Mortal Kombat 1/Homelander

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Introduction

The World's Greatest Superhero

"Homelander is the most powerful being on the planet and the leader of The Seven, the elite superhero team owned and managed by Vought International. In a world where “Supes” are made, he's the strongest of them all. He can fly, has super strength, and can laser enemies with his eyes. Homelander presents himself as the ultimate patriot and protector, but don't let his movie star good looks or high approval rating fool you. He is a murderous, narcissistic sociopath with an insatiable need for validation, love, and power. Homelander's destruction of enemies and lust for power does not end with his world. Challengers from other realms will face his wrath."

Homelander is a high-flying Rushdown/Stance “superhero” with Mixup and Zoning capabilities defined by cancelling various movements/attacks into his airborne Flight stance (Up + Flip Stance) to instantly access all aerial options, as well as firing airborne and grounded fullscreen projectile beams; he has disjointed laser normals in place of some kick attacks (D4/B4/F4) to complement his High/Mid projectiles. BF2 Command Dash can be performed both grounded and while in air/Flight, with follow-up options such as his High Command Grab (BF22) which can quickly tick-throw an unprepared stand-blocking opponent up-close after his crouching pokes, F4, and B14. Although his crouching kicks are his only grounded Low attacks, he has Instant Overhead mix by cancelling any normal/string that allows it into Flight leaving him airborne at the proper height to connect follow-up jump normals in a kombo or blockstring (i.e. j1/j4). He also has access to a Low DB4 while in air/Flight that can be delayed and/or cancelled; in addition to meterless juggle conversions with Kameos, this move can be enhanced on reaction before the falling attack animation to come out in 6f and instantly launch the opponent for a bar of meter.

Strengths Weaknesses
  • The Only Man in the Sky: Homelander can take free flight at will and can even cancel into it out of buttons, giving him unique options, such as...
  • Instant Overheads: Flight bypasses the usual instant overhead prevention on aerial normals, creating unique mixup opportunities;
  • Flying Grappler: Diabolic Dash gives him a fast Command Grab that he can tick into and, with Kameos, convert into kombos; mixing this up with the Dash’s Mid attacks prevents players from ducking;
  • Throw Loop: His regular Back Throw can loop into itself and enables trivial conversions with Kameos;
  • Fire the Laser: Many of Homelander's normals and specials feature a plethora of ranged laser beams to control space; his downward laser in flight hits at an angle that is difficult for grounded opponents to challenge;
  • Karpal Tunnel: Optimizing his kombos requires making use of unbufferable flight cancels, requiring fast and more specific inputs than most characters will need for their combos.
  • Stop Ducking!: When Homelander is on the ground, he has few tools to discourage opponents from ducking: many of his command normals are Highs, his main Mid string requires a difficult one-hit confirm to kombo or else settle for a knockdown, and he has no grounded Overheads because of what Flight offers in that department;
Homelander
Mk1 homelander portrait.png
Base Health 1000.00
Availability

Normals and Strings

Grounded

1

1
Standing Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - H - - - -

D1
Hitboxes Off
Hitboxes On

d1
Crouching Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

2

2
Standing Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d2
Crouching Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

3

3
Standing Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d3
Crouching Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

4

4
Standing Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

d4
Crouching Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

Aerial

j1

j1
Jumping Front Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

j2

j2
Jumping Back Punch
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - - - - - -

j3

j3
Jumping Front Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - - -

j4

j4
Jumping Back Kick
Startup Active Recovery Cancel Damage Chip Guard On Hit On Block On Flawless Block Cost
- - - - - - OH - - - -



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