m (→Kameo Synergy) |
|||
Line 12: | Line 12: | ||
==Defensive Kameo== | ==Defensive Kameo== | ||
In addition to reversal invulnerability, certain Kameo assists may also offer armor, mobility, projectile invincibility, or other properties that can allow players unique ways to defend themselves or evade situations. Kameo Partners are also prone to being hit once before running offscreen, making it possible for players to use them as a “wall” or “shield” for absorbing incoming attacks (sometimes referred to by players as a ''”meat shield”''). While the lead character will take damage if their Kameo is attacked, they will avoid the reaction of being hit (granted they are not close enough to the Kameo to also get hit) and thus may be able to punish the opponent for attacking the Kameo. Although this puts the player at risk of sacrificing their Kameo Gauge for an unsuccessful move (with the exceptions of Tremor and Shujinko) and causes their Kameo to enter its cooldown state, players may be able to punish or take their turn back with a long enough kombo or pressure sequence for the spent Kameo Gauge to have fully recovered. A select number of Kameo Partners may also provide bonus health to the lead character. | In addition to reversal invulnerability, certain Kameo assists may also offer armor, mobility, projectile invincibility, or other properties that can allow players unique ways to defend themselves or evade situations. Kameo Partners are also prone to being hit once before running offscreen, making it possible for players to use them as a “wall” or “shield” for absorbing incoming attacks (sometimes referred to by players as a ''”meat shield”''). While the lead character will take damage if their Kameo is attacked, they will avoid the reaction of being hit (granted they are not close enough to the Kameo to also get hit) and thus may be able to punish the opponent for attacking the Kameo. Although this puts the player at risk of sacrificing their Kameo Gauge for an unsuccessful move (with the exceptions of Tremor and Shujinko) and causes their Kameo to enter its cooldown state, players may be able to punish or take their turn back with a long enough kombo or pressure sequence for the spent Kameo Gauge to have fully recovered. A select number of Kameo Partners may also provide bonus health to the lead character. | ||
==Attacking Opponent Kameos== | |||
==Utilizing Opponent Kameos== | ==Utilizing Opponent Kameos== |
Revision as of 22:50, 20 January 2025
Summon
Most assist moves given to Kameos in the game are Summon attacks which will pause the lead character and call forth the kameo for an assist move. These can only be performed in a neutral state, cancelled into after a normal/string, or used as a reversal/getup. Summon attacks may be useful to start, extend, or end kombos, as well as other benefits (i.e. fast startup, safe block advantage, potential for mixups and other setups, invulnerability, etc.)
Ambush
A type of assist attack that acts independently of the lead character; this assist can be called at any time provided the executing player is not in hitstun or blockstun (with certain exceptions) or in a knockdown state. All Kameo Fighters in the game have at least one Ambush assist with the exception of Shujinko (whose “Ambush” ability calls him onscreen to simply charge the Kameo Gauge giving him access to his “stolen” moves). These assists can be useful for tactics like creating unique kombo sequences that would normally not be possible (sometimes by interrupting the animation of a lead character’s move), as well as establishing complicated setups & pressure sequences, covering normally unsafe moves. and/or utilizing unique mobility options. A Kameo Ambush has lots of timing flexibility, but this can make them more challenging or inconsistent in kombos; even small variances or adjustments in input timing can affect various factors such as how long the opponent remains airborne, how far they are knocked back, if the assist allows time for a follow-up, etc.
Kameo Reversals
Players can use a Kameo Summon as a reversal on block or wakeup. Performing a Getup Kameo Summon may allow the Kameo to attack or take a hit on the player’s behalf before it is possible for the lead character to wakeup with any moves of their own. Most Kameo Partners have one Summon move that grants invulnerability on frame 1 when used as a wakeup reversal; doing this may change or remove a pre-existing property of the assist move in attempt to balance the move’s strength as a reversal (i.e. losing launch/stun or having less knockdown advantage). While enhanced specials with armor or invulnerability gain this property regardless of being used as a standing or wakeup Reversal, there are only a select few Getup Kameo Summons that will also gain these same frame-1 invulnerability properties when they are used as a Reversal out of blockstun (i.e. Kung Lao, Sareena, Sonya, Sub-Zero).
Defensive Kameo
In addition to reversal invulnerability, certain Kameo assists may also offer armor, mobility, projectile invincibility, or other properties that can allow players unique ways to defend themselves or evade situations. Kameo Partners are also prone to being hit once before running offscreen, making it possible for players to use them as a “wall” or “shield” for absorbing incoming attacks (sometimes referred to by players as a ”meat shield”). While the lead character will take damage if their Kameo is attacked, they will avoid the reaction of being hit (granted they are not close enough to the Kameo to also get hit) and thus may be able to punish the opponent for attacking the Kameo. Although this puts the player at risk of sacrificing their Kameo Gauge for an unsuccessful move (with the exceptions of Tremor and Shujinko) and causes their Kameo to enter its cooldown state, players may be able to punish or take their turn back with a long enough kombo or pressure sequence for the spent Kameo Gauge to have fully recovered. A select number of Kameo Partners may also provide bonus health to the lead character.
Attacking Opponent Kameos
Utilizing Opponent Kameos
Few characters may possess unique abilities which allow them to use the opponent’s Kameo to their own advantage. Sindel’s DB4 ability Queen’s Kommand is designed only to hit the opponent Kameo when they are called onscreen; if successfully landed, the Kameo stays stunned onscreen and is disabled for 5 seconds before running offscreen again (which also delays their cooldown startup). However, the EX version will grant Sindel access to any one of the opponent’s Kameo abilities for roughly 7 seconds, replacing her own Kameo’s abilities. Any ability may be used regardless of its default gauge cost, and using the opponent’s Kameo does not spend any of Sindel’s own Kameo Gauge. Shujinko can also possess the ability only to control Shang Tsung’s kameo by using his Mimic ability (Down, Back + Kameo), which replaces him with the opponent’s kameo for 12 seconds or until he spends all of his Kameo Gauge using opponent Kameo moves.
Kameo Synergy
A core part of the MK1 “meta” is finding and experimenting with ways to pair the lead fighters with respective kameo partners, and thus bring out their best qualities making them either play at their most optimal or closer to the individual player’s preferred playstyle. Kameo Partners can be used to additionally strengthen a character who already excels in many areas, or cover a character’s weak areas; for example, if a lead character loses to zoning and/or does not have a projectile, they can be either be paired with a Kameo that has a projectile assist or one with a buff that makes the player immune to projectiles. As Kombat League and Pro Kompetition rules allow the loser to switch Kameos, counter-picking for a specific matchup can also be a viable strategy.
The same Kameo assist move(s) may benefit different characters in unique ways (especially if they are an Ambush), based on various factors like their frame advantage or animation/hit reaction. Some characters may be able to interact or even kombo with certain Kameos in ways that others cannot, such as interrupting select moves at key points during their animation in order to convert them into a kombo. This encourages players to experiment with different character and kameo pairings in order to find their ideal playstyle, as there may be a Kameo assist that will have better synergy with the player’s desired lead character and make them much stronger than selecting a Kameo that is commonly seen across the board as “best” or “safest.” Health values can also factor into a character's choice of Kameo; lower health characters like Nitara or Quan Chi may choose Kameos which provide additional HP and avoid those with a penalty to HP (or risk even lower HP to benefit from easier or more versatile Kameos such as Mavado or Khameleon).