Special Moves Possibilities For The Next Generation Of Mortal Kombat Games*UPDATED*: Kitana and Mileena ADDED!
0
posted04/05/2005 07:30 PM (UTC)by
Avatar
Versatile
Avatar
About Me

Member Since
02/09/2003 06:41 AM (UTC)
a couple specials that could be fixed and altered to fit a good fighting engine. each special would have distinct advantages and disadvantages. I felt some specials are just fine the way they are, and therefore I didn't tamper with them. opinions would be appreciated.

*Scorpion*

~Spear~

-Advantages-

- Just like in the old school mortal kombats, the spear would give you free hits if it connects.
- Unlike the older mortal kombats, the spear would be unblockable. This would make the spear a better move, and would make the opponent have to side step.

- If the spear hits on counter hit(meaning if it hits when your opponent in about to do an attack as well, but the spear hits first).it will make the opponent dizzier longer, and the spear itself will do an extra 10 damage.

-Disadvantages-

- Like in the older mortal kombats, it would be very sidesteppable.
- If avoided, Scorpion would be at a horrible frame disadvantages.
- The spear would hit high, meaning it can be ducked.


~Teleport Punch~

-Advantages-

- The teleport punch would hit mid, therefore unduckable.
- On hit, the teleport punch will give you a free 3 hit combo.
- If the teleport punch hits on coutner hit, it will cause a crumpe stun(they hold onto their gut and begin to fall), giving you a guaranteed hellfire.

-Disadvantages-

- Just like in the older games, if it's blocked you are at a horrible frame disadvantage.
- The start up is fairly sluggish.

~Scissor Sweep~

- Scissor Sweep hits low
- Goes under high and mid attacks.
- If it hits on counter hit, hellfire is guaranteed.
- Scissor Sweep tracks both ways(meaning it cannot be side stepped).

-Disadvantages-

- Scorpion is at severe frame disadvnatage if blocked.
- Fairly slow start up.

~Flame Breath~

-Advantages-

- Tracks both ways
- Can be held to last longer for extra damage.
- Regular version has solid recovery time.
- On counter hit, the hellfire is guaranteed afterwards.

-Disadvantages-

- Below average range
- The longer version is terribly unsafe.


~Backflip Kick~

-Advantages-

- Great frame advantage on hit.
- Can be delayed. If it hits when delayed, it will cause guard crush, giving even more frame advantage.

- The Blazing Kick can be canceled if you press block during the first two frames of animation.
- Goes over low attacks during the flipping animation.

-Disadvantages-

- Hit's high, meaning it's duckable.
- Easily sidesteppable.

~Summon Hellfire~

-Advantages-

- Summon Hellfire is unblockable
- Summon Hellfire causes a stun, allowing you to walk up and 50/50.

-Disadvantages-

- Summon Hellfire comes out fairly slow.
- Summon Hellfire is sidesteppable.

*Sub-Zero*

~Freeze~

-Advantages-

- Just like in the old mortal kombats, the freeze will give you free damage upon hit.
- The freeze can be charged by holding down on the button. The larger it gets, the longer the opponent will be frozen upon contact. If it's held all the way it becomes trackable on both sides and unblockable. Also, the longer the freeze is held, the farther back the opponent's will be pushed if they block it.
- Freeze hits mid.

-Disadvantages-

- Freeze can be easily side stepped or blocked just like in the older games, unless it's fully charged.

- Freeze has a slow start up, and if it's fully charged the recovery time is bad.

~Ice Shower~

-Advantages-

- The ice shower tracks both ways. You must press up or down depending on which way you think you're opponent will step.

- Like the freeze, the ice shower gives you free hits if it hits.

-Disadvantages-

- The ice shower does not go straight, meaning if they dont side step it will miss them completely.

- The recovery time for the ice shower is not good.

~The Ice Clone~

-Advantages-

- The Ice Clone works as an item of a defense.
- Like in the older games, if you walk into the clone you will become frozen.
- The more health you have the longer the ice clone lasts. Full health = 8 seconds
- If a projectile is shot at Sub-Zero, the clone will protect him from it and will be shattered.

-Disadvantages-

- If activated at close range the ice clone effect is nullified.
- Recovery time for the ice clone is bad.

~Ice Shaker~

- Like in MKDA, if Sub-Zero is attacked while he is doing the ice shaker the opponent will become frozen, giving you free damage.

- The ice shaker can be canceled by pressing block as soon as the animation starts.

-Disadvantages-

- After the initial cancelable frames, Sub-Zero is left open for quiet some time.
- The initial start up is somewhat slow.

~Cold Shoulder~

-Advantages-

- The cold shoulder is relatively safe if blocked.
- The cold shoulder goes under high attacks.
- The cold shoulder has invincible frames at the beginning. Meaning that he penetrates all attacks during those frames.

- The cold shoulder can be delayed by holding onto the button.

-Disadvantages-

- The cold shoulder is very easy to side step.
- The cold shoulder can be blocked high and low.

~Ice Slide~

-Advantages-

- The ice slide hits low.
- The ice slide goes under high attacks.
- Comes out very quickly

-Disadvantages-

- Extremely bad recovery time if blocked.

Up next I cover Reptile and Raiden.
Avatar
robs727
02/22/2005 10:23 AM (UTC)
0
They are some really great ideas, i especially like the idea of being able to charge Subzero's freeze and it being unblockable.

And the best thing about it is that it just adds options for you to play with, if you don't like it just don't use it.

If only there was a way to get the MK team to actually put these ideas into action!
Avatar
tgrant
Avatar
About Me
Project MKK: Coming soon...

Currently working on: MKD & MKA - The One Ring Theory
02/22/2005 10:52 AM (UTC)
0
All great ideas. The charge for the Freeze Blast has been touched upon before by others including myself. I love the idea of the Ice Clone shattering if a projectile hits it. That's how it should've always been imo. It'll be good to see what you come up with for Raiden.
Avatar
Versatile
02/22/2005 08:56 PM (UTC)
0
made a couple edits to sub-zero and scorpion's special improvements, like sub-zero's free should track both ways when fully charged.

im kinda dissapointed this topic isn't getting any replies, but i have faith it'll catch on. expect reptile/raiden tonight, but if i get caught up tomorrow is the latest. promise...
Avatar
FLSTYLE
Avatar
About Me

FLStyle Personal Twitteromegaasylum.com Updates Twitter Omega Asylum - Home of FLStyle - Video Game and Media Blog

02/22/2005 10:17 PM (UTC)
0
Sorry I've not checked the Deception forum for a while

That freeze idea is good, but whenever I see the words "free hit" anymore it reminds me of Jinpachi

Please don't make him playable Namco, already got threats of banning Heihachi and his T5 brokeness.
Avatar
TonyTheTiger
Avatar
About Me

TonyTheTiger - Forum Director

Mortal Kombat Online - The Ultimate Mortal Kombat Experience
-
Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.

02/23/2005 01:38 AM (UTC)
0
That's some great stuff, Verse. I think another good way to make Scorpion's spear useful is by giving him a mini-stance in one of his styles where he swings his spear in a figure 8 in front of him. Think of Ivy in Soul Calibur. She does something similar with her Ivy Blade. Once in this mini-stance, if the player moves he leaves the stance but while in it the spear is faster and can be thrown in different directions. He can throw it to either side or in the air to pull in a jumping opponent all Spider-Man like. Throwing the spear in this stance would also cause less frame disadvantage.
Avatar
krackerjack
02/23/2005 11:55 AM (UTC)
0
Those all sound pretty good, but one question...

Versatile Wrote:

- The cold shoulder has invincible frames at the beginning. Meaning that he penetrates all attacks during those frames.

- The cold shoulder can be delayed by holding onto the button.


If the player delayed the cold shoulder, I assume it would just slow the start-up animation right? If this is the case, wouldn't the invincible frames last a lot longer, making Sub Zero completely invincible for about second?

Maybe that's the point, I dunno, but it seems like a bit too much of an ass saver. If the player knows he's about to eat a mix-up, he could just quickly throw out a delayed cold shoulder and not only not get hit, but deal damage to the opponent while they're recovering from the whiffed moved.
Avatar
SAIRUS
02/23/2005 03:27 PM (UTC)
0
Actually all of these ideas have been pretty much mentioned in the thread by HDTran. I think I was the first to bring up a Scorpion rope dart style while making his spear unblockable (but delay and various other frame delays). Oh well, glad to see other people are thinking the same thing. Check that thread though before posting ideas (I know its long, and a lot of ideas have been mentioned).
Avatar
Versatile
02/24/2005 12:20 AM (UTC)
0
sorry, but i dont have the time to be looking through 28 pages of that stuff, so just use what hasn't been thought up.

Kracker Jack, the delay for the cold shoulder would throw off reveral siming or blocking timing. Suppose I delay the cold shoulder and you expect it to come so you block and let go and im still delaying, or if you reverse the incoming cold shoulder but im still delaying, your reversal will whiff and you will eat the cold shoulder. Also, the invincible frames will only happen when Sub-Zero slides across. When I say delay I mean he basically slows down the charge up for the slide. If you still don't understand I will explain more if you want.

Here's the next ones...

*Reptile*

~Acid Spit~

-Advantages-

- The acid spit must be side stepped or jumped over, because instead of going straight like it normally does it spills onto the ground and cannot be avoided. If it hits, the opponent slowly loses health for two seconds.

- You can hold onto the button to make Reptile continue to spew out acid.

-Disadvantages-

- The acid spit comes out fairly slow.

- The extended version of the acid spit has bad recovery time

~Lizard Ball~

-Advantages-

- The lizard ball goes under high attacks.
- The lizard ball hits low.
- The lizard ball tracks both ways if the opponent just side steps.
- On counter hit, you get another guaranteed lizard ball.

-Disadvantages-

- The lizard ball is unsafe is blocked
- The lizard ball does not track if the opponent side walks.

~Invisibility~

-Advantages-

- Just like in the old mk games, invisibilty renders Reptile unseeable.
- The invinsibility start up is very quick

-Disadvantages-

- Invisibility lasts for 10 seconds.
- Being hit deactivates the invisibility.
- Invisibility reduces the damage done.

~Force Ball~

-Advantages-

- Can be delayed or quickened by holding back or forward on the pad as it comes out like a fast forward/rewinding style.
- Hits mid
- Is a launcher
- Safe on block
- Like the Freeze, the force ball can be charged making it unsidesteppable and unblockable once fully charged.

-Disadvantages-

- The regular version does not track.
- The initial start up is fairly slow.
- The force ball will evaporate if it doesn't touch the opponent within a few seconds.
- The recovery time for the charged version is below average.

~Dashing Elbow~

-Advantages-

- Start up is very fast
- On counter hit it causes crumple stun, giving you a free dashing palm,lizard ball or super crawl.

-Disadvantages-

- Recovery time is horrid.
- Can be ducked because it hits high.
- Can be side stepped.

~Dashing Punch~

-Advantages-

- Goes under high attacks.
- On counter hit it causes a crumple stun, giving you a another guaranteed dashing punch, lizard ball or super crawl.
- Hits mid.

-Disadvantages-

- The initial start up is mediocre at best.
- Bad recovery time.

~Super Crawl~

-Advantages-

- When the Super Crawl is activated, Reptile gets on his four legs and enters a kind of mini stance. When Reptile is in Super Crawl, all high attacks and mid attacks go over his head. You can take 2 steps back and 2 steps forward, but no more than that. After those steps Reptile cannot move. In this position if you press 1 = Reptile dashes towards your legs for a trip that hits low,tracks and does 18 damage, press 2 = Reptile pounces onto you and chews on your throat for 30 damage, press 3 = If you hold onto 3 Reptile begins to shed skin and regain his health(the max amount you can recover is -40. Tapping 3 makes Reptile shed much slower and regain health a much slower pace. You can only tap up to 4 times, and once you tap you cannot begin to hold afterwards. Finally, if you press 4 = Reptile throws you(crawls behind you, grabs onto your neck and snaps it, MK4 style.)

-Disadvantages-

- Reptile can only stay in super crawl for a max of 8 seconds. When in Super Crawl low attacks do extra damage. The low dash,if blocked, is extremely unsafe. The pounce is unsafe if blocked and can be side stepped. The health recovery is unsafe if done up close due to the recovery time aftewards, and the throw can be ducked since it hits high.


*Raiden*

~Lightning Bolt~

- If the lightning bolt is blocked, the character is shocked for 3 seconds, allowing Raiden to move in for a possible 50/50 or other mind games.

-Disadvantages-

-Lightning Bolt hits high, meaning it can be ducked.
-Lightning Bolt can be side stepped.

- If the lightning bolt hits, it does 15 damage and the character is shocked for 3 seconds, allowing Raiden to move in for a possible 50/50 or other mind games.

~Lightning Dash~

-Advantages-

- Like in MKDA, the lightning dash covers good distance and hits mid.
- Tracks both ways
- On counter hit you get a free throw.

-Disadvantages-

- Not very safe if blocked.

~Shocker~

-Advantages-

- Once Raiden grabs ahold of you, you are raised up. If the Raiden player presses 1 Raiden shocks you. If he presses 2 Raiden punches you with his free hand. The opponent must press 1 or 2 according to the button the Raiden player presses. If you press the same button as the Raiden player the attack is nullified and Raiden automatically puts you down, if you guess wrong this process continues another 4 times. On the 4th time if you don't guess right if Raiden pressed 1 he will raisey up higher and lightning will come down on the opponent, shocking them massively and doing 30 damage. If the last button he pressed was 2, Raiden will punch you in the face 3 times with his left hand while still holding you up, and then the 4th punch will send the you flying back for a total of 28 damage.

- Decent recovery time.

-Disadvantages-

- Comes out fairly slow
- Hits high
- Can be side stepped.

~Superman~

-Advantages-

- Comes out fairly fast
- Goes over low attacks
- Tracks very well

-Disadvantages-

- Horrible recovery time.

~Teleport~

-Advantages-

- Like in the old mortal kombat games, Raiden teleports right behind you, closing the gap.

- Raiden can teleport up to 3 times consecutively(d~u+3~d~u+3~d~u+3), but can stop at any point. This is to avoid being uppercutted or punished.

-Disadvantages-

- The telelport can be punished if the opponent predicts when raiden will stop.

- The teleport isn't slow, but can be seen coming.


Up next I cover Johnny Cage and Kano.












Avatar
krackerjack
02/24/2005 12:37 AM (UTC)
0
Versatile Wrote:

Kracker Jack, the delay for the cold shoulder would throw off reveral siming or blocking timing. Suppose I delay the cold shoulder and you expect it to come so you block and let go and im still delaying, or if you reverse the incoming cold shoulder but im still delaying, your reversal will whiff and you will eat the cold shoulder. Also, the invincible frames will only happen when Sub-Zero slides across. When I say delay I mean he basically slows down the charge up for the slide. If you still don't understand I will explain more if you want.


Yeah, I know what you were getting at with the charge thing, but I was kind of thinking that the invicible frames would be in the charging (thus making the player invincible for the time he held down the attack button while charging), rather than the initial frames of the actual sliding itself, so I guess that sorts that out. No problem.

The rest of those ideas are very nice, too.
Avatar
rubin56555
02/24/2005 01:34 PM (UTC)
0
Great ideas Vers.

This is kinda like what we talked about the other day on aim..... Has anyone else noticed that he is doing this so far for the nostalgia characters, (the ones that should be included in every mortal kombat in my and Vers' opinion). I used to think that more special moves meant regressing back into the older days of MK, but I realized that special moves are what makes MK different from other fighting games. Having effective and original special moves can make a character. Imagine how many people would think so highly of Dairou without the tombstone drop? Or what would people think of Scorpion without the spear? Boon probably wouldn't suck so much ass and time into him if that were the case.

I know that you are going to include the nut punch for Cage in your update. DA didn't feel the same without that move if you ask me.
Avatar
Sub-Zero_7th
02/26/2005 02:26 AM (UTC)
0
This is a great thread Versatile. Thanks again for linking me to it. smile

I was thinking that Reptile could have three different acid attacks. He could have the MK2 acid spit where it could be relatively fast and hit high but can be avoided by ducking or sidestepping. In addition, he could have his MK4 acid attack where he spreads out the acid when spitting which would do less damage and have a slower start up than the other acid attack but it would be harder to avoid. Finally, how about his Acid Ball from MK: DA which could be stronger and slower than the Acid Spit but stun the opponent for a few seconds?

One other thing for Reptile...What about his Dash Punch, Elbow Dash, and Super Crawl moves?

Btw, I noticed that there wasn't any disadvantages listed for Raiden's Lightning Bolt.

Avatar
Versatile
02/26/2005 12:53 PM (UTC)
0
You're right Sub-Zero 7th...I totally forgot about those. I'll update them now with Raiden's Lightning Bolt diadvantages.
Avatar
Sub-Zero_7th
02/27/2005 04:06 AM (UTC)
0
Versatile Wrote:
You're right Sub-Zero 7th...I totally forgot about those. I'll update them now with Raiden's Lightning Bolt diadvantages.


Coolness. I like the updates a lot Versatile. grin Ed Boon and Co. really need to pay attention to this stuff as well as the stuff mentioned in that 28 page thread.
Avatar
Versatile
02/27/2005 07:49 PM (UTC)
0
*Johnny Cage*

~Force Ball~

-Advantages-

- Force Ball forces the opponent back on block, giving you space if they block it.

- Tracks well.
- Solid frame advantage on it
- Fairly safe on block.
- Can be canceled

-Disadvantages-

- Hits high.

~Split Punch~

-Advantages-

- Goes under high and mid attacks.
- On hit you get a guaranteed uppercut.
- Comes out very quick.
- On counter hit when you get the guaranteed uppercut, it launches them in the air high enough and vertical enough for more guaranteed damage.

-Disadvantages-

- Can be sidestepped.
- Not safe on block.

~Shadow Kick~

-Advantages-

- Hits mid(red version hits high)
- Comes out fairly fast(red version comes out faster)
- Red version is safe.
- The last couple of frames are invincible, meaning it penetrates any move trying to interrupt it.

-Disadvantages-

- Can be side stepped.
- Red version of shadow kick hits high, meaning it can be ducked.
- Green version of shadow kick is not safe.
- Red version of shadow kick has no invincible frames.

~Shadow Uppercut~

-Advantages-

- Goes over low attacks.
- Hits mid.
- The entire move has invincible frames.
- Comes out fairly fast.
- Tracks both ways.

-Disadvantages-

- If blocked, the shadow uppercut is probably the most unsafe move in the entire game.

~Johnny Uppercut~

-Advantages-

- Goes under high attacks.
- Solid frame advantage.
- Can be delayed, making it do more damage and gives you more frame advantage.

-Disadvantages-

- Comes out very slow
- Can be side stepped.

*Kano*

~Eye Laser~

-Advantages-

- Cannot be sidestepped.
- On counter hit it causes crump stun, giving you a guaranteed cannon ball.

-Disadvnatages-

- Can be easily ducked.
- Very unsafe.

~Knife Throw~

- Advantages

- On hit it causes the opponent to bleed and they steadily lose health for five seconds.
- Comes out very quick.

-Disadvantages-

- Hits high, meaning it can be ducked.
- Can be side stepped.

~Knife Uppercut~

-Advantages-

- Comes out very quick.
- Hits mid.
- Safe if blocked.
- On counter hit the eye laser is guaranteed.

-Disadvantages-

- Sidesteppable.

~Choke Hold~

-Advantages-

- Comes out quick.
- Unblockable.
- Tracks both ways.

-Disadvantages-

- Hits high.
- Horrible range.

~Cannonball~

-Advantages-

- Comes out very quickly.
- Hits mid.
- The entire move has invincible frames.
- Goes over low attacks.
- Tracks both ways.

-Disadvantages-

- Very unsafe if blocked.

Up next I cover Liu Kang and Kung Lao.
Avatar
HDTran
Avatar
About Me

I don't want a bigger movelist Boon. I want a reason to use more than
10% of the ones you've given me. Fix MK with Move Properties.

02/27/2005 09:52 PM (UTC)
0
Great work Verse, clean and concise, not like my usual ramblings. wink
Avatar
Versatile
02/27/2005 11:30 PM (UTC)
0
thanks, and your signature kicks ass.
Avatar
TonyTheTiger
Avatar
About Me

TonyTheTiger - Forum Director

Mortal Kombat Online - The Ultimate Mortal Kombat Experience
-
Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.

03/01/2005 06:32 AM (UTC)
0
I didn't notice the new forum and thought this thread disappeared at first. Good thing it wasn't. I thought Verse was going to blow his top when he found his thread deleted. tongue
Avatar
~Crow~
03/01/2005 07:53 AM (UTC)
0
TonyTheTiger Wrote:
I didn't notice the new forum and thought this thread disappeared at first. Good thing it wasn't. I thought Verse was going to blow his top when he found his thread deleted. tongue


I think this forum is the perfect place for such threads... they have a much better chance of being read rather than buried in the MK: Deception forum.

Hopefully one of you who are concerned with the gameplay will create a thread concerning MK7 and what you want to see in the fighting engine so I can sticky it at the top of this forum.
Avatar
TonyTheTiger
Avatar
About Me

TonyTheTiger - Forum Director

Mortal Kombat Online - The Ultimate Mortal Kombat Experience
-
Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.

03/01/2005 04:02 PM (UTC)
0
~Crow~ Wrote:

I think this forum is the perfect place for such threads... they have a much better chance of being read rather than buried in the MK: Deception forum.

Hopefully one of you who are concerned with the gameplay will create a thread concerning MK7 and what you want to see in the fighting engine so I can sticky it at the top of this forum.


I think this is a great forum. Really cleans things up. Will this become the MK7 forum when it's announced or will it always be about future games no matter what?
My guess is Deception will be added to the Classic forum like DA was, and MK7 will have it's own. Here will always be about Future MKs.

Great thread btw, the Freeze charging is cool. What is tracking anyway? I'm not tech savvy.



Ka-Tra
Avatar
Versatile
03/01/2005 08:50 PM (UTC)
0
Tracking = When a move hits whether your opponent side steps or not. In fighters, moves eithe track to the left, to the right or both ways.

Yeah, I was hella pissed when I thought the thread was deleted Tony,lol.

Thanks for the compliments yall, im not even close to being done yet. Liu Kang and Kung Lao later on today.
Avatar
~Crow~
03/01/2005 09:09 PM (UTC)
0
This forum will change as the MK series does. MK7 discussion will stay here until MK7 is officially announced. At that time, MK7 will gain it's own forum. MK: Deception will eventually be transferred into the Calssic MK Games Discussion forum as well.

However, this forum will always exist for any future MK discussion you may have. Once MK7 is released, MK8 will of course be talked about... and so on. I didn't expect there would be any official announcement for MK7 any time soon, and I was growing weary of MK7 and other topics being overlooked because they could not be posted many places other than General Discussion.

Mortal Kombat really isn't a subject that is seriously considered there, so it was best that this forum was made to house threads concerning MK7 and other future MK games.
Avatar
Versatile
03/02/2005 05:32 AM (UTC)
0
*Liu Kang*

~Fire Ball~

-Advantages-

- Solid frame advantage on block.
- Comes out fairly fast.

-Disadvantages-

- Can be sidestepped.
- Hits high.

~Low Fire Ball~

-Advantages-

- Solid frame advantage on block.
- Comes out fairly fast.
- Hits low.
- Goes under high and mid attacks.

-Disadvantages-

- Does less damage than regular fire ball version.
- Can be side stepped.

~Flying Kick~

-Advantages-

- Comes out very fast
- Goes over low attacks.
- On counter hit it causes a crump stun, giving you a guaranteed bycycle kick.

-Disadvantages-

- Can be sidestepped.
- Unsafe if blocked.

~Bycycle Kick~

-Advantages-

- Comes out fairly fast.
- Goes over low attacks.
- The ending frames of the bycycle kick has invincible frames, meaning it's penetrates all attacks during that time period.
- Tracks both ways.

-Disadvantages-

- Extremely unsafe if blocked.

*Kung Lao*

~Hat Throw~

-Advantages-

- Where the hat toss hits is 100% up to you. When the hat is sent out, pressing down will make it hit low, pressing forward will make it hit mid, and not pressing anything makes it hit high.

- The high version of the hat toss gives you guard crush.
- On CH it causes a crump stun, guaranteeing you a spinning shield.
- Comes out very fast.
- Tracks both ways.

-Disadvantages-

- The hat throw can only be used once per round.

~Teleport~

-Advantages-

- Avoids incoming attacks by teleporting behind the opponent.
- If you teleport on counter hit(meaning you teleport as soon as your opponent attacks), kung lao german supplexes you from behind for 25 damage.

-Disadvantages-

- Can be anticipated and punished.
- Kung Lao is slightly unsafe after teleportation unless it's on counter hit.

~Spinning Shield~

-Advantages-

- Hits mid.
- Safe on hit.
- Spinning shielf is a juggle starter.
- On counter hit it causes a crumple stun, guaranteeing another spinning shield that launches for a juggle starter.

- Draws in the opponent like a tornado even if it doesnt touch them.
- Tracks both ways.

-Disadvantages-

- Starts up fairly slow.
- Kung Lao can be hit out of start up.

~Diving Kick~

-Advantages-

- Goes over low attacks.
- Hits mid.
- On counter hit, spinning shield is guaranteed.

-Disadvantages-

- Can be side stepped.
- Very unsafe if blocked.

~Whirlwind Kick~

-Advantages-

- The beginning of the move has invincible frames.
- If all 3 hits are blocked, the third hit will causes guard crush.
- Tracks both ways.

-Disadvantages-

- Hits high.
- Not safe if blocked.

Up next I cover Sonya and Jax.



















Avatar
Sub-Zero_7th
03/02/2005 05:42 AM (UTC)
0
That's pretty cool stuff Versatile. Btw, German suplex?? confused
Pages: 2
Download on the App StoreGet it on Google Play
© 1998-2024 Shadow Knight Media, LLC. All rights reserved. Read our Privacy Policy.
Mortal Kombat, the dragon logo and all character names are trademarks and copyright of Warner Bros. Entertainment Inc.