Eddy Wang
Skarlet scientist
As we know, MK11 has a Jail system which is kinda like a redesign of MK9 which in turn makes the massive low profiling we suffered from in MKX a lot less relevant, the goal its to be plus enough to guarantee your next hit in case your opponent tries to duck a throw on hard read without block in or tries to low profile it, it essentially its a counter strategy to Uppercuts KB if you manage to hit something on hit, it also enables a lot of shimmy and you can play with it often in order to force your opponent to block, or not block when they are get hit by it.
Skarlet once again has uses for this system to make pseudo-blockstrings setups with her strings, perform some really strong shimmy due her once again amazing walkspeeds, quick dashes and backdashes recovery witout canceling, even though not much, heart pierce gets the most of it with less chance of getting flawless blocked on certain gaps.
Jailing traps
D1
+8 On hit, its mainly a defense tool but it reverses pressure on hit, standing 1 jab becomes unduckable and opponents are forced to block after, use this opportunity to throw opponents after you hit a d1, if they are trying to disrespect the throw, hit d1 into standing 1, 2 string for a small combo. You can also shimmy by walking away after a d1 on hit, and whiff punish with f2~tentacle for a small 2 hit combo.
1, 2
+9 on hit, ensure another 1, 2 in the corner, it cannot be ducked if it hits and forces players to take a throw mixup. at the wall which you mix with b3,4 or just change your timings all together.
f4 (tip of the range)
+14 on hit, ensures a free 212 string which cannot be ducked midscreen the opponent is forced to block after and if they try to duck to avoid they are going to get hit by it.
F4, 3
+15 on hit, ensures a free 212 string anywhere on screen, cannot be ducked and forces a throw mixup in the corner.
Blood Ball
Any way you manage to hit blood ball while your are close to them its a free pressure setup, blood ball also takes a while to start so it can throw some flawless block timings off.
Will make a video about it when i get home.
Skarlet once again has uses for this system to make pseudo-blockstrings setups with her strings, perform some really strong shimmy due her once again amazing walkspeeds, quick dashes and backdashes recovery witout canceling, even though not much, heart pierce gets the most of it with less chance of getting flawless blocked on certain gaps.
Jailing traps
D1
+8 On hit, its mainly a defense tool but it reverses pressure on hit, standing 1 jab becomes unduckable and opponents are forced to block after, use this opportunity to throw opponents after you hit a d1, if they are trying to disrespect the throw, hit d1 into standing 1, 2 string for a small combo. You can also shimmy by walking away after a d1 on hit, and whiff punish with f2~tentacle for a small 2 hit combo.
1, 2
+9 on hit, ensure another 1, 2 in the corner, it cannot be ducked if it hits and forces players to take a throw mixup. at the wall which you mix with b3,4 or just change your timings all together.
f4 (tip of the range)
+14 on hit, ensures a free 212 string which cannot be ducked midscreen the opponent is forced to block after and if they try to duck to avoid they are going to get hit by it.
F4, 3
+15 on hit, ensures a free 212 string anywhere on screen, cannot be ducked and forces a throw mixup in the corner.
Blood Ball
Any way you manage to hit blood ball while your are close to them its a free pressure setup, blood ball also takes a while to start so it can throw some flawless block timings off.
Will make a video about it when i get home.
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