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| MK11 Movedata Template Workshop - Slide
| | <includeonly>{{#if: {{{2|}}} | {{#switch: {{{1|}}} |
| {{MoveData | | | P=<span style="color: #32CD32;">{{{2|}}}</span> |
| | name = Slide | | | E=<span>{{{2|}}}</span> |
| | input = B, F+3 (+ Amp) | | | M=<span style="color: #ff6347;">{{{2|}}}</span> |
| | image = Mk11-sub-slide.png | | | I7=<span style="color: #eba134;">{{{2|}}}</span> |
| | caption = Ice skating practice pays off. | | | VM=<span style="color: #b70c0b;">'''{{{2|}}}'''</span> |
| | image2 = Mk11-sub-slide-amp.png
| | | #default = {{{2|}}} |
| | caption2 = YEET
| | }}}}</includeonly><noinclude>Usage: <code><nowiki>{{mk1-adv|class|text}}</nowiki></code> |
| | image3 = Mk11-sub-slide-kb.png
| |
| | caption3 = Thru the Walls
| |
| | data =
| |
| {{AttackData-MK11
| |
| | damage = 70.00 / 18.80 / 1.88
| |
| | guard = Low
| |
| | startup = 11
| |
| | active = 14
| |
| | recovery = 30
| |
| | cancel = 22
| |
| | hit adv = 29
| |
| | blk adv = -20
| |
| | f/blk adv = -20
| |
| | amplify = 1 OFF On Hit
| |
| | description = The best move in the game. Advancing low hitting attack that excels at many things: whiff punishing, ending combos, low profiling, you name it! That said, don't get too spam-happy with it since it's very punishable on block. On the other hand the animation on block can cause some of the faster high punishes to whiff so test your opponent to see if they know the right punisher for it.
| |
| * Can meterlessly launch in the corner after B3,2 into a D1 > S2 spam > 1,2,4 KB among other things.
| |
| * So good that equipping the Cold Shoulder ability is considered a nerf.
| |
| }}
| |
| {{AttackData-MK11
| |
| | damage = 80.00 / 12.50 / 1.25
| |
| | guard = Mid
| |
| | startup = 13
| |
| | active = 5
| |
| | recovery = 36
| |
| | cancel = N/A
| |
| | hit adv = 9
| |
| | blk adv = -4
| |
| | f/blk adv = -4
| |
| | amplify = N/A
| |
| | description = Defines Sub-Zero's general gameplan. Everyone playing Sub-Zero should aim to or threaten to trigger the Krushing Blow. End your combos with the amped version either to build up the KB or side switch your opponent into the corner. Outside of these cases, save your meter for your other specials. The threat of the KB will allow opponents to Breakaway either during the initial slide hit or the grab at the start of the amp. React accordingly.
| |
| * '''KRUSHING BLOW''': "Triggers on the THIRD AMPLIFIED Slide to hit."
| |
| ** ''With Krushing Blow Held Check set to ON, this activates at the player's discretion after previously landing at least two successful amplified Slides.''
| |
| ** ''An amped Slide is considered successful after the grab animation is activated. Throwing the opponent into an Arctic Trap counts as a successful amped Slide while the opponent using Breakaway to avoid the grab does not.''
| |
| ** ''Deals a total of 319.00 damage on its own.''
| |
| }}
| |
| }} | |
| <br> | |
| MK11 Movedata Template Workshop - Johnny Cage Strings
| |
| {{MoveData | |
| | name = S3
| |
| | image = Mk11-sub-slide.png
| |
| | caption = Sudden Violence
| |
| | image2 = Mk11-sub-slide-amp.png
| |
| | caption2 = Almost Famous
| |
| | image3 = Mk11-sub-slide-kb.png
| |
| | caption3 = Sell Out
| |
| | image4 = Mk11-sub-slide.png
| |
| | caption4 = Cage Match
| |
| | data =
| |
| {{AttackData-MK11
| |
| | damage = 50.00 / 7.50 / 0.75
| |
| | guard = High
| |
| | startup = 11
| |
| | active = 14
| |
| | recovery = 30
| |
| | cancel = 22
| |
| | hit adv = 29
| |
| | blk adv = -20
| |
| | f/blk adv = -20
| |
| | amplify = N/A
| |
| | description = Sudden Violence '''(S3)'''
| |
|
| |
|
| Risky move to throw out in neutral as a high but can be comfortably jailed into after D3 and D4 or even after a D1 with perfect timing.
| | {| class="wikitable" style="text-align:center;" |
| }}
| | |- |
| {{AttackData-MK11
| | ! Class |
| | damage = 50.00 / 7.50 / 0.75
| | ! Frame Adv. |
| | guard = Mid
| | ! Notes |
| | startup = 18
| | |- |
| | active = 2
| | | '''P''' |
| | recovery = 26
| | | {{sf6-adv|P|≥ +1}} |
| | cancel = 23
| | | style="text-align:left;" | Plus / Positive |
| | hit adv = 8
| | |- |
| | blk adv = -1
| | | '''E''' |
| | f/blk adv = -1
| | | {{sf6-adv|E|±0}} |
| | amplify = N/A
| | | style="text-align:left;" | Even |
| | description = Almost Famous '''(3, 4)'''
| | |- |
| | | '''M''' |
| | | {{sf6-adv|M|-1 to -6}} |
| | | style="text-align:left;" | Minus (Not punishable) |
| | |- |
| | | '''I7''' |
| | | {{sf6-adv|I7|-7}} |
| | | style="text-align:left;" | Minus (Matchup specific punishes only) |
| | |- |
| | | '''VM''' |
| | | {{sf6-adv|VM|≤ -8}} |
| | | style="text-align:left;" | Very Minus (Punishable by attacks with 8f of startup or less) |
| | |} |
|
| |
|
| A large part of Johnny's stagger game and the last part of the string that can be special cancelled out of.
| | </noinclude> |
| }}
| |
| {{AttackData-MK11
| |
| | damage = 50.00 / 7.50 / 0.75
| |
| | guard = Low
| |
| | startup = 14
| |
| | active = 2
| |
| | recovery = 36
| |
| | cancel = N/A
| |
| | hit adv = 16
| |
| | blk adv = -11
| |
| | f/blk adv = -11
| |
| | amplify = N/A
| |
| | description = Sell Out '''(3, 4, D+3)'''
| |
|
| |
|
| Mix with the string's U3 ender to catch opponents stand blocking, but it is death on block so exercise caution.
| | {| class="wikitable" |
| }}
| | |+ Damage Scaling Levels |
| {{AttackData-MK11
| | |- |
| | damage = 90.00 / 13.50 / 1.35
| | ! Percent Value !! Attack Type |
| | guard = High
| | |- |
| | startup = 17
| | | '''-20%''' || |
| | active = 2
| | * Fatal Blow |
| | recovery = 29
| | |- |
| | cancel = N/A
| | | '''0%''' || |
| | hit adv = 20
| | * Slow cancels (cancels that do not extend combos) |
| | blk adv = 1
| | * Damage aver time |
| | f/blk adv = 1
| | * Hits during a Throw animation |
| | amplify = N/A
| | * Attacks interrupting a Throw |
| | description = Cage Match '''(3, 4, U+3)'''
| | |- |
| | | | '''5%''' || |
| Puts you slightly in advantage on block on top of the pushback meaning you ensure complete safety. Unless of course they just duck the last hit. Good thing you've got the D3 ender to catch that, right?
| | * Fast cancels (cancels which extend combos) |
| }}
| | * Air strings (intermediate hits) |
| }}
| | * Grounded moves (normals, strings, projectiles and specials you can't combo off of without Kameo) |
| | |- |
| | | '''10%''' || |
| | * Air normals (against Airborne opponents) |
| | |- |
| | | '''15%''' || |
| | * Air normals (against Grounded opponents) |
| | * Krumples |
| | * Grounded combo extenders |
| | * Knockback moves |
| | * Launching moves (normals, strings, projectiles, and specials) |
| | |- |
| | | '''20%''' || |
| | * Uppercut Cancels |
| | * Stun Moves (eg., Spear, Ice Ball, Corpse Taunt) |
| | |- |
| | | '''25%''' || |
| | * Sweeps |
| | * Command grabs (uninterrupted) |
| | * Move that interrupts a Command Grab (overrides the move's natural scaling) |
| | |- |
| | | '''33%''' || |
| | * Hard Knockdowns |
| | |- |
| | | '''50%''' || |
| | * Uppercuts |
| | * Throws (uninterrupted) |
| | * Move that interrupts a Throw (overrides the move's natural scaling) |
| | |} |