Before you read any more, i highly suggest you read these threads first....
Baraka Frame Data by Somberness
http://www.testyourmight.com/threads/baraka-frame-data-conclusions-blocked-string-gaps.16254/
Baraka Block String Gaps by Chaosphere
http://www.testyourmight.com/threads/baraka-frame-data-conclusions-blocked-string-gaps.16254/
Baraka Meter Building Data by Aidan
http://www.testyourmight.com/threads/baraka-frame-data-conclusions-blocked-string-gaps.16254/
Baraka True Damage And Chip Damage Data by Aidan
http://www.testyourmight.com/threads/baraka-frame-data-conclusions-blocked-string-gaps.16254/
now that you have read those.....
Normal Properties
H- high
L- low
M- hits opp ducking without block
O- overhead
SC- special cancelable
CC- combo cancelable
KD - knockdown
NDW - neutral duck whiff
OTG- picks sleeping opponent up off ground
- 1
- 2
- 3
- 4
H -
SC -
CC - NDW
,
M -
SC -
CC
,
,
M -
SC
,
,
M -
SC
,
,
+
L -
KD - OTG
M -
SC -
CC
,
M -
SC -
CC
,
,
H -
KD - NDW
,
H -
SC -
CC
,
,
+
M/O 1st hit
SC -
CC 2nd hit Launch - +8 on block
H (hits mid a touching) -
SC -
CC (game considers opp airborn on hit)
,
+
L -
KD - OTG
M -
SC
+
M -
SC
+
H -
KD - NDW
+
L -
SC - OTG
+
L -
SC
+
H -
SC -
CC - +5 on block -
NDW
+
,
H -
SC - NDW
+
,
+
H - 1st hit
SC -
CC 2nd hit mini launch -
NDW
+
H -
SC -
CC - NDW
+
,
+
O -
KD
+
L -
SC -
CC - OTG
+
,
M - Launch
+
,
,
+
O -
KD
+
,
M -
SC -
CC
+
,
,
O -
KD
+
L -
KD -
OTG - +11 on block
+
O -
SC -
CC
+
,
M -
KD (krazy hitbox)
+
,
M -
KD
+
M - OTG
+
,
M - Launch
+
M - Launch - +10 on block (game considers baraka airborn)
+
O -
KD http://testyourmight.com/threads/the-misadventures-of-u4.24552/
Best Normals
1. Horror Show +
,
O,M (19 frames, -9 on block, +40,+48 on hit)
Used in baraka's 50/50 game and also as a footsies tool.
its generally
+
~Slices/Spin.
+
~Chop Chop is generally a big risk to take as
+
is hard to hit confirm and Chop Chop very unsafe on block
in the footsies side of things, making the opponent think you missed a
+
cancel only to smack them with the
of the string for 11% and so much knockdown stun that you can walk up just before the opponents feet to see if there going to tech roll or wakeup.
the string can also be used as combo ender.
*also check the "baraka glitches/bugs" thread for the corner bug with this string*
2. Easy Kill +
,
,
L,M,O (17 frames, -14 on block, +42,+50 on hit)
Also used in baraka's 50/50 game. great string for hit confirms also.
the last hit should not really be used as unsafe but the final
has a huge hitbox and again grants alot of knockdown stun.
on block
+
,
should be canceled into Slices,
(against some low chars
+
~Slices/Spin should be used)
on hit
+
,
should be canceled into Chop Chop or
Slices depending on the situation.
3. Doom Kicks +
,
M,M (12 frames, -2 on block, Launch on hit)
He's had them since MK2 and i love them!!
one of baraka's faster and safer normals.
main use is after frametraps aka "the doom kicks check",
,both hits mid,can OTG, used in combos and only -2 on block, all in all a great string
also used alot after
+
(+13 on hit)
4. Tears Of Pain ,
,
+
M,H,M,O (23 frames, +8 on block, Launch on hit)
Frametrapping 101 with this string.
does alot of chip and also builds massive meter especially when the 1st hit of
+
is canceled into Slices.
great mixup options with this string.
,
is 0 on block also,a rarity with Barakas normals
low hitbox chars can duck the 2nd hit of the string and either poke or even more depending if they have a 7 frame string starter
5. Cut 'Em Loose +
,
H,H (16 frames, -14 on block, +4 on hit)
Since both hits are high this string is best used from a jip.
canceling
+
,
into Slices/Spin jails the opponent standing for very good meter gain.
used in alot of combos also.
1st hit of string is +5 on block and +12 on hit, also take note that against the large hitbox chars at touching distance
+
,
will hit crouching opponents and even against kenshi will hit him in neutral crouch.
6. Open Wound +
,
,
+
L,M,O (17 frames, -15 on block, +44,+36 on hit)
Ok so to start im going to talk about the 1st two hits in the string of this string,
on hit they launch on block they are
-11,
this is a punish string and should really only be used as that unless against a char that cannot punish the -11 you'll be left at outside of pokes or a tight uppercut(eg.mileena). the 1st two hits are also horrible on whiff so please don't be throwing this string out left, right and center.
the risk/reward of
+
,
:
http://testyourmight.com/threads/risk-reward-of-b31f1-vs-full-cast.27239/
now onto the last hit, there is
somewhat of a mixup against chars who can not punish the -11 or the 13 frame gap inbetween
*
+
so would just go for a slower normal thinking you will stay blocking after the blocked
+
,
.
the
+
deals with this situation
also keep in mind there is a 2 frame gap inbetween
+
*,
your opponent would have to make on hell of a read to risk armoring that and risk eating
+
,
also just another side note, if the opponent blocks both hits of
+
,
ducking the string becomes -10 as it takes a extra frame to do a move coming out of crouch block
7. Splinter +
,
+
H,H,H (16 frames, -5 on block, 2nd hit CC 3rd hit mini launch)
a hybrid of the cut em loose string.
difference being its a 3 hit string with the 2nd being combo cancelable and 3rd hit lauching.
mainly used from a jip and in some xray combos
8. +
M (24 frames, +10 on block, Launch on hit)
see this thread:
http://testyourmight.com/threads/uses-for-u-3.6957/
9. +
L (26 frames, +11 on block, +33,+30 on hit)
see this thread:
http://testyourmight.com/threads/uses-for-b4.13935/
10. +
L (6 frames, +2 on hit, -8 on block)
one of the two chars in the game with a 6 frame
+
(CSZ is the other)
main uses are of course as a poking/counter poking and canceling into specials
11. +
M (7 frames, 0 on hit, -15 on block)
very long reach for a
+
and shares the same uses as
+
on top off the ability to AA with it.
12. +
H (11 frames, -1 on block, +34,+26 on hit)
Uppercut with a massive vertical and horizontal hitbox.
after
+
is hit as AA at certain heights Blade Charge can be linked
on reverse uppercuts its possible to do dash into
+
~
also on reverse uppercut it is possible to link a Chop Chop into a
+
/
canceled ender
13. +
L (12 frames, 0 on block, +13 on hit)
sonya/mileena/reptile style
+
great poke and very good for footsies.
14. M (12 frames, -20 on block, +4 on hit)
ones of baraka's faster normals and Mid hitting.
used in some combos and frametrap follow ups.
Always cancel
into Slices/spin as it is very unsafe on block.
also used as AA as
~Spark (unbreakable)
*also check out this thread about baraka's "un-used" normals.
http://testyourmight.com/threads/barakas-unused-under-used-normals.26655/