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MK11 Movedata Template Workshop - Johnny Cage Strings
<includeonly>{{#if: {{{2|}}} | {{#switch: {{{1|}}}
| P=<span style="color: #32CD32;">{{{2|}}}</span>
| E=<span>{{{2|}}}</span>
| M=<span style="color: #ff6347;">{{{2|}}}</span>
| I7=<span style="color: #eba134;">{{{2|}}}</span>
| VM=<span style="color: #b70c0b;">'''{{{2|}}}'''</span>
| #default = {{{2|}}}
}}}}</includeonly><noinclude>Usage: <code><nowiki>{{mk1-adv|class|text}}</nowiki></code>


== Normals and Strings ==
{| class="wikitable" style="text-align:center;"
|-
! Class
! Frame Adv.
! Notes
|-
| '''P'''
| {{sf6-adv|P|≥ +1}}
| style="text-align:left;" | Plus / Positive
|-
| '''E'''
| {{sf6-adv|E|±0}}
| style="text-align:left;" | Even
|-
| '''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)
|}


=== S3 ===
</noinclude>


{{MoveData
{| class="wikitable"
| name    = Sudden Violence
|+ Damage Scaling Levels
| input    = S3
|-
| image    = Mk11-sub-slide.png
! Percent Value !! Attack Type
| caption  = Sweet Chin Music
|-
| data  =
| '''-20%''' ||
{{AttackData-MK11
* Fatal Blow
  | damage      = 50.00 / 7.50 / 0.75
|-
  | guard      = High
| '''0%''' ||  
  | startup    = 11
* Slow cancels (cancels that do not extend combos)
  | active      = 14
* Damage aver time
  | recovery    = 30
* Hits during a Throw animation
  | cancel      = 22
* Attacks interrupting a Throw
  | hit adv    = 29
|-
  | blk adv    = -20
| '''5%''' ||
  | f/blk adv  = -20
* Fast cancels (cancels which extend combos)
  | amplify    = N/A
* Air strings (intermediate hits)
  | description = 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.
* Grounded moves (normals, strings, projectiles and specials you can't combo off of without Kameo)
}}
|-
}}
| '''10%''' ||
<br>
* Air normals (against Airborne opponents)
{{MoveData
|-
| name    = Almost Famous
| '''15%''' ||
| input    = 3,4
* Air normals (against Grounded opponents)
| image    = Mk11-sub-slide.png
* Krumples
| caption  =
* Grounded combo extenders
| data  =
* Knockback moves
{{AttackData-MK11
* Launching moves (normals, strings, projectiles, and specials)
  | damage      = 50.00 / 7.50 / 0.75
|-
  | guard      = Mid
| '''20%''' ||
  | startup    = 18
* Uppercut Cancels
  | active      = 2
* Stun Moves (eg., Spear, Ice Ball, Corpse Taunt)
  | recovery    = 26
|-
  | cancel      = 23
| '''25%''' ||
  | hit adv    = 8
* Sweeps
  | blk adv    = -1
* Command grabs (uninterrupted)
  | f/blk adv  = -1
* Move that interrupts a Command Grab (overrides the move's natural scaling)
  | amplify    = N/A
|-
  | description = A large part of Johnny's stagger game and the last part of the string that can be special cancelled out of.
| '''33%''' ||
}}
* Hard Knockdowns
}}
|-
<br>
| '''50%''' ||
{{MoveData
* Uppercuts
| name    = Sell Out
* Throws (uninterrupted)
| input    = 3,4, D+3
* Move that interrupts a Throw (overrides the move's natural scaling)
| image    = Mk11-sub-slide.png
|}
| caption  = Have a nice trip!
| data  =
{{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 = Mix with the string's U3 ender to catch opponents stand blocking, but it is death on block so exercise caution.
}}
}}
<br>
{{MoveData
| name    = Cage Match
| input    = 3,4, U+3
| image    = Mk11-sub-slide.png
| caption  = KICKS IN YO CHEST
| data  =
{{AttackData-MK11
  | damage      = 90.00 / 13.50 / 1.35
  | guard      = High
  | startup    = 17
  | active      = 2
  | recovery    = 29
  | cancel      = N/A
  | hit adv    = 20
  | blk adv    = 1
  | f/blk adv  = 1
  | amplify    = N/A
  | description = 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?
}}
}}
 
MK11 Movedata Template Workshop - Slide
 
== Special Moves ==
 
{{MoveData
| name    = Slide
| input    = B, F+3 (+ Amp)
| image    = Mk11-sub-slide.png
| caption  = Ice skating practice pays off.
| image2  = Mk11-sub-slide-amp.png
| caption2 = YEET
| image3  = Mk11-sub-slide-kb.png
| caption3 = Shaka, when the walls fell...
| 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 Variation Workshop - Figjam
 
==Variations==
 
===Figjam===
 
{{FP Box
| content = [[File:Mk11-kano-Ability10.png|frame|center]]
'''"Modifies Basic Attacks and Kombo Attacks. Gain the ability to Amplify the Figjam Kombo and cancel Wheel Kick into Snake Bite as well as adding 2 additional strings."'''
}}
<br>
{{MoveData
| name    = Figjam
| input    = 2, 2, 1+3 (+ Amp)
| image    = Mk11-sub-slide.png
| caption  = THE PEOPLE'S ELBOW
| image2  = Mk11-sub-slide-amp.png
| caption2 = Go ahead, stab a friend, tell 'em that I'm back, bitch
| data  =
{{AttackData-MK11
  | damage      = 100.00 / 10.50 / 1.05
  | guard      = Overhead
  | startup    = 26
  | active      = 4
  | recovery    = 29
  | cancel      = 80
  | hit adv    = 6
  | blk adv    = -6
  | f/blk adv  = -6
  | amplify    = 1 OFF On Hit
  | description = Gives a knockdown on hit and pushes back far enough on block to be safe.
}}
{{AttackData-MK11
  | damage      = 60.00 / N/A / 1.05
  | guard      = N/A
  | startup    = 1
  | active      = N/A
  | recovery    = 129
  | cancel      = N/A
  | hit adv    = 15
  | blk adv    = N/A
  | f/blk adv  = N/A
  | amplify    = N/A
  | description = Tacks on an extra bit of damage and frame advantage to this string. The whole string with amp is a respectable 21% for 1 bar.
}}
}}
<br>
{{MoveData
| name    = Takedown (+ Spit the Dummy)
| input    = 2, 4, 1+3 (+ Amp)
| image    = Mk11-sub-slide.png
| caption  = Slammin'!
| image2  = Mk11-sub-slide-amp.png
| caption2 = BAH GAWD HE KILLED IM
| data  =
{{AttackData-MK11
  | damage      = 100.00 / 10.50 / 1.05
  | guard      = Mid
  | startup    = 19
  | active      = 3
  | recovery    = 33
  | cancel      = 44
  | hit adv    = 11
  | blk adv    = -4
  | f/blk adv  = -9
  | amplify    = 1 OFF On Hit
  | description = Side-switching knockdown, safe on normal block but if they catch the flawless block gap you might be in trouble.
}}
{{AttackData-MK11
  | damage      = 25.50 / N/A / 1.79
  | guard      = N/A
  | startup    = 1
  | active      = N/A
  | recovery    = 41
  | cancel      = N/A
  | hit adv    = 42
  | blk adv    = N/A
  | f/blk adv  = N/A
  | amplify    = N/A
  | description = The ability's metered launcher. Usual follow up is 1, 1 then dash cancel into F2 and either Kano Ball or Lumbar Check if that's equipped.
}}
}}
<br>
{{MoveData
| name    = Penal Colony
| input    = F4, 3
| image    = Mk11-sub-slide.png
| caption  = ON YOUR BIKE!
| image2  = Mk11-sub-slide-kb.png
| caption2 = You will be shocked any time this lands.
| data  =
{{AttackData-MK11
  | damage      = 70.00 / 10.50 / 1.05
  | guard      = Overhead
  | startup    = 25
  | active      = 4
  | recovery    = 25
  | cancel      = 30
  | hit adv    = 21
  | blk adv    = -7
  | f/blk adv  = -12
  | amplify    = N/A
  | description = This can only come out on hit so there's no real need to worry about the advantage on block there. A nice way to add damage after the overhead hits but pushes them away midscreen.
* '''KRUSHING BLOW''': "Triggers if the opponent BLOCKS LATE."
** One of the few KBs that's up to the opponent messing up to trigger. Don't rely on this.
}}
}}

Latest revision as of 22:51, 28 January 2025

Usage: {{mk1-adv|class|text}}

Class Frame Adv. Notes
P ≥ +1 Plus / Positive
E ±0 Even
M -1 to -6 Minus (Not punishable)
I7 -7 Minus (Matchup specific punishes only)
VM ≤ -8 Very Minus (Punishable by attacks with 8f of startup or less)


Damage Scaling Levels
Percent Value Attack Type
-20%
  • Fatal Blow
0%
  • Slow cancels (cancels that do not extend combos)
  • Damage aver time
  • Hits during a Throw animation
  • Attacks interrupting a Throw
5%
  • 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)