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{{MoveData | {{MoveData | ||
| name = Soul Burst | | name = Soul Burst | ||
| input = | | input = SG, 1 | ||
| image = Mk11-lao-stance.png | | image = Mk11-lao-stance.png | ||
| caption = Force Push | | caption = Force Push | ||
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{{MoveData | {{MoveData | ||
| name = Upward Soul Burst | | name = Upward Soul Burst | ||
| input = | | input = SG, 2 | ||
| image = Mk11-lao-stance.png | | image = Mk11-lao-stance.png | ||
| caption = Force Lift | | caption = Force Lift | ||
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{{MoveData | {{MoveData | ||
| name = Ground Soul Burst (Aimable) | | name = Ground Soul Burst (Aimable) | ||
| input = ( | | input = SG, (B, F, U)3 | ||
| image = Mk11-lao-stance.png | | image = Mk11-lao-stance.png | ||
| caption = Default range | | caption = Default range | ||
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{{MoveData | {{MoveData | ||
| name = End Spiritual Guidance | | name = End Spiritual Guidance | ||
| input = | | input = SG, 4 | ||
| image = Mk11-lao-stance.png | | image = Mk11-lao-stance.png | ||
| caption = jk lol | | caption = jk lol |
Revision as of 14:49, 1 May 2021
MK11 Movedata Template Workshop - Jax Unique Mechanic
Unique Mechanic - Heat
MK11 Movedata Template Workshop - Johnny Cage Strings
Normals and Strings
S3
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. |
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. |
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. |
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
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.
|
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.
|
MK11 Variation Workshop - Figjam
Variations
Figjam
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. |
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. |
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. |
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. |
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.
|
MK11 Stance Workshop - Spiritual Guidance
Spiritual Guidance
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. |
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.
|
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. |
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. |
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. |