MKK hanzo
Moderator
What do YOU think defines a high level player at UMK3/MKT?
Personally this is MY OPINION, feel free to debate/discuss. I havent seen this kind of thread ever so here I go, sorry for my bad english!
1) Aside from the basic reflexes-reading your opp-execution one of the most importants skills to develop in these games is BLOCKING. If you dont know how to reaction-block, option select-block, etc you re going to be in a very hard time eating sweeps etc. Also know WHEN to block and when not to just walk back/foward to space yourself. I sometimes prefer to block at the last second (not recomendable, it has costed me so many matches) cause when you block you re stuck on the blocking frames animation for too long. I can write aton more here, its one of the aspects I love the most from MK games. Kara-jabbing.
2) Execution and a good knowledge on WHERE you are on the screen when punishing with a combo etc is very important. Is not the same when you are near the corner and you block a ninja Tlpt and punish it, lets say (you are homo smoke), 1 aaHP (no push from the corner), spear, then you lose an important pop up opportunity. The correct way should be aaHP x 2 to make the corner push you out and have the perfect way to pop up the opponent. thsi is kind of "spacing" or "zoning". i have seen so many players that can do all the combos they want but when presented with a chance like this they just drop the ball. READ: Im talking players here, not taking in account online matches and such.
3) Punishing blocked moves: A big part of my gameplay. I like to, when I know the opponent will LP rushe, to walk back a bit so if he try to knee start something, he should get the LK/HK animation, and that IS punishable with all characters. Again Homo Smoke, Ermac, Nw, Mileena, etc can do wonders with this. Also WHIFF PUNISHING is very important (and risky) for these moves.
4) Sweep punishing is a big factor too. Blocking a meaty sweep is very good. I sometimes run INTO a sweeping opponent to "false high block" the sweep and then punish with either a special or a Lk. Sure its VERY HARD on Kano, Jax and Sonya sweep´s.
5) Cross up punishing/avoiding is a very important part too. To know WHEN to run under someone and sweep at the end of the crossup is very frustrating on the jumping player cause (unles he is a ninja tlpter) he have just to block the sweep and eat chip dmge. You can bait the Tlpt too here hehe so there is your little mixup game.
6) Neutralizing jumping foes (AKA aa) is very important too. To know WHEN to aaHK, aa Uppercutt, aa special (if available), aa RH, aa Hp into combo etc. Also to know WHAT COMBO can be done on wich charcter depending on his hitboxes/position on the stage etc.
7) Maximizing damage into combos: Also VERY important, and a part of #2 and #6. Think of it as if you only were given ONE CHANCE to land a big combo in a round, what will you do? Of course land the one that does the most damage. Sometimes (me included) players drop the ball for trying cocky combos in a heated match, and I understand that LOL, I also love the "crowd pleasing" factor of landing a big, cocky combo in front of lots of ppl and get a "wooooow" reaction. Its just that its hard and sometimes we should go "for the kill" instead of looking to do flashy stuff. Again, Im NO ONE to speak about this cause I drop so many matches because of this lol.
8 ) Moves ranges and speed and Properties: This is self explanatory.
9) Throw game and shenanigans (love that word). There are several throw setups in this game, but not one is "guaranteed". Its important to know when to hold back when LP rush etc.
I like this match particulary:
Not because I win but cause you can see me trying cocky stuff on round 1 and I lose for that (ambigous throw off a up cannonball lol). Also that player (Ninja Spectre) is no slouch hehe. One mistake and I have 3 axes up my ass. He was nervous that day too haha. At the end of round 1 and then Round 2 and 3 I think I demostrate some aspects that I described. aaHK or Special when to. Sweep bait and punishing. Sweep blocking WHEN needed. Situational and character specific stuff (blocked Uppercutt punishing with up cannonball). Not jumping when no need to. Projectile spacing from AFAR. Gettin off LP pressure on the corner with a up kannonball (although that was risky cause if he had kara-jabbed I would have taken punish big time).
There are a lot of stuff that I left out. Im busy right now but I can update it with more stuff later. I hope you guys like this.
Personally this is MY OPINION, feel free to debate/discuss. I havent seen this kind of thread ever so here I go, sorry for my bad english!
1) Aside from the basic reflexes-reading your opp-execution one of the most importants skills to develop in these games is BLOCKING. If you dont know how to reaction-block, option select-block, etc you re going to be in a very hard time eating sweeps etc. Also know WHEN to block and when not to just walk back/foward to space yourself. I sometimes prefer to block at the last second (not recomendable, it has costed me so many matches) cause when you block you re stuck on the blocking frames animation for too long. I can write aton more here, its one of the aspects I love the most from MK games. Kara-jabbing.
2) Execution and a good knowledge on WHERE you are on the screen when punishing with a combo etc is very important. Is not the same when you are near the corner and you block a ninja Tlpt and punish it, lets say (you are homo smoke), 1 aaHP (no push from the corner), spear, then you lose an important pop up opportunity. The correct way should be aaHP x 2 to make the corner push you out and have the perfect way to pop up the opponent. thsi is kind of "spacing" or "zoning". i have seen so many players that can do all the combos they want but when presented with a chance like this they just drop the ball. READ: Im talking players here, not taking in account online matches and such.
3) Punishing blocked moves: A big part of my gameplay. I like to, when I know the opponent will LP rushe, to walk back a bit so if he try to knee start something, he should get the LK/HK animation, and that IS punishable with all characters. Again Homo Smoke, Ermac, Nw, Mileena, etc can do wonders with this. Also WHIFF PUNISHING is very important (and risky) for these moves.
4) Sweep punishing is a big factor too. Blocking a meaty sweep is very good. I sometimes run INTO a sweeping opponent to "false high block" the sweep and then punish with either a special or a Lk. Sure its VERY HARD on Kano, Jax and Sonya sweep´s.
5) Cross up punishing/avoiding is a very important part too. To know WHEN to run under someone and sweep at the end of the crossup is very frustrating on the jumping player cause (unles he is a ninja tlpter) he have just to block the sweep and eat chip dmge. You can bait the Tlpt too here hehe so there is your little mixup game.
6) Neutralizing jumping foes (AKA aa) is very important too. To know WHEN to aaHK, aa Uppercutt, aa special (if available), aa RH, aa Hp into combo etc. Also to know WHAT COMBO can be done on wich charcter depending on his hitboxes/position on the stage etc.
7) Maximizing damage into combos: Also VERY important, and a part of #2 and #6. Think of it as if you only were given ONE CHANCE to land a big combo in a round, what will you do? Of course land the one that does the most damage. Sometimes (me included) players drop the ball for trying cocky combos in a heated match, and I understand that LOL, I also love the "crowd pleasing" factor of landing a big, cocky combo in front of lots of ppl and get a "wooooow" reaction. Its just that its hard and sometimes we should go "for the kill" instead of looking to do flashy stuff. Again, Im NO ONE to speak about this cause I drop so many matches because of this lol.
8 ) Moves ranges and speed and Properties: This is self explanatory.
9) Throw game and shenanigans (love that word). There are several throw setups in this game, but not one is "guaranteed". Its important to know when to hold back when LP rush etc.
I like this match particulary:
Not because I win but cause you can see me trying cocky stuff on round 1 and I lose for that (ambigous throw off a up cannonball lol). Also that player (Ninja Spectre) is no slouch hehe. One mistake and I have 3 axes up my ass. He was nervous that day too haha. At the end of round 1 and then Round 2 and 3 I think I demostrate some aspects that I described. aaHK or Special when to. Sweep bait and punishing. Sweep blocking WHEN needed. Situational and character specific stuff (blocked Uppercutt punishing with up cannonball). Not jumping when no need to. Projectile spacing from AFAR. Gettin off LP pressure on the corner with a up kannonball (although that was risky cause if he had kara-jabbed I would have taken punish big time).
There are a lot of stuff that I left out. Im busy right now but I can update it with more stuff later. I hope you guys like this.