User:Minimum Payne/sandbox: Difference between revisions

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| input    = S3
| input    = S3
| image    = Mk11-sub-slide.png
| image    = Mk11-sub-slide.png
| caption  = Sudden Violence
| caption  = Sweet Chin Music
| data  =  
| data  =  
  {{AttackData-MK11
  {{AttackData-MK11
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| input    = 3,4
| input    = 3,4
| image    = Mk11-sub-slide.png
| image    = Mk11-sub-slide.png
| caption  = Almost Famous
| caption  =  
| data  =  
| data  =  
  {{AttackData-MK11
  {{AttackData-MK11
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| input    = 3,4, D+3
| input    = 3,4, D+3
| image    = Mk11-sub-slide.png
| image    = Mk11-sub-slide.png
| caption  =  
| caption  = Have a nice trip!
| data  =  
| data  =  
  {{AttackData-MK11
  {{AttackData-MK11
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| input    = 3,4, U+3
| input    = 3,4, U+3
| image    = Mk11-sub-slide.png
| image    = Mk11-sub-slide.png
| caption  = Almost Famous
| caption  = KICKS IN YO CHEST
| data  =  
| data  =  
  {{AttackData-MK11
  {{AttackData-MK11

Revision as of 13:02, 16 April 2021

MK11 Movedata Template Workshop - Johnny Cage Strings

Normals and Strings

S3

Sudden Violence
S3
Mk11-sub-slide.png
Sweet Chin Music
Damage Guard Startup Active Recovery
50.00 / 7.50 / 0.75 High 11 14 30
Cancel Hit Adv Blk Adv F/Blk Adv Cost
22 29 -20 -20 -

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.


Almost Famous
3,4
Mk11-sub-slide.png
Damage Guard Startup Active Recovery
50.00 / 7.50 / 0.75 Mid 18 2 26
Cancel Hit Adv Blk Adv F/Blk Adv Cost
23 8 -1 -1 -

A large part of Johnny's stagger game and the last part of the string that can be special cancelled out of.


Sell Out
3,4, D+3
Mk11-sub-slide.png
Have a nice trip!
Damage Guard Startup Active Recovery
50.00 / 7.50 / 0.75 Low 14 2 36
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 16 -11 -11 -

Mix with the string's U3 ender to catch opponents stand blocking, but it is death on block so exercise caution.


Cage Match
3,4, U+3
Mk11-sub-slide.png
KICKS IN YO CHEST
Damage Guard Startup Active Recovery
90.00 / 13.50 / 1.35 High 17 2 29
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 20 1 1 -

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

Slide
B, F+3 (+ Amp)
Mk11-sub-slide.png
Ice skating practice pays off.
Mk11-sub-slide-amp.png
YEET
Mk11-sub-slide-kb.png
Thru the Walls
Damage Guard Startup Active Recovery
70.00 / 18.80 / 1.88 Low 11 14 30
Cancel Hit Adv Blk Adv F/Blk Adv Cost
22 29 -20 -20 -

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.
Damage Guard Startup Active Recovery
80.00 / 12.50 / 1.25 Mid 13 5 36
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 9 -4 -4 -

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.