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===Sliding Home=== | ===Sliding Home=== | ||
“Sliding Home” (D+K) is an Ambush assist that hits Low but can only be performed against opponents who are in a knockdown state, have just been launched, are about to hit the ground, or are in a crumple state. This assist calls Mavado in to slide across the ground with a kick that hits grounded opponents, giving players an '''”OTG”''' attack that can potentially disable Getup attempts. The move is not a true OTG, as it may not naturally kombo after certain moves and the opponent can buffer Down+Block while knocked down to autoblock the Low when the assist comes out. However, the move can be inputted at any point from immediately before a knockdown to the first few frames of the opponent’s wakeup, creating a '''mindgame''' of whether or not to block or take the hit. Blocking the slide while knocked down will force the opponent to stand up, disabling their ability to perform Getup Reversals (as well as Delay Getup if the slide is executed early enough). This assist is +10 on block when done at its earliest timing, and becomes increasingly more advantageous the later it is blocked. On hit the attack does 6% damage when performed as a single hit, and will also disable these getup maneuvers if the move connects before the opponent can perform their wakeup. Certain moves may allow the slide to connect before the opponent lands on the ground to form a natural kombo, although this will scale the damage of the slide. Since this assist is technically able to be called as soon as the opponent is launched in the air, it is possible for the slide to whiff if the player inputs the move too early, making it important for players to time this move correctly. This assist costs half of the Kameo Gauge to perform and has no cooldown before recharging the gauge at a moderate rate. | “Sliding Home” (D+K) is an Ambush assist that hits Low but can only be performed against opponents who are in a knockdown state, have just been launched, are about to hit the ground, or are in a crumple state. This assist calls Mavado in to slide across the ground with a kick that hits grounded opponents, giving players an '''”OTG”''' attack that can potentially disable Getup attempts. The move is not a true OTG, as it may not naturally kombo after certain moves and the opponent can buffer Down+Block while knocked down to autoblock the Low when the assist comes out. However, the move can be inputted at any point from immediately before a knockdown to the first few frames of the opponent’s wakeup, creating a '''mindgame''' of whether or not to block or take the hit. Blocking the slide while knocked down will force the opponent to stand up, disabling their ability to perform Getup Reversals (as well as Delay Getup if the slide is executed early enough). This assist is +10 on block when done at its earliest timing, and becomes increasingly more advantageous the later it is blocked. On hit the attack does 6% damage when performed as a single hit, and will also disable these getup maneuvers if the move connects before the opponent can perform their wakeup. Certain moves may allow the slide to connect before the opponent lands on the ground to form a natural kombo, although this will scale the damage of the slide. Since this assist is technically able to be called as soon as the opponent is launched in the air, it is possible for the slide to whiff if the player inputs the move too early, making it important for players to time this move correctly. This assist costs half of the Kameo Gauge to perform and has no cooldown before recharging the gauge at a moderate rate. | ||
{{Character Subnav MK1|chara= | {{Character Subnav MK1|chara=Mavado (Kameo)|discord={{{discord|}}} }} | ||
{{Navbox-MK1}} | {{Navbox-MK1}} | ||
[[Category:Mortal Kombat 1]] | [[Category:Mortal Kombat 1]] | ||
[[Category:Mavado]] | [[Category:Mavado]] |
Revision as of 11:52, 11 February 2025
Trap Drop
“Trap Drop” (K) is an Ambush assist that calls Mavado onscreen behind the player to drop an electromagnetic mine trap onto the floor in front of him. This move lasts for 3 seconds after being thrown down and will disappear if it has not made contact with the opponent; the trap also has a short radius in which the opponent can be pulled into the trap if they are standing on the ground, which is unblockable but can be avoided with movement (i.e. jumping or dashing). The trap will automatically activate if the opponent is close enough to it, and hits Mid with a considerable amount of chip damage on block. On hit, this move will recapture the opponent into a standing crumple state for 3 seconds before they slowly fall backwards. This Ambush will allow most characters to extend kombos from moves that normally do not allow this or are hard to kombo from with other Kameos due to their animations (i.e. Back Throws), and it will leave the opponent standing for long enough that the executing player will have time— after falling down from the trade animation of their move being interrupted— to stand up and connect their desired kombo. This assist costs a full Kameo Gauge and has a brief cooldown that ends once Mavado runs slowly offscreen, before recharging the gauge at a moderately faster rate.
Nomad’s Touch
“Nomad’s Touch” (B+K) is a Summon assist that quickly calls Mavado onscreen to automatically appear behind the opponent, throw his grappling hook across the screen to the executing player, and pull both characters together causing them to smack into each other. Successfully landing this move on hit will cause a knockdown to both fighters and causes the executing player to take 25% of the damage value inflicted to the opponent, but will allow the player to get up earlier than the opponent. This move is useful for quickly closing the distance between players and guaranteeing an oki state. The knockdown animation can also cause the opponent to fall onto whatever “trap” move the executing player has placed on the ground that may have been blocked otherwise (i.e. Quan Chi’s “Bone Cage”), allowing the executing player to convert this into a full kombo when they stand up. The attack is a High that can be crouched and will leave Mavado in a prolonged “whiff” animation in front of the opponent before running offscreen, but has fast recovery for the point character and is +6 on block (+8 hitting on 3rd active frame at earliest). Players may Summon cancel into this move after a string to attempt to establish easy pressure on block and continue their offense, however it does not inflict any chip damage against an opponent and also does not jail, making it easy to punish by crouching. Mavado will still move slightly past the defending player on block and as a result may be vulnerable to attacks at certain distances unless the executing player uses him up close and follows up with a move that is 10f or less. Nomad’s Touch has invulnerability on its first frame when used as a Getup. This assist costs half of the Kameo Gauge and has no cooldown before recharging at a moderately slower rate.
Best Feet Forward/Nindrop
“Best Feet Forward” (F+K) and “Nindrop (U+K)” are two variants of the same type of Ambush assist, both of which can only be performed against opponents who are already vulnerable to a juggle kombo. The former assist will call Mavado to spring in with his grappling hooks from behind the juggled opponent and kick them to launch them upwards toward the executing player, while the latter calls Mavado from directly above the opponent and launches them vertically with a ground bounce. The former assist has a 12f startup (with 17 recovery frames), while the latter has an 8f startup with 1 recovery frame. These assists will not come out on hit unless the executing player has launched the opponent or hit them with an attack that puts them in an airborne state. Best Feet Forward may be easier to “dial-in” during or after certain attacks to ensure the move will come out, while Nindrop may require the executing player to delay the assist until the launching move is complete and the “juggle” has commenced, and/or input the move with more precise timing (although it is still possible to ensure the assist will trigger by mashing the input). These tools give players more than one juggle option mid-kombo that allow them to more easily control the direction their opponent is launched in, as well as execute juggle conversions from any point onscreen. While these attacks generally track to the opponent’s location when called (esp. Nindrop), it is possible for them to still miss the opponent, making it important for players to time these correctly as well use the proper version. Both assists cost half of the Kameo Gauge to perform and have a very brief cooldown window before recharging the gauge at a moderate rate.
Just Desserts (guard cancel)
“Just Desserts” (F+K) is a guard cancel mechanic unique to Mavado, which can only be performed by players after a successful Flawless Block; pressing F+K out of blockstun will call out Mavado instantly to perform a “Breaker” animation (much like MKX’s Block Breakers), which will knock the opponent back on hit and reset the neutral. This mechanic allows players to store the input after the initial Flawless Block and delay the guard cancel to kounter/punish follow-up attacks in the same sequence (such as later hits of a string or a multi-hitting special). The attack can be blocked by the opponent if they have recovered from an attack before the guard cancel comes out, but is +24 on block with midscreen pushback. This assist has 45-46 frames of advantage on hit, and unlike Breakers it will deal 7% damage; it may also be possible for some characters to kombo off of this guard cancel if they have certain setup tools that can be placed onscreen for Mavado to knock the opponent into as a result of the spring-kick animation connecting on hit. This assist costs half of the Kameo Gauge as well as 2 bars of super meter to perform, and has a very brief cooldown delay before recharging the gauge at a moderate rate.
Sliding Home
“Sliding Home” (D+K) is an Ambush assist that hits Low but can only be performed against opponents who are in a knockdown state, have just been launched, are about to hit the ground, or are in a crumple state. This assist calls Mavado in to slide across the ground with a kick that hits grounded opponents, giving players an ”OTG” attack that can potentially disable Getup attempts. The move is not a true OTG, as it may not naturally kombo after certain moves and the opponent can buffer Down+Block while knocked down to autoblock the Low when the assist comes out. However, the move can be inputted at any point from immediately before a knockdown to the first few frames of the opponent’s wakeup, creating a mindgame of whether or not to block or take the hit. Blocking the slide while knocked down will force the opponent to stand up, disabling their ability to perform Getup Reversals (as well as Delay Getup if the slide is executed early enough). This assist is +10 on block when done at its earliest timing, and becomes increasingly more advantageous the later it is blocked. On hit the attack does 6% damage when performed as a single hit, and will also disable these getup maneuvers if the move connects before the opponent can perform their wakeup. Certain moves may allow the slide to connect before the opponent lands on the ground to form a natural kombo, although this will scale the damage of the slide. Since this assist is technically able to be called as soon as the opponent is launched in the air, it is possible for the slide to whiff if the player inputs the move too early, making it important for players to time this move correctly. This assist costs half of the Kameo Gauge to perform and has no cooldown before recharging the gauge at a moderate rate.