwalk is usually your best bet (Both Briggs can break your armor with their machine guns.) if you can get yourself close enough to where it will hit. Telestomp can be useful against some of the cast with slower projectiles (Sub Zero, Johnny, other Goros). All his options are risky and can lead to him getting punished big by the entire cast.

Damage output- 3/5, Goro's damage in any variation is not awful. 30%+ off of anything involving MB punchwalk (even raw). Getting the damage without meter is a problem because his one launching string hits mid and the last hit that actually launches can be back dashed, armored, and sometimes it'll just whiff even if the rest of the string connects clean. If they fix that string I could see this being a 4/5 for Goro because he would have 2 decent ways of starting a combo.

Total- 11.5/25
 

MadeFromMetal

Heart From Iron, Mind From Steel.
I'd say add 1 to each category but subtract 1 from damage since the 40% is only in one scenario and every other time it's 30-34ish. Anti zoning needs at least 1 point for projectile immunity at the beginning of charge. Defensive options are definitely a 5/5, we have the best overall armor options in the game and a 6 frame d1. Neutral game and pressure also need plus each for the command grabs speed and range. New score 18 or 19/25 I'd say
I actually agree with all of this. I rarely throw out the command grab in neutral because I rarely think of it, so I learned something today. Thanks.
 

M2Dave

Zoning Master
how about setups? Sorceror's spells make the variation really scary, but in this thread I'd downvote him because I can't give 6 to his damage (rune traps) and I don't know where to put the fact that after every combo he gets a spell out.
You would then consider what the spells do to boost each category. Does Quan Chi gain better mix ups, zoning, defense, etc. ?

Such nonsense was clearly listed as forbidden in the OP.
Unfortunately, Cybernetic Kano is genuinely bad. He is like a poor man's Bone Shaper. He has no offense to complement the decent footsies and zoning. Cutthroat is Kano's best variation.
 

Yoaks

A spaceman
Ravenous Mileena:

50/50 and Pressure: 3/5
F4 (low) and Ex Roll (OH) are solid mixups but you have to rely alot on meter with her mixup game. But this is where Low Pounce comes in handy. In Ethereal and Piercing you have to use Ex Roll more often to open up your opponent, but with Ravenous you have her Low Pounce, which is an over head lol. You can use this on your opponents wakeup or tick throws with the 21 string (high, low).

Neutral game and Footsies: 5/5
This is where Mileena shines imo. Her anit airs are some of the best in the game. Her roll low profiles and aa's almost anything in the game. But if Roll doesnt aa something, her d2 will. Or her b3. Or s1/2 for crossups. Low profiling with d4. etc.

Roll is also a great whiff punisher and footsie tool. Her b2 (in Ravenous and Ethereal) and f2 are good normals to punish whiffed normals or strings.

Defensive Options: 2/5

This is where Mileena struggles the most. Even tho her normals have good reach. They are slow incomparison to the rest of the cast. Her pokes are also slow and don't have good reach. She has to rely on yolo Rolls and Ex Rolls to deal with pressure.

Zoning and Anti-Zoning: 3/5

Put 1 more point in for Piercing. Mainly because Low Sai does so much with avoiding high projectiles. Other than that she still has decent zoning in Ravenous with her Air Sai and regular Sai. Anti zoning with Roll to make High projectiles or even Mid projectiles whiff and Teleport to avoid all projectiles and to stop people from jumping when they are full-screen. Tele and Roll however are obviously really punishable on block and need to be used on a read.

Damage Output: 4/5

She gets anywhere from 31% to 36% to 41% meterless. Granted the 41% is off of her 33 frame overhead.

28% to 32% with meter.

Score: 17/25
 
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Jupe

Mortal
Cutthroat Kano

1. 50/50 mix ups and pressure (3/5) – Safe 50/50 that both lead to meterless combo in corner or 1 bar combo midscreen. The range of his overhead option is horrible. He doesn't have overhead or low specials so no mixups within strings. EX-knives leave kano too far away to continue pressure safely.

2. Neutral game and footsies (5/5) – Good pokes, advancing safe normals that can lead to pretty high damage. Very good backdash for whiff punishing.

3. Defensive options (3/5) – Armor move that leads to full combo but is full combo punishable on block. No reliable antiair but can low profile very well. Very good backdash.

4. Zoning and anti-zoning (3/5) – Fast projectile but it hits high. Air ball can be used to punish zoning on read.

5. Damage output (3/5) – Maximum damage of his combos is definitely one of the highest in the game but his unbuffed damage is average. Must spend bar midscreen to get good damage from low or overhead starters.

Overall 17/25. Average character in almost every category, excels in neutral game and footsies.
 

SaSSolino

Soul Stealing Loyalist
Full Auto Jacqui Briggs:
1) 50/50 mixups and pressure - 3/5
2) Neutral game and footsies - 3/5
3) Defensive options - 1/5
4) Zoning and anti-zoning - 3/5
5) Damage output - 5/5

Total - 15/25

No need to go into detail. If you play this character, you know why she has the numbers listed above.

Edit: Revised a bit after some consideration.

he said no downplaying in the main post.
 

GAV

Resolution through knowledge and resolve.
Sun God Kotal Khan
17/25 OVR

50-50 - 4/5
Neutral - 4/5
Defense - 4/5
Zone - 0/5
Damage - 5/5​
 

Kyu

CHOO CHOO BANE TRAIN
Relentless Jason

50/50 - 3/5 Reading the OP, it says "consider the safety and the risk versus reward ratio of the character's offensive tools. Jason's only real "50/50" is in his b122 string. You can tick throw off b1, or you can let the full b122 string go which can catch a jump. B12 by itself is only -1 which is very, very good and the reach is pretty ridiculous, so I'll give him a 3/5. He also as f3 and f44 which is overhead and low, but neither really lead to much anywhere other than the corner.

Neutral - 4/5 - I think Jason has a pretty good neutral game. His b1 string reaches very far, and his command throw does as well. He also has an anti air grab that when mb'd leads to a hard knockdown, but I'm still testing its effectiveness. He has lots and lots of armor in his command throws which can help stuff any stray pokes. He also has very very strong corner carry but I don't know if that applies here or in offense.

Defense - 3.5/5 - Jason has alright defense. He has a njp with pretty fast startup, and fast side switching command grabs that lead to hard knockdowns which switch sides. They're very very useful in the corner. Almost all of his grabs have armor on them when mb'd which is useful for exposing holes in string gaps. The only place he lacks in defense is his pokes. 8 frame d1 and every of down poke he has I don't really want to talk about.

Zoning - 1.5/5 - The only reason I give him the .5 is because of his mb tele. It can sometimes be useful to beat out predicted zoning.

Damage - 2-5 depending on health lost - Relentless Jason gets more damage the more health he has lost. So basically, he starts at about 29% meterless, and his grabs do about 13% or 14%. If you lost round one, you'll see about 30-31% damage increase on your bnb and grabs do about 16%. If you clutch out, and I mean like you're down to 5% health clutch out round 2, you're dealing about 35%-37% meterless. In the final rounds of some games, I've had my meterless corner carry bnb do 40% damage, and my MB command throws do 27%. So his damage can be very very good or below average.

Total Score - 14/25 to 17/25 depending on health lost in matches.

Critique me other Jason players, because I just finished my first week with the character.

EDIT* I forgot to mention, his Tight Squeeze command grab (ticks off b1) only has 12 frames of recovery. If I do a b1 into Tight Squeeze and the opponent attempts a NJP punish, I have enough time to block the NJP (Still have to test with people like Quan and Jin)
DOUBLE EDIT* Just did the damage calcs. After losing the first round, going to 1% and winning the second round, and then going to 1% in the final round, his METERLESS bnb does 45%, and his mb throws do 30%.
 
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Name v.5.0

Iowa's Finest.
Stunt Double Johnny Cage

50/50 mix ups and pressure: 3/5
- No real mixups to speak of beyond "Is he going to throw?" Plus frames, quick pokes, and mimic shadow kicks lead to pretty good pressure. Great corner pressure.

Neutral game and footsies: 3/5 - Without mimics he doesnt control space that well. His best footsies tools are F2 and F3. F2 is good but not great. Easy to block considering you barely need to block low. F3 is nearly useless unless cancelled into clones which is armor punishable. He does...ok. Oh, and D4 is pretty bad ass.

Defensive options: 4/5 - Solid wakeup in Nutcracker. Launches for full combo. Jumping beats it so EX Shadow Uppercut can be used but doesnt combo. If you have mimics you can sometimes use them to get people off if they aren't using meaty attacks. SDJC can be hard to approach when he has mimics out.

Zoning and anti-zoning: 2/5 - Forceball isn't a great zoning tool. Easy to duck and jump over. However, mixed with mimics you can keep people off you for a few moments.

Damage output: 5/5 - Midscreen: He does decent damage with no clones. With clones he can get upwards of 40%. Spend a bar and it's nearly 50%. X-Ray can put you at around 65%. Corner: Meterless he easily gets upper 30's without clones, mid 40's with. A bar with clones can get you nearly to around 50%. Possibly the most practical, damaging X-Ray combo in the game at 70% (76% in red mode).

TOTAL SCORE: 17/25
 
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E

Eldriken

Guest
Relentless Jason

50/50 - 3/5 Reading the OP, it says "consider the safety and the risk versus reward ratio of the character's offensive tools. Jason's only real "50/50" is in his b122 string. You can tick throw off b1, or you can let the full b122 string go which can catch a jump. B12 by itself is only -1 which is very, very good and the reach is pretty ridiculous, so I'll give him a 3/5. He also as f3 and f44 which is overhead and low, but neither really lead to much anywhere other than the corner.

Neutral - 4/5 - I think Jason has a pretty good neutral game. His b1 string reaches very far, and his command throw does as well. He also has an anti air grab that when mb'd leads to a hard knockdown, but I'm still testing its effectiveness. He has lots and lots of armor in his command throws which can help stuff any stray pokes. He also has very very strong corner carry but I don't know if that applies here or in offense.

Defense - 3.5/5 - Jason has alright defense. He has a njp with pretty fast startup, and fast side switching command grabs that lead to hard knockdowns which switch sides. They're very very useful in the corner. Almost all of his grabs have armor on them when mb'd which is useful for exposing holes in string gaps. The only place he lacks in defense is his pokes. 8 frame d1 and every of down poke he has I don't really want to talk about.

Zoning - 1.5/5 - The only reason I give him the .5 is because of his mb tele. It can sometimes be useful to beat out predicted zoning.

Damage - 2-5 depending on health lost - Relentless Jason gets more damage the more health he has lost. So basically, he starts at about 29% meterless, and his grabs do about 13% or 14%. If you lost round one, you'll see about 30-31% damage increase on your bnb and grabs do about 16%. If you clutch out, and I mean like you're down to 5% health clutch out round 2, you're dealing about 35%-37% meterless. In the final rounds of some games, I've had my meterless corner carry bnb do 40% damage, and my MB command throws do 27%. So his damage can be very very good or below average.

Total Score - 14/25 to 17/25 depending on health lost in matches.

Critique me other Jason players, because I just finished my first week with the character.
When it's on the final round and you lost most of your health during the round that you won and lose a fair share of it on the third, his regular throw does like 19%. O_O

Also, his dbf2 does like 22% regular and 30%~ when enhanced. His damage is outrageous depending on how much damage he's taken going into the third round and gives him amazing comeback potential. That's why I generally don't mind losing the first round. =P
 

Kyu

CHOO CHOO BANE TRAIN
When it's on the final round and you lost most of your health during the round that you won and lose a fair share of it on the third, his regular throw does like 19%. O_O

Also, his dbf2 does like 22% regular and 30%~ when enhanced. His damage is outrageous depending on how much damage he's taken going into the third round and gives him amazing comeback potential. That's why I generally don't mind losing the first round. =P
This is why I struggled when doing the damage portion lol. He has stupidly strong damage if you've been having close rounds, but if you mop them up his damage is a bit lackluster.
 
E

Eldriken

Guest
This is why I struggled when doing the damage portion lol. He has stupidly strong damage if you've been having close rounds, but if you mop them up his damage is a bit lackluster.
Yep, I agree. Enhancing his moves in combos also does next to nothing. It usually only adds like 2-4%, which is not worth a bar. Jason's bar is usually saved for armored command grabs/clothesline.
 

learis1

Guardian Cadet
Ninjutsu Scorpion

1) 50/50 mixups and pressure (3.5/5) - He's got an overhead and a low which he can cancel into ex spear for semi safe good dmg, or which he can complete their strings for meterless 15% dmg. He's also got a "vortex" situation when he connects a teleport on a standing opponent. Against newbs who can't react to his 25 frame overhead it's easily 5/5. Otherwise his vortex is all but negated. Still though, connecting a standing teleport in combos allows for an excellent reset and if you mix in throws here and there than it's a good mixup. But overall Ninjutsu's threat will not come from any strong mixups.

2) Neutral game and footsies (4.5/5): F2 is perhaps one of the strongest footsie tools in the game. You need to be very smart though when using it. Make your opponent press buttons from bad times and spacing and you'll connect this launcher into a 30+ meterless dmg combo that leads to a reset. it's relatively safe as well. But it's absolutely a footsie tool as it will not mix up, so it requires skill to connect. B2 is a more unsafe but farther reaching footsie launcher. You'll use it much less outside of combos, but it has a purpose for surprising opponents and catching air jumpers from afar. It's much more unsafe so space it wisely. Ninjutsu is hands down a footsie character, and he does it very well. If you enjoy footsies, then this is the character for you! The only reason he's not 5/5 is because he lacks a good anti-air special, but his air-to-air attacks can lead to great dmg since he can cancel air attacks into teleport.

3) Defensive Options (3.5/5): Ninutsu can struggle somewhat in this area. His only true armored attack is his takedown, which is a low dmg highly punishable attack. His wakeup teleport is actually an armored launcher, a risky one though. Still at least he's got it. His best defense is also his best offense in putting up a brick wall with f2. When you feel too pressured, use a teleport but cancel it by immediately pressing forward so that it simply allows you to retreat.

4) Zoning and anti-zoning (2.5/5): I might get flack for this, but I feel Ninjutsu scorpion loses badly in the zoning game. Characters like Kitana will give Ninjutsu scorpion a lot of trouble. Yes, his ex teleport can be a rewarding projectile counter if you guess right. But if you guess wrong and they block it, then it's a very bad punish you'll receive. Ninjutsu scorpion lacks a good projectile. You want to always be in footsie territory with him.

5) Damage potential (4/5): Ninjutsu Scorpion has received excellent damage buffs thanks to the latest patch. You're probably not going to score in the upper 30's with him unless you're an execution master, but you can easily break into the 30's off of nearly all of his combos. And the best part is with his safe f2 footsie tool he can do it without requiring meter! Other options are his overhead or low canceled into a safe ex spear for decent damage off of 1 bar. But again I have to harp that his overhead is reactable so don't count on easy mixups to get your damage. With footsies being his overwhelming strength, you'll have to work hard at getting that damage as footsies are nowhere near as easy to open people up with as 50/50's are, but you'll feel much more fulfilled when you do.

Overall score (18/25)
Don't let this lower score dissuade you. I'm harsh in my grading system. Overall I feel Ninjutsu is solid, but not top tier and definitely not easy to use at all! He requires a lot skill with regard to spacing and knowing your opponent's tendencies. Savor the challenge! If you want to play true footsies (a rare treat in a MK game), then play Ninjutsu!

P.S. Great thread Dave. I thouroughly enjoyed making a write up of my favorite character :)
 

SaSSolino

Soul Stealing Loyalist
How is it downplaying? If you're such the expert, then explain to me why the values should be higher.

well I am not claiming to be an expert but let's start with saying that her zoning is at least 4/5. you can't zone everyone and that's true, but the gun breaks armor and the rockets are really annoying. the uprockets lead to a combo and catch incoming jumps really good.

I also belive that her defense is higher thanks to the reversals, her pokes aren't so bad either.

50/50s are also a 4/5 imo.
 
Raiden (Thunder God)

50/50 /Mixups - 5
He's got a safe 50/50 launcher into a vortex. The OH/low are both 13 frames so they can't be fuzzy guarded and the OH leads to his best corner damage

Footsies/Pressure - 3
His footsies are average at best with many characters being better at it, so he has to work in the nuetral game. He doesn't have much pressure in frame traps either, but everything he has is safe or hit confirmable, and you can't wake up vs him with his reset. That helps a lot.

Defense/Armor - 5
His 4 armor moves cover anti air, anti zoning, and can lead to full combos. Although they can all be punished with proper reads, he can also counter anything you do with his own reads. Plus his meter build makes him always have armor or breaker. Also his f1 is a good AA and one of the best punish normals in the game.

Zoning/Anti Zoning - 3
His zoning sucks but he can place a trap with meter which throws people off. His anti zoning doesn't get him a full combo, but his superman has the best corner carry in the game. So these cancel out his bad projectile

Damage - 5
His BnBs get around 40% with one bar midscreen and more in the corner. If your in the corner he can reset you into a 50/50 from 30/40% meterless.

Total = 21/25

@General M2Dave
 
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Second Saint

A man with too many names.
It's not really the variation I play, but since War God's already been done in here a few times, I'll give my thoughts on Blood God.

Blood God Kotal Kahn

50/50 mix ups and pressure (1/5):

Well...he does technically have both an overhead and a low. A 9%, slow, unsafe overhead that doesn't combo and a low that can only net a combo with meter. Other than that, it's mids all day. His best pressure string starts high and tends to whiff the following mid on crouching opponents anyways.


Neutral game and footsies (3.5/5):

His f1, f2, b1 are all good advancing normals, though none of them are safe for Blood God. He can skew the risk/reward in the neutral game with totems, either offensively with damage from crystal totem or defensively with obsidian totem. It's unlikely you'll have these out at all times, however. I can see this potentially being a 4, but the lack of safety and the necessity of keeping a totem up drag it down to me.

Defensive options (2/5):

Good pokes and obsidian totem. His parry is awful because it doesn't actually stop the opponent's attack, making it only effective against single hits. I've literally been punished for parries I've connected since fast multi hitting attacks just blow right through it. Arguably the worst wakeup in the game because he has no armor at all.

Zoning and anti-zoning (2/5):

You can't really zone because the normal projectile is just too slow. EX sun disk is good, hitting ridiculously hard, mid, and rather fast. Consequently, it has some decent anti zoning qualities because with very few exceptions, you will win any trade and get a knockdown. With totem out, EX sun disk does damage in the low 20's. Totem and Blood Sacrifice break 30%. You don't ever want to trade with that.

Damage output (5/5):

Best in the game, bar none. I'm not a fan of breaking scales, but if I were, 6 easily.

Total Score: 13.5/ 25

Blood God isn't my main, just something I mess around with every now and then, so if you disagree, feel free to point out why. I can see a couple of the categories maybe being a little higher.
 
Relentless Jason

50/50s and pressure: 3.5/5


Doesn't have your conventional low/overhead starters, but has his own 50/50's all the same. B1 tick throw, b122 is a 50/50 in itself, as their eating a tick throw or getting full combo punished. Also has f44 (low) f3 (oh) to keep them honest. With the EX Pursuit buff, you have safe ways of handicapping the opponent. Most strings can also be cancelled into a tick throw, so you're always on your toes. Jason has great pressure, but the risk reward compared to the higher crop of characters is a bit worse.

Neutral game and footsies: 5/5

This is where Jason shines. Absolutely dominates the neutral and spacing game with b1. With the recent hitbox fixes, it's extremely easy to bait out pokes into full punishes. There really aren't many strings in the game that can control space like b122 can, absolutely obnoxious hitbox. Also has a ton of anti air options between b2, ex choke, b1 etc. Most are easily confirmable and lead to a full punish.

Defensive options: 3/5


Once Jason's being pressured or has been knocked down he is pretty average. Ex tele is a great wakeup, that can reverse corner position, and also has ex grabs to reverse position. Tele also gives you the advantage of a full combo punish on a ready. An 8 frame poke isn't terrible by any means, but has rather short range on it. The rest of his normals are rather slow, and aren't great for poking.

Zoning/anti-zoning: 3/5


Has no fullscreen tools, as tele without ex is predictable. Ex does make it safe, but you're eating pressure afterwards. Still a good tool on read to get pressure going/ a full combo punish. Ex clothesline is also great for getting in. Has a long armor window, and can easily react to projectiles with it. Is a high, so a crouch means it's getting full punished. No reason to have to worry about him full screen.


Damage output: 4.5/5
All of his damage is meterless, and pumps out ridiculous amounts. The only reason this isn't a 5 is because you need to take damage to build up his Relentless passive. Once you have a couple of rounds under your belt, you can net 50% meterless off of a jump in, 35% of a fast advancing mid, etc.

Total score: 19/25
 
E

Eldriken

Guest
Relentless Jason

50/50s and pressure: 3.5/5


Doesn't have your conventional low/overhead starters, but has his own 50/50's all the same. B1 tick throw, b122 is a 50/50 in itself, as their eating a tick throw or getting full combo punished. Also has f44 (low) f3 (oh) to keep them honest. With the EX Pursuit buff, you have safe ways of handicapping the opponent. Most strings can also be cancelled into a tick throw, so you're always on your toes. Jason has great pressure, but the risk reward compared to the higher crop of characters is a bit worse.

Neutral game and footsies: 5/5

This is where Jason shines. Absolutely dominates the neutral and spacing game with b1. With the recent hitbox fixes, it's extremely easy to bait out pokes into full punishes. There really aren't many strings in the game that can control space like b122 can, absolutely obnoxious hitbox. Also has a ton of anti air options between b2, ex choke, b1 etc. Most are easily confirmable and lead to a full punish.

Defensive options: 3/5


Once Jason's being pressured or has been knocked down he is pretty average. Ex tele is a great wakeup, that can reverse corner position, and also has ex grabs to reverse position. Tele also gives you the advantage of a full combo punish on a ready. An 8 frame poke isn't terrible by any means, but has rather short range on it. The rest of his normals are rather slow, and aren't great for poking.

Zoning/anti-zoning: 3/5


Has no fullscreen tools, as tele without ex is predictable. Ex does make it safe, but you're eating pressure afterwards. Still a good tool on read to get pressure going/ a full combo punish. Ex clothesline is also great for getting in. Has a long armor window, and can easily react to projectiles with it. Is a high, so a crouch means it's getting full punished. No reason to have to worry about him full screen.


Damage output: 4.5/5
All of his damage is meterless, and pumps out ridiculous amounts. The only reason this isn't a 5 is because you need to take damage to build up his Relentless passive. Once you have a couple of rounds under your belt, you can net 50% meterless off of a jump in, 35% of a fast advancing mid, etc.

Total score: 19/25
50% meterless off of a jump? :confused: What are the inputs?
 

SaltShaker

In Zoning We Trust
his 50/50 are non-existent, true. but his pressure isn't so bad. the damage isn't so bad either (perhaps a 3?) and I belive that his sick backdash, fast pokes and reversals deserve a full 4 in defensive options.

you've played more cybernetic than I have probably, so feel free to correct me if I'm wrong; but the votes seem to have an high tendecy so it feels right to me.
Cyber's pressure is the ass of all asses. The only time it is even passable is in a mirror match. The "best way" to have plus frames is off of EX Knives on block, but anyone can armor you for full combos. If you do stagger pressure it's high risk/low reward. Block string pressure without EX Knives doesn't exist. Pressure game is utter trash. It only looks semi-decent against people who don't know the MU or who to blow it up effortlessly.

Damage is ass, just barely less ass than his pressure. Highest BnB's net about 35% 1 bar from his 112 punisher. BnB's you use more often while attacking like off of B31 and B13 strings net about 32% for one bar. Meterless damage is about 25%. Knives do 5% damage. Damage is ass, with a select few variations having lower overall damage.

Defensive Options I can see the argument for a 4. It may be MU dependent, but if someone gave it a 4 I could understand why. They are good.
 
Lmaoooooooo!!!

Cyber Kano Mixups consist of "if they block anything in your entire move list you can be armored for full combos if you push a button to follow up pressure" and "once you do a string you have no follow ups that don't risk full punishes". 1/5 would rate it too high. That's for his 1 bar B1 32% BnB's. -.- 0/5 bruh.
You win I can't compete with the amount of O's in that Lmao. GG 5/5 Forum Pressure