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=== Jump and Hop Attacks === | === Jump and Hop Attacks === | ||
All Jump attacks are mid attack earlier into their arc and then become overhead attacks later on into the jump. | |||
==== J1 ==== | |||
<br> | |||
{{MoveData | |||
| name = Heavy Fist | |||
| input = J1 | |||
| image = Mk11-sub-slide.png | |||
| caption = | |||
| data = | |||
{{AttackData-MK11 | |||
| damage = 50.00 / 7.50 / 0.75 | |||
| guard = Mid/Overhead | |||
| startup = 12 | |||
| active = 5 | |||
| recovery = 31 | |||
| cancel = 46 | |||
| hit adv = -1 | |||
| blk adv = -13 | |||
| f/blk adv = -13 | |||
| description = Can hit the opponent earlier into the jump due to lower angle of the attack's hitbox. Used less often because of the slower startup frames and doing less damage than J2. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
| name = Straight Punch | |||
| input = J2 | |||
| image = Mk11-sub-slide.png | |||
| caption = | |||
| data = | |||
{{AttackData-MK11 | |||
| damage = 50.00 / 7.50 / 0.75 | |||
| guard = Mid/Overhead | |||
| startup = 6 | |||
| active = 6 | |||
| recovery = 31 | |||
| cancel = 41 | |||
| hit adv = 9 | |||
| blk adv = -8 | |||
| f/blk adv = -13 | |||
| description = More horizontal hitbox and faster startup makes for a good air-to-air attack. Does more damage which makes this the more popular jump-in attack for Ice Ball combos. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
| name = Cold Boot | |||
| input = J3/J4 | |||
| image = Mk11-sub-slide.png | |||
| caption = | |||
| data = | |||
{{AttackData-MK11 | |||
| damage = 90.00 / 10.35 / 1.35 | |||
| guard = Mid/Overhead | |||
| startup = 10 | |||
| active = 6 | |||
| recovery = 31 | |||
| cancel = 45 | |||
| hit adv = 23 | |||
| blk adv = -8 | |||
| f/blk adv = -13 | |||
| description = More horizontal hitbox and faster startup makes for a good air-to-air attack. Does more damage which makes this the more popular jump-in attack for Ice Ball combos. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
| name = Frigid Strike | |||
| input = U1/U2 | |||
| image = Mk11-sub-slide.png | |||
| caption = | |||
| data = | |||
{{AttackData-MK11 | |||
| damage = 90.00 / 10.35 / 1.35 | |||
| guard = Overhead | |||
| startup = 10 | |||
| active = 3 | |||
| recovery = 31 | |||
| cancel = N/A | |||
| hit adv = 29 | |||
| blk adv = -12 | |||
| f/blk adv = -17 | |||
| description = Reaches farther than U3/U4 and is the more popular of the two Hop Attacks. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
| name = Cold Front | |||
| input = U3/U4 | |||
| image = Mk11-sub-slide.png | |||
| caption = | |||
| data = | |||
{{AttackData-MK11 | |||
| damage = 90.00 / 10.35 / 1.35 | |||
| guard = Overhead | |||
| startup = 10 | |||
| active = 3 | |||
| recovery = 31 | |||
| cancel = N/A | |||
| hit adv = 29 | |||
| blk adv = -12 | |||
| f/blk adv = -17 | |||
| description = Much shorter in reach than U1/U2 and is less commonly used as a result. | |||
}} | |||
}} | |||
=== Special Moves and Kustom Abilities === | === Special Moves and Kustom Abilities === |
Revision as of 17:10, 11 May 2021
Introduction
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Playstyle
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PictureHereSoon | |
Pros | Cons |
|
|
Movelist
Normals and Strings
S1
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 8 | 2 | 15 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
11 | 6 | 0 | 0 | - | |||||||
Use for jailing, very good for staggering. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 04.50 / 0.45 | Mid | 9 | 2 | 20 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
13 | 18 | 0 | 0 | - | |||||||
Good auto shimmy, the mid will catch ducking opponents who were expecting a throw from the similar animation. The window to input the 2 here can be pretty tight. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 10.50 / 1.05 | Mid | 15 | 2 | 39 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 30 | -4 | -4 | - | |||||||
Causes knockdown, cannot be special cancelled. Extra safe on block with the added pushback if you need some space. |
B1
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 4.50 / 0.45 | High | 14 | 3 | 26 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
17 | 6 | -2 | -2 | - | |||||||
Far reaching poke with good forward momentum. Good tool for whiff punishing or safely getting in. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 04.50 / 0.45 | Mid | 22 | 4 | 22 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
27 | 10 | -4 | -4 | - | |||||||
A solid mid to follow up the high, you only normally stop here for staggering on block. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | Mid | 14 | 3 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
18 | 18 | -7 | -7 | - | |||||||
Causes knockdown, can be special cancelled. On hit during a combo this can be followed up with Slide ender. Can only be punished if the opponent has a 6-frame reversal, which many don't. |
D1
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | Mid | 6 | 2 | 18 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
17 | 13 | -6 | -6 | - | |||||||
Cannot be canceled into special moves if Flawless Blocked. It's a 6-frame jab that allows you to punish and challenge pressure in ways most of the kast aren't able to. Jail into your high starters if you get a hit with this attack. |
Jump and Hop Attacks
All Jump attacks are mid attack earlier into their arc and then become overhead attacks later on into the jump.
J1
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | Mid/Overhead | 12 | 5 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
46 | -1 | -13 | -13 | - | |||||||
Can hit the opponent earlier into the jump due to lower angle of the attack's hitbox. Used less often because of the slower startup frames and doing less damage than J2. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | Mid/Overhead | 6 | 6 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
41 | 9 | -8 | -13 | - | |||||||
More horizontal hitbox and faster startup makes for a good air-to-air attack. Does more damage which makes this the more popular jump-in attack for Ice Ball combos. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 10.35 / 1.35 | Mid/Overhead | 10 | 6 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
45 | 23 | -8 | -13 | - | |||||||
More horizontal hitbox and faster startup makes for a good air-to-air attack. Does more damage which makes this the more popular jump-in attack for Ice Ball combos. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 10.35 / 1.35 | Overhead | 10 | 3 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 29 | -12 | -17 | - | |||||||
Reaches farther than U3/U4 and is the more popular of the two Hop Attacks. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 10.35 / 1.35 | Overhead | 10 | 3 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 29 | -12 | -17 | - | |||||||
Much shorter in reach than U1/U2 and is less commonly used as a result. |