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Terminator Discoveries and Tech!

LawAbidingCitizen

MD| Soberless FGC
Ive mostly turned my opinion around on this. I didn't know how stupid grenades are and how they make literally everything safe basically. Any poke be it f4 or b1 into mid ex grenade is only -4 at worst with massive pushback, or you just get a combo.

Zero risk, all reward.
I said this earlier in another thread and above.

I've been committed to V3 because there is a ton of potential in that variation.

1. He gets time bombs that are +24 to +34 on block. That launch on hit and you can set it up to follow up after jailing.

2. The unblockable is 14f startup and can be added to literally every combo. 30% so far into yellow glow which removes breakaway and wakeup or flawless blocking. Uber Strong.

3. Setplay and Frame traps using grenades for near to no damage cut off combos thanks to his scaling.

The only real loss in V3 is zoning and considering his shotgun is 31f startup in V1 I'm not to worried considering I can place trap walls on top or in front of my opponent.
I guess V1 has the overhead hop that's -6 but I think its possible to interrupt or FB(haven't tested yet)

All in all I feel all 3 variations have good use and I don't see any of them being below A Tier but I honestly think V3 has the potential to be #1 out of his variations and if not his V1 is going to be the popular one with V2 coming close by.
 

Evil Canadian

G O K U
Royal Contributor
Couple more notes:

Frame data lies when it says anti-projectile move has 1f startup. It gets counterhit out of projectiles for days. Don't know how long it takes to go active, but it sure as crap aint 1f

Shotgun is slow, but its a beam. Hits all points along its trajectory at once, no travel time. So startup to hit is exactly the same point blank, as it is from full screen.
 

LawAbidingCitizen

MD| Soberless FGC
Pls tell me those grenades are lows and he has an overhead:joker:
The grenades are very powerful but aren't lows. They are mids but what makes them strong is that they are more than +24 on block. If you set them up right you can guarantee jailing mix from his Overhead 19f (F2) or his Low 18f (F32/F34).
 

DoDaMuSiC

Ermac ftw
So, if you end any combo mid screen with like either 121 or b31 running man, you can cover a lot of your opponents wakeup options, if they try to roll either forward or backwards you can do rm1 and that will trigger the kb, if they try to jump or do an u2 you can do rm2 to get them, and if you are in the corner you get a full combo from rm2
 

Lt. Boxy Angelman

I AM MADE OF EVERYONE.
Premium Supporter
Oh, gee. Another busted guest.

I'm not even mad.
I'm gonna play the shit out of V3.
A new Jason with purple Cyrax Bombs?
And a shotgun?
Sheeeeit.
That sounds like fun, and I'm going to enjoy it before the bustedness becomes obvious and he gets redacted.

MK11 is total chaos.
 

Name v.5.0

Iowa's Finest.
The grenade shit in the corner can get serious. End combos in BF1, normal~bf3 and it’s a complete guessing game. Still looking for optimal setups, but the potential is huge. They can’t fucking wake up. There’s no guessing for Terminator. Sure, you’re not landing 40% per touch, but it’s Terminators then if that grenade is laying there waiting to go off.
 

STB Sgt Reed

Online Warrior
Premium Supporter
That's the variation I was using but idk man. Something about his buttons, I'm just not a fan of. He feels really slow and really stiff. =/

Loving the videos tho, thanks for the tag!
 

Marinjuana

Up rock incoming, ETA 5 minutes
That fourth video with the setups and the Terminator theme just got me so hype like holy shit Terminator is in Mortal Kombat
 

Gamer68

Kollector main who plays Jacqui
This is some good shit, I didn't even think about using F34 Krushing Blow during a juggle but now it makes so much sense.

But most of these aren't really practical. Like video two shows someone roll into the grenade even though you should have time to react to where it landed before inputting a roll, I don't really think anyone is going to do that.

Still, if better set-ups for getting the grenade out are found this variation could become VERY good -- assuming NRS doesn't nerf it to death. I'm excited though because Bo' Rai Cho and Cyrax were some of my favorite characters from MKX, I love set-up/trap characters. I even picked up Avalanche Sub-Zero before Terminator dropped just so I could have a move that's at least close to Bo's Crop Duster.
 

LawAbidingCitizen

MD| Soberless FGC
This is some good shit, I didn't even think about using F34 Krushing Blow during a juggle but now it makes so much sense.

But most of these aren't really practical. Like video two shows someone roll into the grenade even though you should have time to react to where it landed before inputting a roll, I don't really think anyone is going to do that.

Still, if better set-ups for getting the grenade out are found this variation could become VERY good -- assuming NRS doesn't nerf it to death. I'm excited though because Bo' Rai Cho and Cyrax were some of my favorite characters from MKX, I love set-up/trap characters. I even picked up Avalanche Sub-Zero before Terminator dropped just so I could have a move that's at least close to Bo's Crop Duster.
There is definitely setups to stuff most wakeup options. They can U3 which cost bar or delay but it can get scary. In the corner I feel the setups are best. But where its not viable to set nades he has disable which is so powerful.

A few things I noticed is that its harder to convert off F32 if the opponent is crouch blocking and has female hurtbox but I can connect B1xxGrenade.
The Blockstun off nades are enough for several layers of mind games.

Its getting late for me though I'll experiment tomorrow.
 

Gamer68

Kollector main who plays Jacqui

Evil Canadian

G O K U
Royal Contributor
Term ground pound in the first variation, totally low profiles high projectiles, and easily so. So instead of a mixup machine its basically a counterzoning tool from full screen, ex groundpound travels fullscreen and does 10% so there ya go I guess. Between that and lunge easily going over sandpits/low fireballs, this is the secret to terminator anti-fireball I suppose.
 

LawAbidingCitizen

MD| Soberless FGC
All those setups seem to assume that your opponent is using wakeup attacks from half screen tho lmao
Not sure if you realize this but for the opponent to get out of the setups (Grenade Traps) they have to Wakeup from full screen.
Not all of those videos display it but its a setup for a specific read after conditioning it.

On several setups if they don't wakeup with Roll/U3 they have to hold +34 on block and then have to guess Overhead/Low.
From what I can tell is his grenade traps only cover a couple WU options and he has to do different setups for different WU options.
I still believe they are very strong though.

For example this beats Delayed WU and Roll forward:

 
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ShArp

Dedicated Broly main
This is genuinely quite stressful. Every time I check the forum there's something insane discovered for the other variation. I'm in an infinite loop of switching variations right now. Can't settle for one.
Im a grappler player myself (hunker down main), so im super pumped that he has uni versal cmd grab in variaton 1 and 3 with a plus restand.

Variation 1 for me. That SHOTGUN restand that guaranties uninteruptable 50/50 is just too good to loose (V3 looses it). Plus V1 dmg is just insane...
 

Kiss the Missile

Red Messiah
I may have found something dirty. Let me know if I'm missing something on this.
Ending a string in Ex Shotgun leaves you at +16. Jailing that into his 4 and it seems like his command grab is unavoidable. Again, maybe I'm missing something here