Anti-Repition/Popular Tactics Thread. (Community Project)
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posted07/04/2011 03:12 AM (UTC)by
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ZeroSymbolic7188
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04/09/2011 07:33 PM (UTC)
My vision for this thread would be a sticky thread where people can post a popular repeated tactic that they have trouble with, and others who have figured out counters for said tactics can reply. This way we have more people defeating repetitive sequences, and the game can grow. Its aimed at online play or those of you that have that one friend who keeps doing that annoying stuff on you all the time. This guide is not about high level play, its about popular level play, and how to tear up annoying scrubs.

NOTE: Right now this in rough draft, I would like to update it with some HTML to break up the sections more nicely.
I would also like those of you who have the technology to create some videos where appropriate so that viewers could see the techniques involved in each section. Id also love any ideas to make it better or more professional. Thank you in advance.
-ZERO

General Anti-Repition attitude:
Erase the words Cheap, Spam, Cheese, ect from your vocabulary. There is no such thing, and you sound like a whiner when you say them. The more positive attitude is to accept that if someone beat you with a particular sequence, its your fault, and all you have to do to beat them is come up with a counter. Dont let rage get to you, instead think about it and develop a counter. If you cant embrace this attitude your dead in the water to start with, enjoy losing. That sounds harsh, but that is how it is. Get over it.

NOW ONTO USEFUL INFO:

Zoning (the most popular repetition tactic):
Zoning is using a set of projectiles or ranged attacks in order to control playing space. Its usually done at full screen because at full screen a projectile is more difficult to punish, and in close a wise player would be trying to connect a combo or creat a mix up as that leads to more damage. Other times it is used to maintain a vitality advantage and pressure someone into making mistakes based on time.
The most common way to defeat zoning is a technique called dash blocking. This is accomplished by double tapping forward (A dash) and then quickly pressing block (thats why its called dash blocking, herp derp). The idea here is to gradually close in on your opponent. Its a simple concept but often over looked by the inexperienced. Doing this will of course involve taking chip damage, but it aviods jump traps and is thus prefered. It works against High fireballs and air fireballs.
For low fire balls do the same thing only dash and then quickly press down and block (Dash-Crouch-Blocking).
If your vitality is too low, your going to have to try jumping and hope you dont get nailed by a trap. Getting zoned with low vitality is a thing you want to aviod.
However if you have high vitality just go ahead and zone with your own projectiles, because the opponent will either lose or have to try something else. Zoning when losing is a generally a bad idea.
Lastly if you have the ability to teleport, you can simply vanish and appear behind your opponent for a free strike. Beware however that some players are baiting your teleport, so use wisely.

SCORPION:
Scorpion is one of the most highly used characters online. So right here we are going to break him down:
Scorpion boasts simple dial a combos, easy mix ups, a teleport, an unblockable hellfire attack, and of course his trademark spear.
The strength of Scorpion is that he is very easy to use, and has a tool for almost any situation.
The weakness of Scorpion is that his moves either have a long start up, or are incredibly punishable on block.
Most players online choose scorpion and rely heavily on his teleport and spear into a 1,1,1 combo followed by either a Back+2 pop up or a leg sweep. Most of them forget about, or dont use the hell fire. So lets focus on this sequence first.
The teleport can be ducked underneath and uppercutted or blocked and then punished by combo. I have also occasionally been able to beat it out of the air with a jump kick or punch, but that seems very unreliable. For the most part just block standing and when the teleport whiffs, launch into your best combo.
The spear is by far the easiest of his moves to deal with because its a slower projectile and he recovers from it for a very long time. Jump over this thing, and wail away with a combo.
If you get hit by either of those moves, most of the time your going to eat the 1,1,1 combo. Which is fine, because its not particularly damaging. What makes it scary however is that Scorpion can mix up after it with the Back+2 pop up or the leg sweep. Though this is a nice mix up most Scorpion players heavily favor one or the other, so block low for the leg sweep & uppercut, or block high for the pop up. If the Scorpion player IS actually mixing these moves, Block high and eat the occasional leg sweep. If the pop up lands he gets another combo, easy choice?
That information alone will have you beating most Scorpion players. However there is more you can do to swing this fight your way.
I like to fight Scorpion at full screen, because most of the time your projectile is faster than his spear. Thus you can zone him out, all Scorpion can do against full screen zoning is block dash (you dash forward and throw him), hellfire (his correct choice), or teleport (we just talked about eating that). Because the teleport delivers more instant gratification, it is what most repitious Scorpions will do, so use that knowledge and throw a projectile or 2 out for bait, then hold block and watch him wiff the teleport.
Great, now you can beat 60% of the people online.

SMOKE:
Smoke accounts for another the other 30% of people online, but you fight him very much like you would fight against Scorpion. Smoke actually has less tools than Scorpion and is generally an easier fight. Just know that everytime he does land a hit on you. Block on wake up because his smoke cloud beats almost every wake up move. Also be aware that his enhanced teleport hits 3 times, so watch out. If you see his smoke cloud teleport (the akuma teleport from street fighter) he is going to throw you. Use down+3 for a quick poke to knock that out of him. Be very patient with Smoke, youll spend most of your time in one place doing a standing block, and attacking only whiffed teleports. If he starts to combo, block high because his most popular combo has a mid hit. He has no low hitting combos. So just by standing and blocking high, you have taken smoke down to pretty much just throwing. He is easy to beat most of the time, but you have to be very very very patient. Block, Block again, Block some more, Block a little longer.

Thats what I got for now. Please do contribute with help, questions, suggestion, and anything else to make the thread better.







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microchip
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06/05/2011 02:22 AM (UTC)
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nice thread, could prove extremely useful when further developed.

I main Kung Lao, so as a KL player, I know many of his weaknesses and play patterns.

Kung Lao:

WHAT NOT TO DO AGAINST KUNG LAO

DON'T jump at a Kung Lao player. His spin attack is extremely fast and useful as an anti-air. If you make jumping a habit, even the dumbest KL user will catch on and start bitch slapping you out of the air.

DON'T walk up on a downed Kung Lao. He can wake-up with his spin attack, nullify any attack you were attempting to do, and send you sky high for a free juggle. Your best bet to pressure a downed Kung Lao is to try and trick him into thinking that you are gonna walk up on them, and they will usually do a wake up spin. When it misses, they'll be vulnerable for a free combo. If you choose not to do this, use a low projectile if you have it. If not, then try and fake him out.

DON'T let him put you in the corner. The corner is a death zone to begin with, but when a Kung Lao user puts you in the corner and manages to put you up in the air with a juggle, go ahead and kiss 40+% of your vitality gone. As a Kung Lao user, when I put an opponent in the corner, I jump in with a jump punch, and follow up with his low kick combo followed up with a spin to start the juggle. The jump punch causes them to block high, but they neglect to block low afterwards, allowing me to set up the juggle. When put in the corner, block high if the KL user jumps at you, and when you block his jump punch, immediately block low. This will ensure that you don't get caught by a low or high combo. Don't turtle too long though, for he may do an overhead or throw you. Get out of the corner as soon as possible.

DON'T rush a Kung Lao if you are unsure of his tactics. Rushing a Kung Lao will usually result in him spinning the shit out of you. If you must rush, exercise extreme caution and rush when you know he is not able to do a spin. Kung Lao is not able to do his spin if he
a) just got done spinnin and it missed.
b) used any other special and it failed
c) grab failed
d) did a full combo string and it failed

THINGS TO DO WHEN KUNG LAO JUMPS IN THE AIR

When a Kung Lao jumps in the air, it is extremely hard for him to resist doing a dive kick. The second you see a Kung Lao jump in the air, block.
If he does a dive kick, it'll block, and he'll be set up for a free combo.

If he just regular jump kicks, you'll block it, and then have a chance to mix him up with a high or low.

If he does a jump punch, he will more than likely try to follow into a combo. If you block the combo, he may stop mid-way during the string and try to grab you. This is what I do to get a free throw in on turtlers. Not many people have gotten out of this when I do it to them, so I can't say exactly how to avoid it. My best guess would be to block high the jump punch, then block low. If he goes for a high combo while you are blocked low, you are set for a free uppercut.

If your character has an anti-air or a teleport-esque move, use that instead when you see a Kung Lao user jump in the air.

THINGS TO DO WHEN YOU ARE PUT ON THE GROUND

roll away, then block low.

when put on the ground, a KL user will try and walk up on you and spin you into the air. If you try to wake-up, chances are his spin will have more priority. Roll back the second you hit the ground to avoid this situation.

As soon as you stand up, an adept KL user will try and use his ground hat to surprise you. This is why you block low. If he doesn't do that and just jumps in or continues to walk towards you, enjoy your free uppercut.

THINGS TO DO WHEN KUNG LAO TELEPORTS

The second you see him teleport, duck and then uppercut. As simple as that.
If you try to crouch block, he may hit you with the BP, which acts as an overhead and a pop-up. If you try to block high, he may try and land FK which is similar to a jump punch, which means you will have to go through the process I described earlier when dealing with air-borne Kung Lao's. Instead of FK, he may use FP which acts as a grab, this will land if you are blocking at all as long as he times it right. Kung Lao users rarely use BK because it isn't an overhead, and can be blocked without a followup.

just duck and uppercut.


THINGS TO DO WHEN KUNG LAO IS KICKING YOUR ASS AND YOU HAVE NO IDEA WHAT THE HELL IS GOING ON

pray for mercy.



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ZeroSymbolic7188
06/06/2011 01:35 AM (UTC)
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ERMAC

Aww yes Ermac... The lord of the easy high damage combo. Its reasonable to understand why people feel Ermac is overpowered (I will definitely say that he is High-Tier, and certainly no joke).:

1. He has mega easy 30% damage combos requiring little to no timing.
2. Has a special move that controls every single space on the playing field.

So when facing Ermac, most of the time you are at a disadvantage, he IS all that. However Ermac has an Achilles heal, and there are steps you can take to bring him back to even ground.

Achilles heal: Ermac has no mix up game at all. Meaning that he lacks a standard mid-hit outside of a jump-in punch. If you crouch block against an Ermac player here is what he can do:

1. Attempt a jump-in punch pop up. (Countered by an anti-air or a well timed uppercut)

2. Throw-Obvious to counter.

3. Chip away at you with his fireball.

4. Attempt Levitate-Groundpound. Jumped on reaction

Now the funny thing about most Ermac players online, is that they are not aware of this gap in his gameplay and you can kill them simply because they dont know how to attack you. Its pretty funny, Ive even hit an Ermac player and then crouch blocked and watched him frantically try to hit me, eventually losing because time ran out.
That extreme example aside though, crouch blocking makes Ermac much more manageable, so do it often. Keep in mind that you can punish a botched lift on block, or you can throw an uppercut on reaction to his teleport. So take advantage of those situations while he is still figuring out how to hit you. Enjoy how stupid they look as well :D.

My only note to this is to be aware of the Jump-kick into a throw tactic. If you block a Jumpkick, try to throw an uppercut. If you have the Ermac player resorting to this, you have now made him play like a regular character, and if you really are better, then you win this fight.

An Alternative Way to diffuse Ermac: Full Screen Zoning

I like this method because full screen is the only level playing field against an Ermac player. At this distance he has a teleport which you can block an punish to death, he has his fireball and you have one of your own, and he has the levitate and ground pound, which is very easy to avoid. So much like Scorpion, you can bate and punish his teleport all day.

Synopsis:
Ermac is a high-tier character, and you really cant ever have an advantage over him. What you can do however is create even-situations and then it is up to you to outplay your opponent.

VS ERMAC DO NOT:

JUMP-IN=He will nail you with that lift more often than not, and then your toast.

PLAY AGGRESSIVE/TRY TO PRESSURE ERMAC=He has more tools to keep you away than you do to rush him down.

GET CORNERED=This is a given for anyone, but against Ermac he can stand at jump distance and use the telekentic push to trap you. If he does this it is very difficult to escape, but there are 2 things you can try:
1. Use an X-Ray or enhanced move that has armor so that you can go throw the push.
2. Hold down on wake up and try to throw off the timing of the trap.
At any rate this is no place to be, avoid at all costs.

What I got for Ermac.





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microchip
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06/06/2011 05:43 PM (UTC)
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Another note on ermac

I have noticed that if you do rush an Ermac user and succeed at closing the gap, they will more than often freak out and try a lift or a push. Once that fails, it's free combo time. A way to rush an ermac down is to dash block a shit load, which zero described earlier in the zoning area of his first post.

Dash block to close the gap, and then block low when you are about sweep distance from an Ermac user. 90% of the time, they will panic and throw out a random telekinetic move. This will greatly throw off their game and make the fight extremely trivial.
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Keith
06/06/2011 06:38 PM (UTC)
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I don't know how useful these tips are, they're probably not very helpful at all I'm just basing it on my own experience. I fight a fighter constantly who uses Kano only and only uses three moves and it's still extremely hard to take him down sometimes.

Kano

Kano has three major threats - his knife, his UpBall and his X-Ray.

His X-Ray is unblockable, has quite a good reach, and does 41% damage and can't be ducked. If Kano's fighting a losing battle, it's usually what turns the tables on the opponent. If it's a close match, it's usually the deciding factor. Be cautious. As with most X-Rays, it has armour, so even if you interupt it with an attack, chances are you'll still get caught by it. I have seen Uppercuts cut it off but for the most part, the X-Ray will counter them. Some special moves can avoid it though, such as Kano's own UpBall, certain teleports, etc. The best defense is to simply try to avoid it or bait your opponent into using it when you know you'll be ready to dodge it.

His knife is quite irritating but I think every character has at least some way of dealing with it. The knife is super fast and Kano can keep on throwing them. Sonya and Kitana can fly over them but they can be left open for punishment from Kano's UpBall. Teleporters can cope alright but characters with low projectiles have the upperhand as they can overcome Kano's knife and stay safe at the same time. If you don't have a teleport or a low projectile, watch Kano when he throws the knife, he can't block until he puts his hands down. That's your window.

The UpBall, the bane of my life, is probably Kano's most useful move. It has rapid recovery, can be used as a wakeup and can be done almost instantaneously. Chip damage is 2%, contact is 11%. You're almost guaranteed to get whacked by this and it can really wear you down. It also seems to have a lot of the same properties of Sonya's bike kicks from DC, only this is much safer for the user. Like Sonya's bike kicks, if Kano overshoots and lands behind you, he can turn around instantly and catch you with a second Upball. If your character has a quick uppercut, it's the best way to deal with the UpBall but be wary because as soon as your opponent has done the UpBall once, they're probably already preparing a second one and there are few moves that'll counter it. Also, if you're worrying about being hit by the UpBall, then you're probably within reach of Kano's X-Ray. The UpBall can't be ducked under unblocked either. There's advice I can give to combat the UpBall. I'm just glad they're fixing it with the next patch so it won't be so devastating.

The average Kano user will bait you with his knife throw and punish you up close with the UpBall or the X-Ray. Avoid getting cornered and try to stay out of the air as much as you can. Low projectiles or teleports can help break the routine.
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Kushh
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06/07/2011 04:59 AM (UTC)
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Great thread Zero, I'll have some to add on Raiden, Reptile, and Mileena when I have time.
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Insider2000
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Keep dunking your Kenshi breadsticks into your Skarlet sauce, people! The main course isn't coming for a while, and you never know when it's going to be disappointing.

06/07/2011 07:03 AM (UTC)
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I'll most likely include some anti-Stryker, to give you all fair warning of his tricks. Otherwise, I'm going to post the suggestions I made on my other thread.


I highly recommend you read this through and give it consideration. Admittedly, I don't follow it to a T (I get frustrated at losses sometimes, but I get over it) myself, but it'll make your life easier and make you enjoy the game far more and perform better, as your anger and frustration won't get in the way of your performance.

Yes, we're having psychology in gaming here.



I highly recommend you follow the following mindset, as it will help you survive the online world of Mortal Kombat, and majority of fighting games for that matter:
-Nothing is cheap.
-Everything is cheap.
-There is no such thing as spamming.
-Do not hate any character simply because you are not experienced with them.
-Do not hate any PLAYERS who uses characters you are not experienced with.
-There is no such thing a 'the best character'. You use who you are comfortable with, or who you want to master.
-There is a strategy around everything. Don't doubt so easily.
-Do not expect nerfs or buffs to save you. If you can survive without those nerfs or buffs, isn't that already proving yourself better?

-Losing does not make you a bad player.
-Contributions to losing can include:
a) Inexperience with the character you are playing.
b) Inexperience with the character you are fighting.
c) Inexperiences with the strategies being used against you.
d) Your general mood, emotion, and energy effecting your performance.
e) Lag.
f) You were of equal skill, but your opponent got the upper hand OR you had a small brain fart, which happens to everyone.
-Problems (a), (b), and (c) can be solved through practice, experience, and asking for help from others in terms of tips.
-If you are experiencing problem (d), turn off the game and do something else.
-If you are experiencing problem (e), ......sorry.
-If you are not experiencing any of the other problems, you are experiencing problem (f).
-Please take absolute note that problem (f) IS NOT A BAD THING. Problem (f) WILL HAPPEN and is the best way to lose, as it means you lost a completely fair fight that you were ready for.
-Again, losing is not a bad thing.

-If you rage quit, you are completely giving your opponent a message saying, "I'm sorry. I cannot handle defeat. Let me leave now, as I cannot emotionally handle the thought of losing." If that's okay with you, then by all means.
-If you must step away from the controller for reasons of random possibility, set the controller down and accept defeat. Life is more important than this game. Again, losing isn't a bad thing.
-Do not give hate mail, as it is the same as saying the same message given for 'rage quitting'.
-Do not RESPOND to hate mail or rage quitting. It is pointless and entirely useless.
-If someone gives you a 'gg' message, reply with a positive response...no matter what negative connotations you might feel from the message. If it is truly negative, it's better not to respond at all
-I slight suggestion: If you ever feel you are having a bad night/time and are constantly loosing, keep playing until you get a win (or rage quit). Once that battle ends, stop playing. You'll probably feel better after a break or sleep. We don't always perform at our best.
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Spaceman
06/11/2011 01:36 AM (UTC)
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C'mon people keep it coming! this is a great thread!

I'm intermediate AT BEST with this game so my tips are a bit general and most likely not very practical when dealing with a high level player.

that being said, I've noticed a simple tactic against most Smoke players is to just never block low. Always block high. His BnB 3, D2, 1 combo hits medium, his smoke bomb hits high, and his enhanced teleport punch the last punch hits medium. So by just blocking high you take him down to sweeps and throws. So just block high and wait for an opening and hope you're not up against a Smoke player who knows how to use the Shake or EX Shake move because then shit gets tricky.

Also, I main Cyrax and have gotten pretty good with him, but I've noticed it is almost impossible to get out of a rush down with him. So the best way to beat Cyrax is to just stay in his face. Like Smoke, Cyrax is limited to sweeps and throws if you just keep blocking high, and his wake up game is SHIT. The only way to get somebody off me is to use an enhanced wake up move like teleport or ragdoll (EX Ragdoll hits low btw) and that wastes a precious bar of my meter which I need to do my BnB high damage combo. Not to mention I'll need to save for a breaker if a player is consistently in my face.

Anybody got a good strategy to use against Reptile?? And more strategies against Kung Lao the better, its getting really old losing to him all the time. Like how exactly do you get in on him without baiting a wake up spin or spin in general??




EDIT: Also, have yet to go up against one again, but a few weeks ago me and my friend played against a guy who was a beast with Noob. He really just knew how to zone with him so my question is how exactly do you get passed a Noob who's sending out shadow tackles and low shadows like there's no tomorrow, specifically when you're a character without a fast teleport or teleport move at all for that matter?? Seemed like every shadow tackle pushed back on block.
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ZeroSymbolic7188
06/11/2011 07:14 AM (UTC)
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Kung Lao:

Im a huge huge fan of zoning the super powered characters (Ermac, Kung Lao, ect) Because it restricts them to their projectiles and a teleport. Which is even ground. So how do you make some distance VS Lao. Standing block and wait for the inevitable dive kick, Block it and upper cut it. A combo will have you following him and then he can beat you down with his own high damage combos and nasty wake up game. So keep it simple and knock him back with the uppercut.

Then he will likely attempt a spin wake up, you through a fireball and hit him. From there he will try continued aggression with dive kicks, which you block and uppercut similarly or:

He will begin spamming low hats and high hats, just keep trading with him, eventually the teleport is coming, when you see it, throw an uppercut Immediately.

Lao players choose him for his huge combos, when you keep him out and dont let him do it, they get frustrated and start messing up. Then its all yours.


I havent played enough Reptiles to have anything solid against him. All I got for now is fight him just outside sweep distance. Closer he will hit you with an elbow or slide. Conversly you cant zone him with out Sindels angled fire balls. He will spam spits and forceballs all day.
So stick to jump distance and block a lot. When you see him crouch for a force ball jump in and do your worst. ... wish I had something more solid but I dont have much experience VS him.


NOOB is a real shitload of fuck.

You have to jump over his shit, you cant block dash him (least I cant). but stop short when your close and let him wiff his anti-air move. Keep an eye out and capitalize on blocked teleports. Noob is assy and thats just how it is. If you do get close, never ever let him go.
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jagro
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06/11/2011 11:47 AM (UTC)
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what i really want to know is, how exactly do you beat blockers? when my opponent (usually a scorpion of course) just sits there blocking for the whole match before firing off a quick teleport or spear, i really feel as if i should be beating him quite easily. help?
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Insider2000
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Keep dunking your Kenshi breadsticks into your Skarlet sauce, people! The main course isn't coming for a while, and you never know when it's going to be disappointing.

06/11/2011 08:18 PM (UTC)
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jagro Wrote:
what i really want to know is, how exactly do you beat blockers? when my opponent (usually a scorpion of course) just sits there blocking for the whole match before firing off a quick teleport or spear, i really feel as if i should be beating him quite easily. help?


It depends. It depends on who you are playing as and who your enemy is playing as. Blocking isn't so much of a 'he's not doing anything' as much as it is a 'I'm making sure you can't do anything to me, while I'm waiting to do something to you'.

Considering that you're talking about Scorpion, Scorpion players will most likely try to leave you in a rut. If you stand still, he'll use Hellfire. If you jump, he'll teleport or throw a spear. So throwing projectiles isn't the best of ideas, unless you have quick recovery with it (like Kano's knife recovery). With turtling Scorpions, the best bet is to slowly move in.

Learn how to block dash. Dash, but tap the block button.

Anticipate yourself for any of their attacks. If you see the Hellfire animation coming, jump and attack if you are close enough. If you see a spear coming, jump over it if you have the time, but it's better to block it. If you see a teleport, block and punish. If you get close enough and he's still blocking, work with high and low attacks.

If he habitually blocks high, attack with sweeps, low special moves, or low combos. If he habitually blocks low, go in with a combo that hits high, or do what I sometimes do and jump over the enemy, anticipating an uppercut that misses, and punch him in mid-air into a combo.



Again, really depends on who you're are playing as. Learn your character's high and low combos and special moves. Mix em up.
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ZeroSymbolic7188
06/12/2011 06:32 AM (UTC)
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I like to jumpkick and then throw against people who play lots of blocking.
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iHeartXenomorphs
06/12/2011 06:46 AM (UTC)
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I don't know how to counter low kicks, especially mileenas.

They knock me out of the air, the hit me during a gap in the rush downs, they stop some x-rays and they are fast as hell.
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Insider2000
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Keep dunking your Kenshi breadsticks into your Skarlet sauce, people! The main course isn't coming for a while, and you never know when it's going to be disappointing.

06/13/2011 07:07 AM (UTC)
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Again, depends on who you are using. Mileena, however, is a perfect example of low kick whoring. My god......the low kicks.

I play Stryker, and unfortunately....he doesn't have much against low kicks except for blocking. So, unfortunately, crouch blocking is great! Now, if it's the case of a low kick that is punishable, I personally find countering that with a good combo that mixes low and high hits sends them into a spin. Of course, low kicks like Mileena's down+kick won't work with that.

Also, about X-Rays. I don't know which character you use, but if low kicks are interrupting your X-Ray, you need to plan them out.

Try to be more specific in your situations, so I can help you out.
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microchip
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06/13/2011 07:56 AM (UTC)
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Noob

i'd consider Noob my second main, so i know a bunch of tactics to use as him, as well as their weaknesses.

Dash CROUCH blocking is the key against defeating a Noob user.

If you just dash block, then he will hit you with a shadow slide attack. You have to dash crouch block. This might actually take practice, cuz most people are used to just dash blocking.

If you don't do either of the above and attempt to just jump over the shadow attacks, you are at risk to be hit with a tele-slam. That's a no no.

Most Noob users will try and keep you across the screen by using their shadow attacks, but if you dash crouch block, you'll be fine. By dash crouch blocking, you eliminate all of their shadow attacks, and you'll be able to close the gap.

Once you close the gap with a noob user, it is pretty simple. They don't have many mix ups, but what a Noob can do is end their combo with a shadow slide if they see you are blocking high. Get into the habit of blocking low after they finish their combo string. Don't block low too soon, or else he may hit you with an overhead and send you flying across the screen.

THINGS TO DO WHEN YOU ARE ON THE GROUND
roll back and block low. When I am playing as Noob and i knock an opponent to the ground, i love to follow up with a shadow slide, for they rarely see it coming.

In order to avoid this, immediately block low when you are knocked to the ground. This should help you avoid being hit by a shadow slide.

THINGS TO DO WHEN NOOB IS ON THE GROUND
Don't go near him!!!
He can wake up with all of his shadow attacks. Meaning, he can hit you with his shadow slide, shadow tackle, and if you think you are gonna be smart and jump on him, he'll hit you with his shadow knee.

The best thing to do is to just stay away and get ready for a shadow wake-up attack. Or if you have a low projectile, you can trade that for a shadow attack if you are on the upside of health.

If you go near a Noob while he is downed, get ready to lose damage, because his shadow wake-ups have high priority and will go through any of your attacks.

WHEN NOOB HAS FULL METER
Most Noob users will never use their meter for EX's or breakers. They will wait for their x-ray, so be sure to keep note of how full their meters are. Their x-ray attack is full screen, and has a Saibot come from behind you to grab you. The best way to avoid this is to just block. But if you have to, you can jump over it.

I'm not sure, but i think I have actually been hit out of my x-ray, so that may help to. If you're close to a Noob when he does his x-ray, take the risk if you want and punch him. It may neutralize his x-ray attack.

btw, where the hell are our dragon points??? This is quality shit here. :P
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iHeartXenomorphs
06/16/2011 01:58 PM (UTC)
0
Insider2000 Wrote:
Again, depends on who you are using. Mileena, however, is a perfect example of low kick whoring. My god......the low kicks.

I play Stryker, and unfortunately....he doesn't have much against low kicks except for blocking. So, unfortunately, crouch blocking is great! Now, if it's the case of a low kick that is punishable, I personally find countering that with a good combo that mixes low and high hits sends them into a spin. Of course, low kicks like Mileena's down+kick won't work with that.

Also, about X-Rays. I don't know which character you use, but if low kicks are interrupting your X-Ray, you need to plan them out.

Try to be more specific in your situations, so I can help you out.




I also use Stryker, and yeah the Triangle, X, Triangle combo works well when I in.

I'm talking about jumping in and getting low kicked out of my attack for some reason, they oddly decided to give low kick an advantage of air kick and punch and it's speed beats most of my mains attacks, the only guy I can beat low kickers with is Jax unless I zone with Stryker.



And whenever I attack the low kicks are so fast my punches go right over them so they punish me before I even finish my moves, they also beat a lot of X-Rays. Jax, Kanos, anybody with a close ranged Xray except Stryker.
Does anyone have some anti-mileena tips?
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WhereThereIsSmoke
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About Me

If you use the term "spam" I have no time for your argument.

07/03/2011 05:50 AM (UTC)
0
DisturbedKittenCosette Wrote:
Does anyone have some anti-mileena tips?


This may sound obvious, but with her you just have to be patient and block. A lot. She has low damage output so just be patient and wait for your opening. The biggest mistake I initially made was to crouch block against her. Don't do that. Her ball hits high and her most dangerous weapon up close is that overhead jumping scissors kick. Trade projectiles if you can and she will start getting more aggressive. Both her teleport and roll are extremely easy to punish and you KNOW you will have plenty of those coming your way, just wait for them.

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ZeroSymbolic7188
07/04/2011 03:12 AM (UTC)
0
Cyber Sub-Zero Dive Kick:
I can block it, but I cant counter or punish... kinda commands the skys against me. Somebody got something for this?

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