User:Minimum Payne/sandbox: Difference between revisions

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Line 33: Line 33:
   | blk adv    = -20
   | blk adv    = -20
   | f/blk adv  = -20
   | f/blk adv  = -20
  | amplify    = N/A
   | 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.
   | 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.
  }}
  }}
Line 54: Line 53:
   | blk adv    = -1
   | blk adv    = -1
   | f/blk adv  = -1
   | f/blk adv  = -1
  | 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.
   | description = A large part of Johnny's stagger game and the last part of the string that can be special cancelled out of.
  }}
  }}
Line 75: Line 73:
   | blk adv    = -11
   | blk adv    = -11
   | f/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.
   | description = Mix with the string's U3 ender to catch opponents stand blocking, but it is death on block so exercise caution.
  }}
  }}
Line 96: Line 93:
   | blk adv    = 1
   | blk adv    = 1
   | f/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?
   | 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?
  }}
  }}
Line 121: Line 117:
   | blk adv    = -20
   | blk adv    = -20
   | f/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.
   | 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.
* Can meterlessly launch in the corner after B3,2 into a D1 > S2 spam > 1,2,4 KB among other things.
Line 145: Line 140:
   | blk adv    = -4
   | blk adv    = -4
   | f/blk adv  = -4
   | f/blk adv  = -4
   | amplify    = N/A
   | cost        = 1 OFF
   | 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.
   | 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."
* '''KRUSHING BLOW''': "Triggers on the THIRD AMPLIFIED Slide to hit."
Line 184: Line 179:
   | blk adv    = -6
   | blk adv    = -6
   | f/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.
   | description = Gives a knockdown on hit and pushes back far enough on block to be safe.
  }}
  }}
Line 204: Line 198:
   | blk adv    = N/A
   | blk adv    = N/A
   | f/blk adv  = N/A
   | f/blk adv  = N/A
   | amplify    = N/A
   | cost        = 1 OFF
   | 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.
   | 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.
  }}
  }}
Line 224: Line 218:
   | hit adv    = 11
   | hit adv    = 11
   | blk adv    = -4
   | blk adv    = -4
   | f/blk adv  = -9
   | f/blk adv  = -4
  | 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.  
   | description = Side-switching knockdown, safe on normal block but if they catch the flawless block gap you might be in trouble.  
  }}
  }}
Line 245: Line 238:
   | blk adv    = N/A
   | blk adv    = N/A
   | f/blk adv  = N/A
   | f/blk adv  = N/A
   | amplify    = N/A
   | cost        = 1 OFF
   | 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.
   | 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.
  }}
  }}
Line 268: Line 261:
   | blk adv    = -7
   | blk adv    = -7
   | f/blk adv  = -12
   | 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.
   | 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."
* '''KRUSHING BLOW''': "Triggers if the opponent BLOCKS LATE."
Line 301: Line 293:
   | blk adv    = N/A
   | blk adv    = N/A
   | f/blk adv  = N/A
   | f/blk adv  = N/A
  | amplify    = 1 DEF (>4)
   | description = Summons the spirit of the Great Kung Lao to offer a variety of more zoning oriented options.
   | description = Summons the spirit of the Great Kung Lao to offer a variety of more zoning oriented options.
  }}
  }}
Line 323: Line 314:
   | blk adv    = -8
   | blk adv    = -8
   | f/blk adv  = -8
   | f/blk adv  = -8
  | amplify    = N/A
   | description = Multihitting blast that doesn't quite hit fullscreen.
   | description = Multihitting blast that doesn't quite hit fullscreen.
* '''KRUSHING BLOW''': "Triggers after connecting only the final hit."
* '''KRUSHING BLOW''': "Triggers after connecting only the final hit."
Line 344: Line 334:
   | blk adv    = -13
   | blk adv    = -13
   | f/blk adv  = -13
   | f/blk adv  = -13
  | amplify    = N/A
   | description = Unsafe launcher. Exercise caution.
   | description = Unsafe launcher. Exercise caution.
  }}
  }}
Line 370: Line 359:
   | blk adv    = -18
   | blk adv    = -18
   | f/blk adv  = -18
   | f/blk adv  = -18
  | amplify    = N/A
   | description = Zoning tool for when people try to neutral duck your hat. Close might be useful for mix-up situations, I dunno I dont play this character.
   | description = Zoning tool for when people try to neutral duck your hat. Close might be useful for mix-up situations, I dunno I dont play this character.
  }}
  }}
Line 390: Line 378:
   | blk adv    = N/A
   | blk adv    = N/A
   | f/blk adv  = N/A
   | f/blk adv  = N/A
   | amplify    = N/A
   | cost        = 1 DEF
   | description = Figure out which strings put you at the lowest possible disadvantage to check opponents up close.
   | description = Figure out which strings put you at the lowest possible disadvantage to check opponents up close.
  }}
  }}
}}
}}

Revision as of 12:35, 1 May 2021

MK11 Movedata Template Workshop - Jax Unique Mechanic

Unique Mechanic - Heat

Mk11-jax-heat.png
Jax gains Heat when landing any attack with his arms, as well as using Heating Up and Briggs Barricade. His Fatal Blow also puts him at maximum Heat. At 50% Heat he gains a buff that increases damage from his arm-based attacks by 5%; this bonus is increased to 10% at max Heat. Additionally, Heat can be spent to trigger certain Krushing Blows or to use Heat Missile. Heat passively drains when not being generated.


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
Mk11-sub-slide.png
Ice skating practice pays off.
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.
Slide (Amplified)
B, F+3, Amp
Mk11-sub-slide-amp.png
YEET
Mk11-sub-slide-kb.png
Shaka, when the walls fell...
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 1 OFF

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.


MK11 Variation Workshop - Figjam

Variations

Figjam

Mk11-kano-Ability10.png
"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."


1 Slot, No Conflicts, No Requirements


Figjam
2, 2, 1+3
Mk11-sub-slide.png
THE PEOPLE'S ELBOW
Damage Guard Startup Active Recovery
100.00 / 10.50 / 1.05 Overhead 26 4 29
Cancel Hit Adv Blk Adv F/Blk Adv Cost
80 6 -6 -6 -

Gives a knockdown on hit and pushes back far enough on block to be safe.

Figjam (Amplified)
2, 2, 1+3, Amp
Mk11-sub-slide-amp.png
Go ahead, stab a friend, tell 'em that I'm back, bitch
Damage Guard Startup Active Recovery
60.00 / N/A / 1.05 N/A 1 N/A 129
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 15 N/A N/A 1 OFF

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.


Takedown
2, 4, 1+3
Mk11-sub-slide.png
Slammin'!
Damage Guard Startup Active Recovery
100.00 / 10.50 / 1.05 Mid 19 3 33
Cancel Hit Adv Blk Adv F/Blk Adv Cost
44 11 -4 -4 -

Side-switching knockdown, safe on normal block but if they catch the flawless block gap you might be in trouble.

Spit the Dummy
2, 4, 1+3, Amp
Mk11-sub-slide-amp.png
BAH GAWD HE KILLED IM
Damage Guard Startup Active Recovery
25.50 / N/A / 1.79 N/A 1 N/A 41
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 42 N/A N/A 1 OFF

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.


Penal Colony
F4, 3
Mk11-sub-slide.png
ON YOUR BIKE!
Mk11-sub-slide-kb.png
You will be shocked any time this lands.
Damage Guard Startup Active Recovery
70.00 / 10.50 / 1.05 Overhead 25 4 25
Cancel Hit Adv Blk Adv F/Blk Adv Cost
30 21 -7 -12 -

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.

MK11 Stance Workshop - Spiritual Guidance

Spiritual Guidance

Spiritual-guidance.png
"Adds Spiritual Guidance Special Move. Summon Great Kung Lao to release a burst of power."


2 Slots, No Conflicts, No Requirements


Spritual Guidance (SG)
D, B+4
Mk11-lao-stance.png
STAND NAME:「THE GREAT KUNG LAO」
Damage Guard Startup Active Recovery
N/A Stance 1 N/A 158
Cancel Hit Adv Blk Adv F/Blk Adv Cost
149 N/A N/A N/A -

Summons the spirit of the Great Kung Lao to offer a variety of more zoning oriented options.

Soul Burst
(SG) > 1
Mk11-lao-stance.png
Force Push
Mk11-sub-slide-kb.png
Gotta have them ribs...
Damage Guard Startup Active Recovery
111.30 / 55.00 / 5.50 Mid 16 21 22
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 45 -8 -8 -

Multihitting blast that doesn't quite hit fullscreen.

  • KRUSHING BLOW: "Triggers after connecting only the final hit."
Upward Soul Burst
(SG) > 2
Mk11-lao-stance.png
Force Lift
Damage Guard Startup Active Recovery
103.20 / 13.70 / 1.37 High 16 21 22
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 58 -13 -13 -

Unsafe launcher. Exercise caution.

Ground Soul Burst (Aimable)
(SG) > 3
Mk11-lao-stance.png
Default range
Mk11-lao-stance.png
Close (B3)
Mk11-lao-stance.png
Far (F3)
Mk11-lao-stance.png
Vary Far (U3)
Damage Guard Startup Active Recovery
111.30 / 13.70 / 1.37 Low 21 3 27
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 30 -18 -18 -

Zoning tool for when people try to neutral duck your hat. Close might be useful for mix-up situations, I dunno I dont play this character.

End Spiritual Guidance
(SG) > 4
Mk11-lao-stance.png
jk lol
Damage Guard Startup Active Recovery
N/A Cancel 1 N/A 12
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A N/A N/A N/A 1 DEF

Figure out which strings put you at the lowest possible disadvantage to check opponents up close.