User:Mormel/sandbox

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Revision as of 20:57, 12 May 2021 by Mormel (talk | contribs) (→‎2 =)

Normals and Strings


1

Straight Chop
1
Mk11-sub-slide.png
The Left
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 High 8 2 15
Cancel Hit Adv Blk Adv F/Blk Adv Cost
11 6 0 0 -

Use for jailing, very good for staggering.

Chinese Ninja Warrior
1, 2
Mk11-sub-slide-amp.png
The Right
Damage Guard Startup Active Recovery
30.00 / 04.50 / 0.45 Mid 9 2 20
Cancel Hit Adv Blk Adv F/Blk Adv Cost
13 18 0 0 -

Good auto shimmy, the mid will catch ducking opponents who were expecting a throw from the similar animation. The window to input the 2 here can be pretty tight.

Cold Encounter
1, 2, 4
Mk11-sub-slide.png
And the Goodnight!
Damage Guard Startup Active Recovery
70.00 / 10.50 / 1.05 Mid 15 2 39
Cancel Hit Adv Blk Adv F/Blk Adv Cost
N/A 30 -4 -4 -

Causes knockdown, cannot be special cancelled. Extra safe on block with the added pushback if you need some space.


Axe Bash
B+1
Mk11-sub-slide.png
Ya got something on yer cheek there
Damage Guard Startup Active Recovery
30.00 / 4.50 / 0.45 High 14 3 26
Cancel Hit Adv Blk Adv F/Blk Adv Cost
17 6 -2 -2 -

Far reaching poke with good forward momentum. Good tool for whiff punishing or safely getting in. It is a high though so irresponsible use against ducking opponents can make you eat a D2 KB when you're not expecting it.

Icy Grave
B+1, 4
Mk11-sub-slide-amp.png
That something was your face
Damage Guard Startup Active Recovery
30.00 / 04.50 / 0.45 Mid 22 4 22
Cancel Hit Adv Blk Adv F/Blk Adv Cost
27 10 -4 -4 -

A solid mid to follow up the high, you only normally stop here for staggering on block. This is the only part of this string that can cancel into Ice Ball while grounded.

Frozen Over
B+1, 4, 3
Mk11-sub-slide.png
Roundhouse!
Damage Guard Startup Active Recovery
50.00 / 7.50 / 0.75 Mid 14 3 31
Cancel Hit Adv Blk Adv F/Blk Adv Cost
18 18 -7 -7 -

Causes knockdown, can be special cancelled. On hit during a combo this can be followed up with Slide ender. Can only be punished if the opponent has a 6-frame reversal, which many don't.


Low Back Hand
D+1
Mk11-sub-slide.png
He just backhanded your knees
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 Mid 6 2 18
Cancel Hit Adv Blk Adv F/Blk Adv Cost
17 13 -6 -6 -

Cannot be canceled into special moves if Flawless Blocked. It's a 6-frame jab that allows you to punish and challenge pressure in ways most of the kast aren't able to. Jail into your high starters if you get a hit with this attack.


2

Low Back Hand
D+1
Mk11-sub-slide.png
He just backhanded your knees
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 Mid 6 2 18
Cancel Hit Adv Blk Adv F/Blk Adv Cost
17 13 -6 -6 -

Cannot be canceled into special moves if Flawless Blocked. It's a 6-frame jab that allows you to punish and challenge pressure in ways most of the kast aren't able to. Jail into your high starters if you get a hit with this attack.


3

Low Back Hand
D+1
Mk11-sub-slide.png
He just backhanded your knees
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 Mid 6 2 18
Cancel Hit Adv Blk Adv F/Blk Adv Cost
17 13 -6 -6 -

Cannot be canceled into special moves if Flawless Blocked. It's a 6-frame jab that allows you to punish and challenge pressure in ways most of the kast aren't able to. Jail into your high starters if you get a hit with this attack.


4

Low Back Hand
D+1
Mk11-sub-slide.png
He just backhanded your knees
Damage Guard Startup Active Recovery
20.00 / 3.00 / 0.30 Mid 6 2 18
Cancel Hit Adv Blk Adv F/Blk Adv Cost
17 13 -6 -6 -

Cannot be canceled into special moves if Flawless Blocked. It's a 6-frame jab that allows you to punish and challenge pressure in ways most of the kast aren't able to. Jail into your high starters if you get a hit with this attack.