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Nightwolf
1st stance
d1, ff4
or
d1, du1 (when you trained them to block the ff4)
u2, 111cs quick trickiness
best mid=b1
2nd stance
3 is a good counter
d4, ff4 (or du1 again)
best mid=2
defintealy not as good as it was in DA but the mixups are still there, i'd reccomend using hawks more than tkd...
Weapon
23 gives a freethrow or follow with 23 or 2f2
2f2, 3, 23, ff4 is fun
d3, d3, d3, d3, d3
d3, ff4... 2f2... 23... or throw
xbox tag - KF Gaara
ps2 - Kuntpao
hit me up if you wanna set it in action hehe
peace
1st stance
d1, ff4
or
d1, du1 (when you trained them to block the ff4)
u2, 111cs quick trickiness
best mid=b1
2nd stance
3 is a good counter
d4, ff4 (or du1 again)
best mid=2
defintealy not as good as it was in DA but the mixups are still there, i'd reccomend using hawks more than tkd...
Weapon
23 gives a freethrow or follow with 23 or 2f2
2f2, 3, 23, ff4 is fun
d3, d3, d3, d3, d3
d3, ff4... 2f2... 23... or throw
xbox tag - KF Gaara
ps2 - Kuntpao
hit me up if you wanna set it in action hehe
peace
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hey thx man pretty good.... used some of the stuff works well yo kf g if u want to vs me hit me up time and day ill be there

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Here's my Jade guide.
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This might be like really out of the way but.
with havik:
morning star:
d2 corpse spin =30%
222 throw d2 corpse spin=37%
tang soo do:
d2 corpse spin=31%
11234 throw d2 corpse spin=45%
11234 throw d2 slide or projectile=39%
more to kome.
with havik:
morning star:
d2 corpse spin =30%
222 throw d2 corpse spin=37%
tang soo do:
d2 corpse spin=31%
11234 throw d2 corpse spin=45%
11234 throw d2 slide or projectile=39%
more to kome.


About Me
You Wish
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You shoud try her out and make longer combos. I made one where it goes through all 3 stances and ones that are long and do a good bit of damage. All of her stances except the one are stong, you just have to know how to use them. Her Sai's kick ass. They do tons of damage when using the right combos for them.

I just wanted to let you kow this because she is awesome but you have to figure out your own long combos to make her do tons of damage.


I just wanted to let you kow this because she is awesome but you have to figure out your own long combos to make her do tons of damage.
More on Dairou (upon request)
DAIROU PART II by m2dave
-Off-line Dairou-
All these are guaranteed off-line ONLY;they will not be guaranteed online:
-Escrima,d+1, (buffered) TS Drop (this might be jump-able using the Jutsu,but at this point this remains uncertain)
-Connected Jumping Kick/Punch, (timed) TS Drop (time the TS Drop when Dairou himself recovers from the jumping kick/punch;this might be jump-able as well using the Jutsu,but at this point this remains uncertain)
-Connected Teleport, (buffered) TS Drop (every time a Teleport connects,free TS Drop for Dairou off-line)
-Connected b+1, Teleport, (timed) TS Drop (time the TS Drop when you see the opponent just rising from the connected b+1 and standing on his or her feet)
A lot of credit goes out to Check for confirming all of these for me
Dairou Vs. BRC (specific details on how to beat Bo players with your Dairou ONLINE)
At the beginning...
-At the beginning of the round,it's always the safest to simply jump back because Bo's buffered Puke Puddle at the start of the match trades hits with Dairou's TS Drop and his fireball giving Bo always the upper hand
Against Bo's throw...
-After Bo's throw,if the Bo player goes for a f+3/Throw mix up,simply jump back.f+3 will hit you in mid-air,which is easily breakable on reaction with your combo breaker.If you don't break the f+3 in mid-air,simply continue jumping back until you feel you have the opportunity to out-smart the Bo player;then,immediately auto-recover from the f+3,and either do Escrima,b+1, d+1, or f+2 (preferred)
Against Bo's Throw,Sumo, f+2...
-If the Bo player does Throw, Sumo f+2,which is unbreakable of course and plants,then hold u/b (in order to jump back).This time,f+3 will sometimes hit you standing so you need to have the reaction to break it with your combo breaker.His throw will miss if you jump back of course,but beware as some Bo players might use some extra tools (i.e. Sumo, f+2 again or weapon stance 2,4,b+1) after throw, Sumo f+2 to plant or juggle you again if you intend to jump.In this case,something like his weapon stance 2,4,b+1 can still be broken with a breaker while you're in mid-air,but something like Sumo,f+2 cannot be broken.You need to play mind games here,so if the Bo player thinks he reads you correctly and does f+2 again to plant you (when you intend to jump),it's best that you don't jump after throw, Sumo f+2.Simply block it and punish it with Escrima,b+1 plus some juggle damage.Remember,though,if you remain standing after throw, Sumo f+2,you risk eating a throw every time.Good luck at guessing correctly
The Secret Jutsu...
- (weapon stance) f+3, Throw is duckable (the throw) using the Jutsu as discovered by Thug.Keep mashing d/b or d/f and you'll duck the throw,but keep in mind that if you intend to do that,you leave yourself open for another f+3 or anything else that is a mid hit
Against Bo's Off The Ground Combo (OTG)...
His OTG is Throw, b+1 (in weapon stance), CS, CS, 3,3,CS, f+3 (which is unblockable).This opens up a free throw,which you can use the Jutsu against.Bo's OTG is obviously powerful and there is no real way around it except breaking the b+1 (weapon stance) after the throw or anything after it.Good luck against this.However,you shouldn't allow the Bo player to grab you more than twice a round because the chances are that you will lose if he does so or you'll lose too many breakers following the next round.Simply play smart and know your risks.
Escrima, f+2...
-Escrima, f+2 is perfect for Bo players as an anti-air attack when they jump as well as an anti-rush attack when they rush in order to throw you,for example.Most importantly,however,Escrima, f+2 is very safe.Keep in mind,though,that there are distances where Bo's f+3 can punish Dairou's Escrima,f+2 (mainly when Escrima,f+2 is done up close).Also,there's a little delay for Dairou when Escrima, f+2 is blocked,so follow up with Escrima, d+1 or backdash.When Escrima, f+2 hits, backdash or get up close and do Escrima, d+1 into mix ups (see below).When Escima, f+2 hits the Bo player in mid-air,teleport or backdash
Escrima, d+1...
-Escrima, d+1 is Dairou's best poke.Whenever it is blocked or whenever it hits,backash and simply mix it up.I like to do a fireball or Escrima, f+2 after Escrima, d+1
The delayed TS Drop...
-You can delay Dairou's TS Drop while crouching,which is done by:
f,b,D/B (hold for a second),then 1
The delayed TS Drop is crucial for mix ups when you're far away or up close.You can do the following when mixing up your delay TS Drops:
*f,b,D/B,N, d,b+2 (fireball)
*f,b,D/B,N, Escrima, f+2
(where N = neutral,meaning let Dairou return to his standing position)
This helps your distance game,and may fool or trick them into jumping by using the above
The Jumping Cancel after Dairou's throw...
-After Dairou's throw,hold forward and hit u/f to jump.This is called a jumping cancel.It will allow Dairou to recover much earlier than usual.You can simply walk up after the jump cancel to your opponent and mix it up with another throw, Escrima,b+1, delayed TS Drop,etc.
Dairou's Escrima, b+1...
-Escrima, b+1 should RARELY be used against BRC as there is no way to make it safe against him.f+3 will punish Dairou's Escrima, b+1 95% of the time,so use it only when you know for sure it will hit.If the BRC player blocks it,be sure to break the upcoming f+3 with your breaker
These are all my hints against a Bo player.It's really up to you how well you utilize them,which determines how really good you are as a player.
PM me if you want have problems against other characters with Dairou and I might analyze this particluar match up and break it down.
DAIROU PART II by m2dave
-Off-line Dairou-
All these are guaranteed off-line ONLY;they will not be guaranteed online:
-Escrima,d+1, (buffered) TS Drop (this might be jump-able using the Jutsu,but at this point this remains uncertain)
-Connected Jumping Kick/Punch, (timed) TS Drop (time the TS Drop when Dairou himself recovers from the jumping kick/punch;this might be jump-able as well using the Jutsu,but at this point this remains uncertain)
-Connected Teleport, (buffered) TS Drop (every time a Teleport connects,free TS Drop for Dairou off-line)
-Connected b+1, Teleport, (timed) TS Drop (time the TS Drop when you see the opponent just rising from the connected b+1 and standing on his or her feet)
A lot of credit goes out to Check for confirming all of these for me
Dairou Vs. BRC (specific details on how to beat Bo players with your Dairou ONLINE)
At the beginning...
-At the beginning of the round,it's always the safest to simply jump back because Bo's buffered Puke Puddle at the start of the match trades hits with Dairou's TS Drop and his fireball giving Bo always the upper hand
Against Bo's throw...
-After Bo's throw,if the Bo player goes for a f+3/Throw mix up,simply jump back.f+3 will hit you in mid-air,which is easily breakable on reaction with your combo breaker.If you don't break the f+3 in mid-air,simply continue jumping back until you feel you have the opportunity to out-smart the Bo player;then,immediately auto-recover from the f+3,and either do Escrima,b+1, d+1, or f+2 (preferred)
Against Bo's Throw,Sumo, f+2...
-If the Bo player does Throw, Sumo f+2,which is unbreakable of course and plants,then hold u/b (in order to jump back).This time,f+3 will sometimes hit you standing so you need to have the reaction to break it with your combo breaker.His throw will miss if you jump back of course,but beware as some Bo players might use some extra tools (i.e. Sumo, f+2 again or weapon stance 2,4,b+1) after throw, Sumo f+2 to plant or juggle you again if you intend to jump.In this case,something like his weapon stance 2,4,b+1 can still be broken with a breaker while you're in mid-air,but something like Sumo,f+2 cannot be broken.You need to play mind games here,so if the Bo player thinks he reads you correctly and does f+2 again to plant you (when you intend to jump),it's best that you don't jump after throw, Sumo f+2.Simply block it and punish it with Escrima,b+1 plus some juggle damage.Remember,though,if you remain standing after throw, Sumo f+2,you risk eating a throw every time.Good luck at guessing correctly
The Secret Jutsu...
- (weapon stance) f+3, Throw is duckable (the throw) using the Jutsu as discovered by Thug.Keep mashing d/b or d/f and you'll duck the throw,but keep in mind that if you intend to do that,you leave yourself open for another f+3 or anything else that is a mid hit
Against Bo's Off The Ground Combo (OTG)...
His OTG is Throw, b+1 (in weapon stance), CS, CS, 3,3,CS, f+3 (which is unblockable).This opens up a free throw,which you can use the Jutsu against.Bo's OTG is obviously powerful and there is no real way around it except breaking the b+1 (weapon stance) after the throw or anything after it.Good luck against this.However,you shouldn't allow the Bo player to grab you more than twice a round because the chances are that you will lose if he does so or you'll lose too many breakers following the next round.Simply play smart and know your risks.
Escrima, f+2...
-Escrima, f+2 is perfect for Bo players as an anti-air attack when they jump as well as an anti-rush attack when they rush in order to throw you,for example.Most importantly,however,Escrima, f+2 is very safe.Keep in mind,though,that there are distances where Bo's f+3 can punish Dairou's Escrima,f+2 (mainly when Escrima,f+2 is done up close).Also,there's a little delay for Dairou when Escrima, f+2 is blocked,so follow up with Escrima, d+1 or backdash.When Escrima, f+2 hits, backdash or get up close and do Escrima, d+1 into mix ups (see below).When Escima, f+2 hits the Bo player in mid-air,teleport or backdash
Escrima, d+1...
-Escrima, d+1 is Dairou's best poke.Whenever it is blocked or whenever it hits,backash and simply mix it up.I like to do a fireball or Escrima, f+2 after Escrima, d+1
The delayed TS Drop...
-You can delay Dairou's TS Drop while crouching,which is done by:
f,b,D/B (hold for a second),then 1
The delayed TS Drop is crucial for mix ups when you're far away or up close.You can do the following when mixing up your delay TS Drops:
*f,b,D/B,N, d,b+2 (fireball)
*f,b,D/B,N, Escrima, f+2
(where N = neutral,meaning let Dairou return to his standing position)
This helps your distance game,and may fool or trick them into jumping by using the above
The Jumping Cancel after Dairou's throw...
-After Dairou's throw,hold forward and hit u/f to jump.This is called a jumping cancel.It will allow Dairou to recover much earlier than usual.You can simply walk up after the jump cancel to your opponent and mix it up with another throw, Escrima,b+1, delayed TS Drop,etc.
Dairou's Escrima, b+1...
-Escrima, b+1 should RARELY be used against BRC as there is no way to make it safe against him.f+3 will punish Dairou's Escrima, b+1 95% of the time,so use it only when you know for sure it will hit.If the BRC player blocks it,be sure to break the upcoming f+3 with your breaker
These are all my hints against a Bo player.It's really up to you how well you utilize them,which determines how really good you are as a player.
PM me if you want have problems against other characters with Dairou and I might analyze this particluar match up and break it down.
thanks dave... u forgot blocked F+2, teleport, ts drop and 11F+3, jump over, ts drop. both are free. and i believe there is one more, perhaps it was 2 in escrima, not sure if i said it worked or didnt work.
as for this: throw, 33cs, f3, throw. thats an inf, regardless of u did jutsu out of it. you cant do 2 throws at all. u did, u could do the same thing again after, or just do f3, throw, cs, f2, cs, cs, throw, cs, f2 and so on. you cant allow one type of double throw without including all the others. either they all stay or they all go. if someone did this to me, id leave after the next match. besides the fact that, if i was jutsu'in out of it and didn't, then what? what if u did it every game and didnt get out of it once? the biggest difference online and offlien is offline you can see your opponent duck where as for some reason online, they are standing on one end of the screen and ducking on the other. offline id have no problem with that double throw combo. u can jutsu that f3 every time.
great guide though, it helps.. but it all comes down to dairou vs dairou whenever facing one.
as for this: throw, 33cs, f3, throw. thats an inf, regardless of u did jutsu out of it. you cant do 2 throws at all. u did, u could do the same thing again after, or just do f3, throw, cs, f2, cs, cs, throw, cs, f2 and so on. you cant allow one type of double throw without including all the others. either they all stay or they all go. if someone did this to me, id leave after the next match. besides the fact that, if i was jutsu'in out of it and didn't, then what? what if u did it every game and didnt get out of it once? the biggest difference online and offlien is offline you can see your opponent duck where as for some reason online, they are standing on one end of the screen and ducking on the other. offline id have no problem with that double throw combo. u can jutsu that f3 every time.
great guide though, it helps.. but it all comes down to dairou vs dairou whenever facing one.
Well someone made a kabal before but here is another one to start off with
First off
Fighting Stances
All of the moves i am putting up are moves you need to mix up to defeat ur opponent..
Sun Bin-Kabal's best fighting stance besides the hookswords.
---------------
B+1
U+3
1,1,U+3
B+2
1,3
3,3,3
1,1,2,cs
4
1,B+3
1,1,4
Goju Ryu-A decent fighting stance but needs assistance from other moves
----------------
1,2
F+2
2
1,4
4
1,1,cs,1,4,cs
1,1,cs,1,B+1
Hookswords-A very powerful stance that needs no explanation.
----------------------
1,1,B+1
U+2
4
1,1,4
1,1,4,cs
2,1,4
D+4
B+3
U+3
B+2
Special Moves
-------------------------
Speed Dash- A very important move offensively and defensively for kabal. Strong and effective but not everyone will fall for the speed dash. It is smart to use speed dash only for a counter. When ur opponent is trying to pull a combo off on you do not be afraid to use it.
Nomad's Touch- A decent defensive move and smart for minor mixup when a distance away from your opponent. Not the strongest but also brings your opponent to you so effective for a beautiful 50/50 startup.
Plasma Blast- Not a very effective special move but when you are far away you can use it to lure your opponent to you for destruction. Doesn't give too much damage but decent effect.
Combos
----------------------
1st stance
U+3,cs,cs,114,114cs (63%)
U+3,cs,11cs14cs (55%)
1,3,112cs (32%)
U+3,cs,cs,114,cs,cs,11cs14cs (75%)
2nd Stance
2,4 (22%)
2,11cs14cs (50%)
2,cs,114,114cs (51%)
2,cs,11B+1 (34%)
Wepons
114cs (28%)
214,114,114cs (51%)
214,114,cs,cs,11cs14cs (63%)
214,11B+1
214,114,cs,112cs (45%)
Kabal is a very aggressive character with many strenghts but weakened by some characters. He has some of the strongest combos in the whole game but they do take practice to learn. I will soon make a character guide for kabal's strengths and weaknesses

First off
Fighting Stances
All of the moves i am putting up are moves you need to mix up to defeat ur opponent..
Sun Bin-Kabal's best fighting stance besides the hookswords.
---------------
B+1
U+3
1,1,U+3
B+2
1,3
3,3,3
1,1,2,cs
4
1,B+3
1,1,4
Goju Ryu-A decent fighting stance but needs assistance from other moves
----------------
1,2
F+2
2
1,4
4
1,1,cs,1,4,cs
1,1,cs,1,B+1
Hookswords-A very powerful stance that needs no explanation.
----------------------
1,1,B+1
U+2
4
1,1,4
1,1,4,cs
2,1,4
D+4
B+3
U+3
B+2
Special Moves
-------------------------
Speed Dash- A very important move offensively and defensively for kabal. Strong and effective but not everyone will fall for the speed dash. It is smart to use speed dash only for a counter. When ur opponent is trying to pull a combo off on you do not be afraid to use it.
Nomad's Touch- A decent defensive move and smart for minor mixup when a distance away from your opponent. Not the strongest but also brings your opponent to you so effective for a beautiful 50/50 startup.
Plasma Blast- Not a very effective special move but when you are far away you can use it to lure your opponent to you for destruction. Doesn't give too much damage but decent effect.
Combos
----------------------
1st stance
U+3,cs,cs,114,114cs (63%)
U+3,cs,11cs14cs (55%)
1,3,112cs (32%)
U+3,cs,cs,114,cs,cs,11cs14cs (75%)
2nd Stance
2,4 (22%)
2,11cs14cs (50%)
2,cs,114,114cs (51%)
2,cs,11B+1 (34%)
Wepons
114cs (28%)
214,114,114cs (51%)
214,114,cs,cs,11cs14cs (63%)
214,11B+1
214,114,cs,112cs (45%)
Kabal is a very aggressive character with many strenghts but weakened by some characters. He has some of the strongest combos in the whole game but they do take practice to learn. I will soon make a character guide for kabal's strengths and weaknesses

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Looking Forward to Ashrah guide Alexei!
I have fought a few Kira's online, but most of them haven't mastered her yet. I find Kabal a suitable match up for her, as when I did face these Kiras, I used him to great effect.
The kiss can be sidestepped and punished, and she is vulnerable to teleports like Raiden, Dairou, Scorpion (obvious I would think)
I hope to see your Ashrah guide as I would really like to see some high level strategies for her.
I have fought a few Kira's online, but most of them haven't mastered her yet. I find Kabal a suitable match up for her, as when I did face these Kiras, I used him to great effect.
The kiss can be sidestepped and punished, and she is vulnerable to teleports like Raiden, Dairou, Scorpion (obvious I would think)
I hope to see your Ashrah guide as I would really like to see some high level strategies for her.

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Haven't looked around enough yet, just looking for a Kabal guide.
Amazingly his Hookswords U+2 catches a lot of players off guard.
But is it cheap to use it repeatedly?
Amazingly his Hookswords U+2 catches a lot of players off guard.
But is it cheap to use it repeatedly?

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Been messing with Kira and in a small addition to the awesome Kira guides.
When you use her Kiss of Death (B, F+1) the damage you do in a combo is severely lessened. I find it good to use it, and then do a plant move to reset your mix-ups, but I sometimes stay away from it in combos.
This is only personal choice and opinion, but I KNOW her damage is lessened by using this move to start a combo.
If I am wrong please let me know..
When you use her Kiss of Death (B, F+1) the damage you do in a combo is severely lessened. I find it good to use it, and then do a plant move to reset your mix-ups, but I sometimes stay away from it in combos.
This is only personal choice and opinion, but I KNOW her damage is lessened by using this move to start a combo.
If I am wrong please let me know..

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RaidenWins-I am trying to use Raiden of late. Kool story I have about getting The Kollector's Edition Kover for XBox, and thus I have his wallpaper and am trying to learn him, though he is a bit more technical than most of the others I use.
I am using your guide(Thanks!!) as a foundation...His Cs combos definitely take some getting used to as far as timing, trying to do them slowly in the heat of battle as you suggested.
I just wish their was an online practice mode so you I could work on combos that will work online.
I am using your guide(Thanks!!) as a foundation...His Cs combos definitely take some getting used to as far as timing, trying to do them slowly in the heat of battle as you suggested.
I just wish their was an online practice mode so you I could work on combos that will work online.

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Pardon me sirs, but is there or will there be a Bo Rai Cho Guide stickied to this fine and informative thread?
I know he is god tier and top o the line, but I just wanted to learn him, as well as all other characters, as having a variety of people to play with, is always fun and keeps yoru competition on their toes.
I know he is god tier and top o the line, but I just wanted to learn him, as well as all other characters, as having a variety of people to play with, is always fun and keeps yoru competition on their toes.


About Me
There are three rules for doing scientific research. Unfortunately, no one knows what they are.
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ANTI-KABAL GUIDE / KABAL VS GUIDE
-------------------------------------------------------
Ok, so you have this player picking Kabal. Now, Kabal is badass and a bitch to play against. This anti-Kabal guide is written by someone who has used Kabal for most of his matches and is recognised by many as one of the best Kabals on PAL zone. I'm writing this with the idea you're facing a Kabal like mine, Galactic's, Fabio's or one of the top American players like Molson, Dave or Yoza (I'm going by hearsay here). This guide is both something for people experiencing difficulties against Kabal, as well as people who have difficulties overcoming a certain character with Kabal. All hypotheses described assume that both players play at top level.
Kabal vs Jade
-------------
favoured player: Kabal (75%)
Advice for Jade: Jade has a big damage output, but so has Kabal and he's faster and safer than you in every department. Jade's invincibility won't help much because Kabal doesn't rely on projectiles. Your best bet is to keep distance and wait for Kabal to attack and then punish with a long ass juggle, or try to force him into 50/50 games with kuo shou 3, throws and bojutsu 1,1. Nothing Jade has is truly safe, and all her specials suck against Kabal because he can respond too quickly.
Advice for Kabal: Kabal is dangerous, but still fairly linear (except hookswords). Don't use the spin dash when you're uncertain, or you'll eat big damage. Try to mount pressure with hookswords d4, u3, 4 and u4. If you want to come on fast, use goju ryu to walk (one of the fastest walk stances in the game), or if Jade is a screen away, use the spin dash to come closer. When the spin dash misses but is unblocked, it's a lot safer. Don't allow yourself to get forced in 50/50 games, keep the offensive.
Kabal vs Bo'
------------
Favoured player: Bo' (90%)
Advice for Bo': Bo' has it pretty easy, but not that easy. While he is superior to Kabal on all levels, sometimes jojutsu f3 and Kabal's hooksword games will cancel each other out. Bo' should use his puke extensively to prevent spin dashes or nomad's touch from bringing back the initiative to Kabal. Most jojutsu moves will also cancel out Kabal's spin dash.
Advice for Kabal: Naturally, this is Kabal's toughest match-up. However, many Bo' players are paralysed by Kabal's mind games, which are very similar to Bo's in that he has a free throw after his axe kick (though the hit box is not as insanely large and it can be punished). Remain close, at all times, unless you have more health. In case you have more health left, keep away for as long as you can and wait for a stupid mistake. Remember you cannot punish jojutsu f3 with a spin dash because its recovery time is so mind-boggingly fast. Be quick, responsive and sidestep a lot.
Kabal vs Dairou
----------------
Favoured player: Dairou (70%)
Advice for Dairou: Kabal has the proper tools to punish Dairou. A whiffed ts drop can be punished by a spin dash, so the trick is to use his dodging shadows a lot. Kabal's special moves all rely on directional buttons, so he will often miss, do something else or at least, you'll cancel each other out. Keep Kabal away from you whenever you can, because he has the advantage up close. Up close I would advise to mix up wing chun 1,1,1 and escrima d1, b1 and 2,3,cs. Most players will not expect you to actually do any combos without a preceding ts drop. Play defensive.
Advice for Kabal: Surprisingly, this is not Kabal's second-worst match-up because Dairou is not so fast as Kabal is. The trick is to read Dairou's patterns and not allow him to get far away from you. As soon as you've closed in, use all the mind tricks you have. Even though Dairou can do some damage up close, it's nothing compared to what you can do. Try to see when a ts drop is coming, jump and spin dash. Dairou cannot block for some seconds after the ts drop, and he won't be able to sidestep it. When you land the dash, move in for big damage. Up close, remember that escrima is more deceptive than it looks and wing chun 1,1,1 is hard to punish (though it is). Timing is important.
Kabal vs Kobra
--------------
Favoured player: Kobra (85%)
Advice for Kobra: Keep away and let Kabal do the work. If you're playing a distance game, Kabal is virtually powerless. While Kabal's spin dash and hookswords cancel out many moves, they are in turn negated by Kobra's kali sticks. Kali d3 stops the dash, and b3 doesn't stop it, but Kabal takes the damage and by some weird bug, he will be transported across the entire screen, rendering his hit completely useless and putting you in a favoured position. If you see him starting to use projectiles, use the teleport fist. Up close, you can use your block stun combos in shorin ryu to prevent Kabal from starting mind games. Throw a lot of low fireballs.
Advice for Kabal: There's not much you can do. Wait for Kobra to throw a low fireball, jump kick him and do a 50/50. Taking the free throw is not a great idea because Kabal's throw will not put him in a good position for the game that follows it. Since kali sticks is ridiculously overpowered and will kill anything you have if you try to mount the offensive, your best bet is to remain at mid distance and wait for Kobra to dish out an attack and respond appropriately. Another good strategy is to try and corner Kobra and keep up the 50/50 as long as possible. Don't forget that you can quick recover out of kali b3, but some players anticipate this and will hit you again regardless.
Kabal vs Noob-Smoke
-------------------
Favoured player: Noob-Smoke (70%)
Advice for Noob-Smoke: initially it may seem turtling is a good strategy because Kabal's long distance game is so bad, but it's not, though it works against many opponents because Kabal's nomad touch and spin dash are caught in the smoke cloud. But after a while you'll learn that hiding behind the smoke cloud is not your best bet, because Kabal's projectile can catch you off guard each time you create the cloud. Regardless, Kabal poses no great threat to N/S if you can keep the initiative going with Noob. Noob cannot be punished by Kabal because he's much faster, and Smoke has superior 50/50 games though he is not as good against Kabal as Noob because Kabal can start a retaliatory attack as soon as he misses a hit or one is blocked.
Advice for Kabal: not an unwinnable match, but an uphill battle much like Dairou. Like playing against Dairou, the trick is to remain close and control the game through speed, though that's hard against Noob. Against Noob you should randomise your attack patterns as much as you can and block high more than low. Noob can make you eat 26% when you block high, but he can give you more problems, if he lands the 4. N/S's teleport punches are predictable from a long distance, so make them think you're going to throw a projectile, block the attack and take brutal revenge. In some cases you can also punish Noob's 4 with a spin dash, and most of what Smoke has can be punished with it, too. Don't lose the initiative.
Kabal vs Ashrah
----------------
Favoured player: neither
Advice for Ashrah: not counting infinites, you should really rely on throws and good mix-ups. Playing the game offensively might work, but as with Kabal, Ashrah's biggest problem is that she doesn't have that many safe moves for juggle starters, and Kabal always has the spin dash up his sleeve. Ashrah would do good to retreat and see what Kabal is doing, to move in for the kill when he makes a mistake. If Kabal is doing the same, don't let your nerve be cracked and keep away, unless you've lost more health than him.
Advice for Kabal: though Ashrah is higher up the tier list, mainly because of her unbreakable 22% throw, Kabal and Ashrah equal each other out on many levels. Both have long, damaging juggles and nasty 50/50 set-ups. Kabal is a bit faster, but Ashrah's recovery game and pure 50/50 are superior. However, once you can successfully deliver a hit with Kabal, the trick is to get into your opponent's mind and keep as close as you possibly can. Don't give Ashrah room to breathe and retreat. Also try to read patterns, especially in her combo/throw mix-up. And don't forget Ashrah is dangerous from mid-range (though punishable).
Kabal vs Liu Kang
-----------------
Favoured player: Liu Kang (55%)
Advice for Liu Kang: Liu Kang mainly relies on speed and a nearly-unbreakable juggle from jun fan f2 with the bike kick. You should play against Kabal accordingly, but do not forget that while a blocked f2 can be followed up by another one, catching the unsuspecting player, it will be canceled out by Kabal's spin dash. Use your safest moves and keep moving to and fro to confuse Kabal. Mix up fireballs. Only move in when you have to and play defensively, because Kabal will be able to break through your offence if blocked.
Advice for Kabal: Though Kabal is good offensively, you should not play out this card extensively against Liu Kang. Jun fan d1 will defeat most of what you have, and all his juggle starters are faster than yours. The trick is to rely on hit-and-run-tactics. For example, move in with goju ryu (his fastest walking stance), switch to hookswords and do u3, retreat, come back, try d4 twice, retreat again. Remain defensive, at ease, and don't let yourself be confused by Liu Kang's unnerving speed. Sidestep a lot.
Kabal vs Nightwolf
------------------
Favoured player: Kabal (60%)
Advice for Nightwolf: Nightwolf can win against Kabal, the trick is to abuse Nightwolf's better mid-range game. His soul barge is by far the fastest dash attack in the game and has good reach. It's ideal to whip out as a defence move or when Kabal is moving in with his hookswords, just before attacking. Mixing up tkd b3,3 or b4 is also good because it sets you up for a 50/50 game, but both moves are punishable. The way to go is to keep Kabal at mid-range, threatening with your barge or arrows, and to use tomahakws 2,3 (free throw) or 2,3,4 when they're not expecting it. Don't use your lightning, Kabal will escape most of the time. Up close, Kabal is faster and has better juggles, so don't try that either. At long range, Nightwolf is slightly better, but at mid-range, Nightwolf is truly superior. Also remember his throw has an excellent range.
Advice for Kabal: The trick is to get close and read patterns. Good Nightwolf players can throw out a barge after buffering it through a jump kick, and will catch you off guard with it each time. Be unpredictable in your offence and relentless in punishing a blocked or whiffed attack. Most of what Nightwolf has is unsafe, so you should always keep your spin dash ready. Ideally you should come close and block a tkd b3,3, 2 or b4, then move in for the kill. Also good is to launch with goju ryu 2 after Nightwolf has a blocked barge. Just keep moving around and get close all the time. Last thing you should remember is not to use nomad's touch vs a barge, unless you're pretty far, because most of the time the barge will still hit you.
Kabal vs Darrius
-----------------
Favoured player: Darrius (70%)
Advice for Darrius: Retain the initiative. Actually fights against Kabal are not that hard for Darrius. Just make sure your sequence of attacks remain unpredictable, because a blocked target practise may give you a serious headache. Sometimes hookswords d4 beats gauntlets 3, and his spin dash can cancel out other attacks. Use his throw a lot. Don't bother with his unarmed styles, Kabal can handle them too well and is faster in that department. Focus on dirty mindgames instead.
Advice for Kabal: Playing defensively is pretty smart at first because Darrius has a weak long range game and becomes easy to punish at mid-long range. Use your nomad's touch and projectile for this. If you block a target practise, respond appropriately. Don't try and punish gauntlets 3. Sometimes it may work and you both end up being hit, breaking Darrius's chain of attacks, but most of the time it's useless. Your best bet is a standing block most of the time, and keep your breakers ready for his glitch throw combo. One good thing is you can recover about as fast as Darrius and throw out a surprise move to catch him off guard. Be circular.
Kabal vs Shujinko
------------------
Favoured player: Shujinko (60%)
Shujinko: You have the edge over Kabal, but not up close. Up close, Kabal and Jinko are just as quick and deceptive and both can launch into big juggles. Jinko's are more damaging, though. Also, your mid-range game is better. Use the flame punch and leg grab a lot, punish relentless offence with the tele slam. Jinko is the juggle king and you should use him accordingly. Play defensively. A good combo you might consider using if you worry about breakers is dtd u2,flip kick,bike kick, which gives you over 40% and is harder to break and easy to pull off. But in general, just let Kabal mount the attacks. Shujinko is slightly faster and better equipped.
Kabal: Jinko can be a tough nut to crack if he's a pesky turtler. However, don't worry. Most Shujinko's are pretty predictable from a great distance. Both his ice ball, spear and flame punch can be punished by a spin dash (remain in goju ryu so you can move quicker), and once you get really close, the playfield is pretty even. Use hookswords d4 a lot and play mind games before you give him a chance of doing the same. At mid-range, be careful. Either move in as fast as you can, or move out. Don't remain at that distance.
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TaiChiMaster, nothing is really cheap. Unless cheats and infinites, because in case of cheats you have no possibility of ever winning, and in case of infinites it's the same after one hit.
To that other guy who also made a Kabal guide: all of this was covered in earlier threads.
-------------------------------------------------------
Ok, so you have this player picking Kabal. Now, Kabal is badass and a bitch to play against. This anti-Kabal guide is written by someone who has used Kabal for most of his matches and is recognised by many as one of the best Kabals on PAL zone. I'm writing this with the idea you're facing a Kabal like mine, Galactic's, Fabio's or one of the top American players like Molson, Dave or Yoza (I'm going by hearsay here). This guide is both something for people experiencing difficulties against Kabal, as well as people who have difficulties overcoming a certain character with Kabal. All hypotheses described assume that both players play at top level.
Kabal vs Jade
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favoured player: Kabal (75%)
Advice for Jade: Jade has a big damage output, but so has Kabal and he's faster and safer than you in every department. Jade's invincibility won't help much because Kabal doesn't rely on projectiles. Your best bet is to keep distance and wait for Kabal to attack and then punish with a long ass juggle, or try to force him into 50/50 games with kuo shou 3, throws and bojutsu 1,1. Nothing Jade has is truly safe, and all her specials suck against Kabal because he can respond too quickly.
Advice for Kabal: Kabal is dangerous, but still fairly linear (except hookswords). Don't use the spin dash when you're uncertain, or you'll eat big damage. Try to mount pressure with hookswords d4, u3, 4 and u4. If you want to come on fast, use goju ryu to walk (one of the fastest walk stances in the game), or if Jade is a screen away, use the spin dash to come closer. When the spin dash misses but is unblocked, it's a lot safer. Don't allow yourself to get forced in 50/50 games, keep the offensive.
Kabal vs Bo'
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Favoured player: Bo' (90%)
Advice for Bo': Bo' has it pretty easy, but not that easy. While he is superior to Kabal on all levels, sometimes jojutsu f3 and Kabal's hooksword games will cancel each other out. Bo' should use his puke extensively to prevent spin dashes or nomad's touch from bringing back the initiative to Kabal. Most jojutsu moves will also cancel out Kabal's spin dash.
Advice for Kabal: Naturally, this is Kabal's toughest match-up. However, many Bo' players are paralysed by Kabal's mind games, which are very similar to Bo's in that he has a free throw after his axe kick (though the hit box is not as insanely large and it can be punished). Remain close, at all times, unless you have more health. In case you have more health left, keep away for as long as you can and wait for a stupid mistake. Remember you cannot punish jojutsu f3 with a spin dash because its recovery time is so mind-boggingly fast. Be quick, responsive and sidestep a lot.
Kabal vs Dairou
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Favoured player: Dairou (70%)
Advice for Dairou: Kabal has the proper tools to punish Dairou. A whiffed ts drop can be punished by a spin dash, so the trick is to use his dodging shadows a lot. Kabal's special moves all rely on directional buttons, so he will often miss, do something else or at least, you'll cancel each other out. Keep Kabal away from you whenever you can, because he has the advantage up close. Up close I would advise to mix up wing chun 1,1,1 and escrima d1, b1 and 2,3,cs. Most players will not expect you to actually do any combos without a preceding ts drop. Play defensive.
Advice for Kabal: Surprisingly, this is not Kabal's second-worst match-up because Dairou is not so fast as Kabal is. The trick is to read Dairou's patterns and not allow him to get far away from you. As soon as you've closed in, use all the mind tricks you have. Even though Dairou can do some damage up close, it's nothing compared to what you can do. Try to see when a ts drop is coming, jump and spin dash. Dairou cannot block for some seconds after the ts drop, and he won't be able to sidestep it. When you land the dash, move in for big damage. Up close, remember that escrima is more deceptive than it looks and wing chun 1,1,1 is hard to punish (though it is). Timing is important.
Kabal vs Kobra
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Favoured player: Kobra (85%)
Advice for Kobra: Keep away and let Kabal do the work. If you're playing a distance game, Kabal is virtually powerless. While Kabal's spin dash and hookswords cancel out many moves, they are in turn negated by Kobra's kali sticks. Kali d3 stops the dash, and b3 doesn't stop it, but Kabal takes the damage and by some weird bug, he will be transported across the entire screen, rendering his hit completely useless and putting you in a favoured position. If you see him starting to use projectiles, use the teleport fist. Up close, you can use your block stun combos in shorin ryu to prevent Kabal from starting mind games. Throw a lot of low fireballs.
Advice for Kabal: There's not much you can do. Wait for Kobra to throw a low fireball, jump kick him and do a 50/50. Taking the free throw is not a great idea because Kabal's throw will not put him in a good position for the game that follows it. Since kali sticks is ridiculously overpowered and will kill anything you have if you try to mount the offensive, your best bet is to remain at mid distance and wait for Kobra to dish out an attack and respond appropriately. Another good strategy is to try and corner Kobra and keep up the 50/50 as long as possible. Don't forget that you can quick recover out of kali b3, but some players anticipate this and will hit you again regardless.
Kabal vs Noob-Smoke
-------------------
Favoured player: Noob-Smoke (70%)
Advice for Noob-Smoke: initially it may seem turtling is a good strategy because Kabal's long distance game is so bad, but it's not, though it works against many opponents because Kabal's nomad touch and spin dash are caught in the smoke cloud. But after a while you'll learn that hiding behind the smoke cloud is not your best bet, because Kabal's projectile can catch you off guard each time you create the cloud. Regardless, Kabal poses no great threat to N/S if you can keep the initiative going with Noob. Noob cannot be punished by Kabal because he's much faster, and Smoke has superior 50/50 games though he is not as good against Kabal as Noob because Kabal can start a retaliatory attack as soon as he misses a hit or one is blocked.
Advice for Kabal: not an unwinnable match, but an uphill battle much like Dairou. Like playing against Dairou, the trick is to remain close and control the game through speed, though that's hard against Noob. Against Noob you should randomise your attack patterns as much as you can and block high more than low. Noob can make you eat 26% when you block high, but he can give you more problems, if he lands the 4. N/S's teleport punches are predictable from a long distance, so make them think you're going to throw a projectile, block the attack and take brutal revenge. In some cases you can also punish Noob's 4 with a spin dash, and most of what Smoke has can be punished with it, too. Don't lose the initiative.
Kabal vs Ashrah
----------------
Favoured player: neither
Advice for Ashrah: not counting infinites, you should really rely on throws and good mix-ups. Playing the game offensively might work, but as with Kabal, Ashrah's biggest problem is that she doesn't have that many safe moves for juggle starters, and Kabal always has the spin dash up his sleeve. Ashrah would do good to retreat and see what Kabal is doing, to move in for the kill when he makes a mistake. If Kabal is doing the same, don't let your nerve be cracked and keep away, unless you've lost more health than him.
Advice for Kabal: though Ashrah is higher up the tier list, mainly because of her unbreakable 22% throw, Kabal and Ashrah equal each other out on many levels. Both have long, damaging juggles and nasty 50/50 set-ups. Kabal is a bit faster, but Ashrah's recovery game and pure 50/50 are superior. However, once you can successfully deliver a hit with Kabal, the trick is to get into your opponent's mind and keep as close as you possibly can. Don't give Ashrah room to breathe and retreat. Also try to read patterns, especially in her combo/throw mix-up. And don't forget Ashrah is dangerous from mid-range (though punishable).
Kabal vs Liu Kang
-----------------
Favoured player: Liu Kang (55%)
Advice for Liu Kang: Liu Kang mainly relies on speed and a nearly-unbreakable juggle from jun fan f2 with the bike kick. You should play against Kabal accordingly, but do not forget that while a blocked f2 can be followed up by another one, catching the unsuspecting player, it will be canceled out by Kabal's spin dash. Use your safest moves and keep moving to and fro to confuse Kabal. Mix up fireballs. Only move in when you have to and play defensively, because Kabal will be able to break through your offence if blocked.
Advice for Kabal: Though Kabal is good offensively, you should not play out this card extensively against Liu Kang. Jun fan d1 will defeat most of what you have, and all his juggle starters are faster than yours. The trick is to rely on hit-and-run-tactics. For example, move in with goju ryu (his fastest walking stance), switch to hookswords and do u3, retreat, come back, try d4 twice, retreat again. Remain defensive, at ease, and don't let yourself be confused by Liu Kang's unnerving speed. Sidestep a lot.
Kabal vs Nightwolf
------------------
Favoured player: Kabal (60%)
Advice for Nightwolf: Nightwolf can win against Kabal, the trick is to abuse Nightwolf's better mid-range game. His soul barge is by far the fastest dash attack in the game and has good reach. It's ideal to whip out as a defence move or when Kabal is moving in with his hookswords, just before attacking. Mixing up tkd b3,3 or b4 is also good because it sets you up for a 50/50 game, but both moves are punishable. The way to go is to keep Kabal at mid-range, threatening with your barge or arrows, and to use tomahakws 2,3 (free throw) or 2,3,4 when they're not expecting it. Don't use your lightning, Kabal will escape most of the time. Up close, Kabal is faster and has better juggles, so don't try that either. At long range, Nightwolf is slightly better, but at mid-range, Nightwolf is truly superior. Also remember his throw has an excellent range.
Advice for Kabal: The trick is to get close and read patterns. Good Nightwolf players can throw out a barge after buffering it through a jump kick, and will catch you off guard with it each time. Be unpredictable in your offence and relentless in punishing a blocked or whiffed attack. Most of what Nightwolf has is unsafe, so you should always keep your spin dash ready. Ideally you should come close and block a tkd b3,3, 2 or b4, then move in for the kill. Also good is to launch with goju ryu 2 after Nightwolf has a blocked barge. Just keep moving around and get close all the time. Last thing you should remember is not to use nomad's touch vs a barge, unless you're pretty far, because most of the time the barge will still hit you.
Kabal vs Darrius
-----------------
Favoured player: Darrius (70%)
Advice for Darrius: Retain the initiative. Actually fights against Kabal are not that hard for Darrius. Just make sure your sequence of attacks remain unpredictable, because a blocked target practise may give you a serious headache. Sometimes hookswords d4 beats gauntlets 3, and his spin dash can cancel out other attacks. Use his throw a lot. Don't bother with his unarmed styles, Kabal can handle them too well and is faster in that department. Focus on dirty mindgames instead.
Advice for Kabal: Playing defensively is pretty smart at first because Darrius has a weak long range game and becomes easy to punish at mid-long range. Use your nomad's touch and projectile for this. If you block a target practise, respond appropriately. Don't try and punish gauntlets 3. Sometimes it may work and you both end up being hit, breaking Darrius's chain of attacks, but most of the time it's useless. Your best bet is a standing block most of the time, and keep your breakers ready for his glitch throw combo. One good thing is you can recover about as fast as Darrius and throw out a surprise move to catch him off guard. Be circular.
Kabal vs Shujinko
------------------
Favoured player: Shujinko (60%)
Shujinko: You have the edge over Kabal, but not up close. Up close, Kabal and Jinko are just as quick and deceptive and both can launch into big juggles. Jinko's are more damaging, though. Also, your mid-range game is better. Use the flame punch and leg grab a lot, punish relentless offence with the tele slam. Jinko is the juggle king and you should use him accordingly. Play defensively. A good combo you might consider using if you worry about breakers is dtd u2,flip kick,bike kick, which gives you over 40% and is harder to break and easy to pull off. But in general, just let Kabal mount the attacks. Shujinko is slightly faster and better equipped.
Kabal: Jinko can be a tough nut to crack if he's a pesky turtler. However, don't worry. Most Shujinko's are pretty predictable from a great distance. Both his ice ball, spear and flame punch can be punished by a spin dash (remain in goju ryu so you can move quicker), and once you get really close, the playfield is pretty even. Use hookswords d4 a lot and play mind games before you give him a chance of doing the same. At mid-range, be careful. Either move in as fast as you can, or move out. Don't remain at that distance.
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TaiChiMaster, nothing is really cheap. Unless cheats and infinites, because in case of cheats you have no possibility of ever winning, and in case of infinites it's the same after one hit.
To that other guy who also made a Kabal guide: all of this was covered in earlier threads.

0
Hmm what would a cheat be, outside of an actionreplay etc..
I know how infinites are, and I can only hope that Midway eliminates these from Armageddon, and also has a throw counter, or at least revives the throw disable kodes...
I can only imagine how much more fun this game would be without the free throws...
I know how infinites are, and I can only hope that Midway eliminates these from Armageddon, and also has a throw counter, or at least revives the throw disable kodes...
I can only imagine how much more fun this game would be without the free throws...

0
I was playing this guy who used Tanya and then chooses the Kuatan palace stage. He is cheap in the fact that he uses the drill kick, Free Throw, to get you to the edge adn then he does a move, (and I fail to see what stance he is in...) and it DTs you.
Anyone know this move? It seems to be a free hit, or if not, perhaps a mid...
Anyone know this move? It seems to be a free hit, or if not, perhaps a mid...
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Tai-ChiMaster Wrote:
I was playing this guy who used Tanya and then chooses the Kuatan palace stage. He is cheap in the fact that he uses the drill kick, Free Throw, to get you to the edge adn then he does a move, (and I fail to see what stance he is in...) and it DTs you.
Anyone know this move? It seems to be a free hit, or if not, perhaps a mid...
I was playing this guy who used Tanya and then chooses the Kuatan palace stage. He is cheap in the fact that he uses the drill kick, Free Throw, to get you to the edge adn then he does a move, (and I fail to see what stance he is in...) and it DTs you.
Anyone know this move? It seems to be a free hit, or if not, perhaps a mid...
anything after tanyas throw is Free, same with bo' rai cho, Noob, Ashrah, Hotaru(ment to be). theres a few more but i forget them right now.


0
Just wondering...could someone do a quick Goro and Shao Kahn guide? Thanks.

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Really hoping someone will make a killer NIghtwolf guide.
Just started using him as an anti-scorpion, and I need some combos to polish my game..
Even if there isn't one in the making, what are some good combos to use with him?
Thanks all
Just started using him as an anti-scorpion, and I need some combos to polish my game..
Even if there isn't one in the making, what are some good combos to use with him?
Thanks all
Ok i have some time so i shall make a baraka guide.
*Baraka*
Lets start with the simple
Special moves-
Mutant Blades-Fast move where he instantly charges after you and is sometimes punishable when used correctly. When it is blocked, you should always try to backstep or block because you will usually be puniched severly when you goof up.
Chop Chops-Where he will move his blades up and down. The classic move taqken from mk2. It isnt very strong but after a low hit or after a throw it is easy to pull off. Don't whore it because it will become obvious to your opponent and he could block it every single time you would do it.
Shared Blades- A little projectile when he scraps his blades together. Not a very good move so don't become comfortable with it. If you are somebody who like to turtle, you should use it every now and then but, i am telling you from personal experience to not overuse it or you will be fried.
Time for some more fun-YAY
Mixups (No combos yet)
1st stance
2-highly punishable plant when he uses his elbow to knock his opponent down. When it is blocked it will not be used again for the round. Guarantee.
U+3-An ok jump kick where he jumps in the air and also plants the opponent down. Nice recovery time so use it to your advantage.
D+4-Very fast low kick where Baraka will spin in a circle and hit you very fast. When you turtle or even go offense you should use it all the time because of the speed.
B+4-A low sweep where he just low sweep kicks you to the ground. It is slow, but can punish your opponent very easily.
2nd Stance
B+2-Very nice plant which starts anything from free throws to another plant or any kind of nice little mixup. Beautiful recovery time so use it to your advantage,
D+3-A low kick where he sowly kicks you in the shin. Very useful to switch from this attack to a high hitting attack like a throw or plant. Even though the move is slow the hit is fast and strong.
B+3-All this move is good for is knocking your opponent back a little bit. It is a low kick where he just does a straight kick to your leg and knocks you back. Don't use it alot.
B+4-His sweep. Use it when you are in need to take him to the ground. If you want to use low hits just use the other low kicks though because this sweep is pretty slow.
3rd stance
U+3-When his blades move up and pop you in the air. Very slow but when done correctly it will spice up your combos. Does some good damage, but dont use it alot for its speed.
B+1-Easily one of Baraka's best plants. He just slices you to the ground with one blade and you fall back a bit. The recovery time is great and you will be able to pull it off very easily.
B+4- His sweep in the blades. His fastest sweep and his safest sweep his has out of all stances. Not the safest low hit, but the safest sweep.
Those are just some of the nice little moves you can use.
Here are some combos you can use.
No explainaton will be needed for these combos.
1st Stance good combos-Silat
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1,1(do chops chops or 1,1,3,cs after you do this little combo)
1,1,3(same with 1,1)
1,1,3cs(nice pop-up brancher)
1,1,2 (my favorite to use)
His 1st stance isn't used for the combos but for the small pop ups and plants. His 1st stance can buffer very nicely.
of 2nd stance now-Hung Gar
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1,B+2(easy to fall for because u never see other hit connected)
3,cs(you opponent will never see baldes come out)
1,2,cs(easy to buffer with because blades come out slowly)
1,2,cs,3,2,1,1(full brancher-nice and easy damage)
ok time for Baraka's last and final stance-Blades
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3,3,2
3,3,2,1,1
U+3,3321,Mutant Blades (43% combo)
Baraka's Blades have combos that just repeat the sme thing over and over again so not all of the combos are of any use.
Ok time for Baraka's last thing to talk about.
Branching Mixup combos
Start in 1st-1,1,3cs,B+2
Start in 3rd-U+2,3321,Mutants (43% and already said)
Start in 1st-1,1,2,cs,1,B+2
Those are just a few little examples of some combos he can do.
He isn't very complicated with like 11 hit combos like Lei Mei,Kabal,Scorpion,Shujinko,etc.
Some more may be posted later.
Hope you all like it
Nsobo

*Baraka*
Lets start with the simple
Special moves-
Mutant Blades-Fast move where he instantly charges after you and is sometimes punishable when used correctly. When it is blocked, you should always try to backstep or block because you will usually be puniched severly when you goof up.
Chop Chops-Where he will move his blades up and down. The classic move taqken from mk2. It isnt very strong but after a low hit or after a throw it is easy to pull off. Don't whore it because it will become obvious to your opponent and he could block it every single time you would do it.
Shared Blades- A little projectile when he scraps his blades together. Not a very good move so don't become comfortable with it. If you are somebody who like to turtle, you should use it every now and then but, i am telling you from personal experience to not overuse it or you will be fried.
Time for some more fun-YAY
Mixups (No combos yet)
1st stance
2-highly punishable plant when he uses his elbow to knock his opponent down. When it is blocked it will not be used again for the round. Guarantee.
U+3-An ok jump kick where he jumps in the air and also plants the opponent down. Nice recovery time so use it to your advantage.
D+4-Very fast low kick where Baraka will spin in a circle and hit you very fast. When you turtle or even go offense you should use it all the time because of the speed.
B+4-A low sweep where he just low sweep kicks you to the ground. It is slow, but can punish your opponent very easily.
2nd Stance
B+2-Very nice plant which starts anything from free throws to another plant or any kind of nice little mixup. Beautiful recovery time so use it to your advantage,
D+3-A low kick where he sowly kicks you in the shin. Very useful to switch from this attack to a high hitting attack like a throw or plant. Even though the move is slow the hit is fast and strong.
B+3-All this move is good for is knocking your opponent back a little bit. It is a low kick where he just does a straight kick to your leg and knocks you back. Don't use it alot.
B+4-His sweep. Use it when you are in need to take him to the ground. If you want to use low hits just use the other low kicks though because this sweep is pretty slow.
3rd stance
U+3-When his blades move up and pop you in the air. Very slow but when done correctly it will spice up your combos. Does some good damage, but dont use it alot for its speed.
B+1-Easily one of Baraka's best plants. He just slices you to the ground with one blade and you fall back a bit. The recovery time is great and you will be able to pull it off very easily.
B+4- His sweep in the blades. His fastest sweep and his safest sweep his has out of all stances. Not the safest low hit, but the safest sweep.
Those are just some of the nice little moves you can use.
Here are some combos you can use.
No explainaton will be needed for these combos.
1st Stance good combos-Silat
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1,1(do chops chops or 1,1,3,cs after you do this little combo)
1,1,3(same with 1,1)
1,1,3cs(nice pop-up brancher)
1,1,2 (my favorite to use)
His 1st stance isn't used for the combos but for the small pop ups and plants. His 1st stance can buffer very nicely.
of 2nd stance now-Hung Gar
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1,B+2(easy to fall for because u never see other hit connected)
3,cs(you opponent will never see baldes come out)
1,2,cs(easy to buffer with because blades come out slowly)
1,2,cs,3,2,1,1(full brancher-nice and easy damage)
ok time for Baraka's last and final stance-Blades
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3,3,2
3,3,2,1,1
U+3,3321,Mutant Blades (43% combo)
Baraka's Blades have combos that just repeat the sme thing over and over again so not all of the combos are of any use.
Ok time for Baraka's last thing to talk about.
Branching Mixup combos
Start in 1st-1,1,3cs,B+2
Start in 3rd-U+2,3321,Mutants (43% and already said)
Start in 1st-1,1,2,cs,1,B+2
Those are just a few little examples of some combos he can do.
He isn't very complicated with like 11 hit combos like Lei Mei,Kabal,Scorpion,Shujinko,etc.
Some more may be posted later.
Hope you all like it
Nsobo
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Hey is there any Bo' Rai Cho fans out here that can give me sum tips with using him. I`ve used him Since MKDA and all I ever did was jusr master the moves from the move list, I`m pretty sure there is sum stuff that`s not in the move list, any tips would me great.
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Any1 have any helpful tips 4 Bo' Rai Cho?


About Me
Herro.
0
disregard this, sorry
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