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Combo List - Shinnok Shinnok Combo Thread

RM Jonnitti

Hot Dog
well since f22 isn't safe it looks liek you're going to have to treat it like fei long rekkas and mix up when you end the string with f2, f22 f22 hellsparks or f22 flick. f22 flick is safe on block but can be interupted with an armored move. f22 is -8. f22 hellsparks is a full ass combo but will pop people trying to armor through the string. f2 is -13. if they try to interupt at any pont they get popped. its kinda what that he doesn't have anything thats really safe for the time being but we gotta work with what we got. it seems like they gave shinnok all the tools to dominate in neutral but they didn't really give him the frames to do so. i really hope it gets fixed. i still think regardless of this flaw, he can be played at a high level still for the time being.
 

zHawken

Would you settle for me sausage?
apart from jump in punches and that horrible b3, has anyone come up with good openers with shinnok? i mainly use Impostor but im trying to learn the other 2 as well and it seems that as soon as people catch on to his strings they will block everything -,-
 

RM Jonnitti

Hot Dog
apart from jump in punches and that horrible b3, has anyone come up with good openers with shinnok? i mainly use Impostor but im trying to learn the other 2 as well and it seems that as soon as people catch on to his strings they will block everything -,-
honestly i haven't really been opening up people when i play shinnok. i use f22 to whiff punish and to catch people running in and trying to approach me. when people get too close for comfort i use d4 and them backdash to create more space. if im in a lot of pressure, always remember you have a 5f d1
 

zHawken

Would you settle for me sausage?
honestly i haven't really been opening up people when i play shinnok. i use f22 to whiff punish and to catch people running in and trying to approach me. when people get too close for comfort i use d4 and them backdash to create more space. if im in a lot of pressure, always remember you have a 5f d1
i do like to use b3 into mimicry, but thats easy to see coming. i guess i'll just stick to what i know. would you be up to play some sets so i can see how you do it?
 
Which is the best his variation?
Jury is still out. His core tools are...awkward, and none of his styles really fixes that. They're all kinda on the edge of just being gimmicks sadly, but there's still hope as long as you've got strong fundamentals.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
well since f22 isn't safe it looks liek you're going to have to treat it like fei long rekkas and mix up when you end the string with f2, f22 f22 hellsparks or f22 flick. f22 flick is safe on block but can be interupted with an armored move. f22 is -8. f22 hellsparks is a full ass combo but will pop people trying to armor through the string. f2 is -13. if they try to interupt at any pont they get popped. its kinda what that he doesn't have anything thats really safe for the time being but we gotta work with what we got. it seems like they gave shinnok all the tools to dominate in neutral but they didn't really give him the frames to do so. i really hope it gets fixed. i still think regardless of this flaw, he can be played at a high level still for the time being.
I was thinking about this myself the other day. F22 is only -8 though so only 6 frame normals and 7 frame specials are really going to punish it and I'm not sure many characters have those frames. I think we might need to think about block confirming into Amulet Strike, not even EX, because the pushback it has is surprising. I was testing this on Liu Kang with B1~BF1 and Liu couldn't seem to punish it. Could be good for more characters but it needs to be tested/explored with more normals/strings :)

The whole everything-is-unsafe situation sucks donkey balls but we'll just have to wait and pray to the almighty based Paulo that Shinnok is given what he deserves. The reason he is the way he is is because NRS are taking a more reserved approach and doing what they planned to do with MK9/Injustice and that was buff the low tiers rather than nerf the top tiers. God I hope he gets buffed. He needs a safe hit confirmable something...
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
Hell spark mb last hit dash hell spark is around 25% in unbreakable damage
 

The PantyChrist

Rest in Pantiez
I was thinking about it earlier. A lot of tym complained about safe 50/50's for Igau. So for this game rather than making less 50/50's Paulo just made virtually everything unsafe
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
So I'm nerding out in the training room (while waiting for pc parts to arrive so I can actually play >_<) and started making a list of Impostor character-specific combos. Posting what I have so far (the left half of character select screen). I tried to make them all relatively easy to do, but I'm sure there's still some hard ones in there. Bigger problem I think is that it's a lot to memorize and I didn't really go out of my way to make the combos similar to each other. I'll probably continue this later unless someone beats me to it and maybe go back through and try to make the existing ones a bit more homogeneous if I don't get absolutely sick of making Impostor combos by then.

UPDATE: Added rest of cast and changed/added a few of the older combos.

KUNG LAO:
Mid-screen:
112 xx db+1, 312 xx db+1 [24%]
112 xx db+2 (3 hits~EX), dash, njp, f+2 xx db+1, f+2 xx db+1 [29%]
njp, 112 xx db+1, 112 xx db+1 [24%]
air-to-air jp, f+22 xx db+1, 112 xx db+1 [21%]

Corner:
312 xx db+1, njp, ji3, 112 xx db+1 [31%]
112 xx EX bf+1, 112 xx db+1, njp, f+3 xx db+1 [36%]
312 xx EX bf+1, 112 xx db+1, njp, 1 xx db+1 [37%]
112 xx EX bf+3, 22 xx db+1, njp, f+3 xx db+1 [33%]
njp, ji3, 22 xx db+1, 22 xx db+1 [25%]


JAX: (ground pound unblockable reset during mimicry stagger)
Mid-screen:
db+1~b, njp, ji3, f+22 xx db+2 [33%] (damage boost)

Corner:
db+1~b, d+2, 112 xx bf+1 [37%] (damage boost)
db+1~b, d+2, 112 xx EX bf+1, d+1 xx bf+3 [43%] (damage boost)


KENSHI:
Mid-screen:
112 xx db+1, d+1 xx db+1 [19%]
112 xx db+1, d+1 xx db+2 (3 hits~EX), run f+2 xx db+1 [29%]
njp, db+1, d+1 xx db+1 [16%]

Corner:
112 xx db+1, d+1, 112 xx db+1 [25%]
njp, db+1, d+1, 112 xx db+1 [21%]


KITANA:
Mid-screen:
112 xx db+1, walk forward, njp, 112 xx db+1 [22%]
112 xx db+2 (3 hits~EX), dash, njp, f+22 xx db+1, 22 xx db+1 [30%]
njp, ji3, f+22 xx db+1, 22 xx db+1 [21%]
air-to-air jp, f+22 xx db+1, walk forward, njp, f+3 xx db+1 [19%]

Corner:
312 xx db+1, njp, ji3, 112 xx db+1 [27%]
112 xx EX bf+1, d+1, d+1, 112 xx db+1, njp, 22 xx db+1 [35%]
312 xx EX bf+1, d+1, 112 xx db+1, njp, 22 xx db+1 [38%]
112 xx EX bf+3, d+1, 112 xx db+1, njp, 22 xx db+1 [33%]
njp, ji1, ji3, 113 xx db+1, 22 xx db+1 [24%]


SCORPION:
Mid-screen:
312 xx db+1, njp, ji3, f+22 xx db+1 [25%]
312 xx db+1, ji1, 312 xx db+1 [25%]
312 xx db+1, jip, 112 xx db+2 (3 hits~EX), f+22 xx db+1 [30%]
112 xx db+1, jip, 112 xx db+2 (3 hits~EX), dash, njp, f+22 xx db+1 [29%]
112 xx db+2 (3 hits~EX), dash, njp, f+2 xx db+1, ji1, 312 xx db+1 [31%]
njp, ji3, f+22 xx db+1, ji1, 312 xx db+1 [25%]
air-to-air jp, f+22 xx db+1, ji1, 312 xx db+1 [21%]

Corner:
112 xx db+1, njp, ji1, ji3, 112 xx db+1 [24%]
312 xx db+1, njp, ji1, ji3, 112 xx db+1 [27%]
112 xx EX bf+1, d+1, 112 xx db+1, njp, 22 xx db+1 [34%]
312 xx EX bf+1, 112 xx db+1, njp, 22 xx db+1 [36%]
112 xx EX bf+3, 22 xx db+1, njp, 22 xx db+1 [32%]
njp, ji1, ji3, 112 xx db+1, jip, 312 xx db+1 [26%]


ERRON BLACK:
Mid-screen:
njp, db+1, run f+22 xx db+1 [18%]

Corner:
312 xx db+1, njp, ji3, 112 xx db+1 [32%]
njp, db+1, ji1, ji3, 112 xx db+1 [24%]


ERMAC:
Mid-screen:
312 xx db+1, ji1, f+22 xx db+1 [21%]
112 xx db+2 (3 hits~EX), dash, njp, f+223 xx db+1, f+3 xx db+1 [31%]
112 xx db+2 (3 hits~EX), run d+2, (f+22 xx) db+1, f+3 xx db+1 [31%/(33%)]
njp, (run) d+2, db+1, ji1, f+2 xx db+1 [24%]
air-to-air jp, f+224 xx db+1, f+3 xx db+1 [20%]

Corner:
312 xx db+1, ji1, 112 xx db+1 [26%]
112 xx EX bf+1, d+1, 112 xx db+1, f+3 xx db+1 [33%]
312 xx EX bf+1, 112 xx db+1, f+3 xx db+1 [35%]
112 xx EX bf+3, 22 xx db+1, f+3 xx db+1 [30%]
njp, ji3, 22 xx db+1, 22 xx db+1 [25%]


KOTAL KAHN:
Mid-screen:
312 xx db+1, 112 xx db+1 [30%]
112 xx db+2 (3 hits~EX), dash, njp, f+22 xx db+1, f+3 xx db+1 [33%]
112 xx db+2 (3 hits~EX), run d+2, f22 xx db+1, f+3 xx db+1 [35%]
njp, ji3, f+22 xx db+1, f+3 xx db+1 [26%]
air-to-air jp, f+22 xx db+1, f+3 xx db+1 [26%]

Corner:
f+223 xx db+1, 112 xx db+1 [26%]
112 xx EX bf+1, d+1, 112 xx db+1, f+3 xx db+1 [37%]
312 xx EX bf+1, 112 xx db+1, f+3 xx db+1 [39%]
112 xx EX bf+3, 22 xx db+1, f+3 xx db+1 [34%]
njp, ji3, 1, 112 xx db+1, f+3 xx db+1 [29%]


SUB-ZERO:
Mid-screen:
112 xx db+1, teleport njp, f+22 xx db+1 [21%]
112 xx db+1, jip, 112 xx db+2 (3 hits~EX), dash, njp, f+22 xx db+1 [29%]
112 xx db+2 (1 hit~EX), f+3 xx db+1, teleport njp, f+3 xx db1 [24%]
112 xx db+2 (2 hits~EX), db+1, 112 xx db+1 [23%]
112 xx db+2 (2 hits~EX), db+1, teleport njp, f+3 xx db+1 [23%]
njp, f+3 xx db+1, 22 xx db+1 [16%]
air-to-air jp, f+22 xx db+2 (1 hit~EX), db+1, teleport njp, f+3 xx db+1 [21%]

Corner:
112 xx db+1, teleport njp, ji1, ji3, 112 xx db+1 [23%]
112 xx db+1, jip, 312 xx EX bf+1, d+1, d+1, 112 xx db+1 [31%]
112 xx EX bf+3, 1 xx db+1, teleport njp, f+3 xx db+1 [27%]
njp, ji3, 1 xx db+1, f+3 xx db+1 [17%]


MILEENA:
Mid-screen:
112 xx db+1, njp, ji3, f+22 xx db+1 [26%]
112 xx db+2 (3 hits~EX), dash, njp, f+22 xx db+1, f+3 xx db+1 [31%]
njp, ji3, f+22 xx db+1, 22 xx db+1 [24%]
air-to-air jp, f+2 xx db+1, njp, f+3 xx db+1 [20%]

Corner:
112 xx db+1, walk under d+2, 112 xx db+1 [29%]
f+223 xx db+1, walk under d+2, 112 xx db+1 [27%]
112 xx EX bf+1, db+1, walk under d+2, 112 xx db+1 [36%]
312 xx EX bf+1, db+1, walk under d+2, 112 xx db+1 [39%]
112 xx EX bf+3, f+3 xx db+1, walk under d+2, f+3 xx db+1 [35%]
njp, ji3, db+1, walk under d+2, 112 xx db+1 [28%]


TAKEDA:
Mid-screen:
db+1, f+22(4) xx db+1 [17%/(21%)]
112 xx db+2 (1 hit~EX), db+1~b, f+2 xx db+1 [25%]
njp, db+1~f, f+22 xx db+1 [21%]

Corner:
db+1, njp, ji1, ji3, 112 xx db+1 [29%]
112 xx db+2 (1 hit~EX), njp, db+1, 112 xx db+1 [30%]
njp, db+1~f, 1, 112 xx db+1 [24%]


JACQUI BRIGGS:
Mid-screen:
112 xx db+1, f+22 xx db+1 [19%]
312 xx db+1, f+22 xx db+1 [22%]
njp, db+1, 112 xx db+1 [18%] (kinda tricky but couldn't find another way)

Corner:
112 xx db+1, 1, 112 xx db+1 [23%]
312 xx db+1, 1, 112 xx db+1 [25%]
njp, db+1, ji1, ji3, 112 xx db+1 [22%]


REPTILE:
Corner:
112 xx db+2 (1 hit~EX), njp, db+1, 22 xx db+1 [27%]
njp, db+1, ji3, 112 xx db+1 [22%]


RAIDEN:
Mid-screen:
njp, (run) d+2, (f+22 xx) db+1 [23%/(26%)]
EX bf+3, db+1 [19%]


QUAN CHI:
Mid-screen:
312 xx db+1, teleport njp, ji3, f+22 xx db+1 [26%]
312 xx db+1, jip, 112 xx db+2 (3 hits~EX), f+22 xx db+1 [33%]
112 xx db+1, jip, 112 xx db+2 (3 hits~EX), dash, njp, f+22 xx db+1 [32%]
112 xx db+2 (3 hits~EX), dash, njp, f+22 xx db+1, ji1, 312 xx db+1 [32%]
njp, ji3, f+22 xx db+1, ji1, 312 xx db+1 [26%]
air-to-air jp, f+22(3) xx db+1, ji1, 312 xx db+1 [22%/(24%)]

Corner: (For the njp, walk forward until Quan Chi slows down a bit before jumping so he stays in the corner.)
112 xx db+1, njp, d+2, 112 xx db+1 [28%]
312 xx db+1, njp, d+2, 112 xx db+1 [30%]
112 xx EX bf+1, d+1, 112 xx db+1, njp, 22 xx db+1 [35%]
312 xx EX bf+1, 112 xx db+1, njp, 22 xx db+1 [37%]
112 xx EX bf+3, 22 xx db+1, njp, 22 xx db+1 [32%]
njp, ji1, ji3, 112 xx db+1, 312 xx db+1 [26%]
Nice one! Could you do me a favour though and rearrange the combos from lowest damage to highest in each section and try and match the notation to the combo notation in the OP? It just makes it easier for me to copy them into the OP :)
 
Nice one! Could you do me a favour though and rearrange the combos from lowest damage to highest in each section and try and match the notation to the combo notation in the OP? It just makes it easier for me to copy them into the OP :)
KUNG LAO:
Midscreen:
air-to-air JP, F22~DB1, 112~DB1 = 21%
112~DB1, 312~DB1 = 24%
NJP, 112~DB1, 112~DB1 = 24%
112~DB2 (3 hits~MB), dash, NJP, F2~DB1, F2~DB1 = 29%

Corner:
NJP, JI3, 22~DB1, 22~DB1 = 25%
312~DB1, NJP, JI3, 112~DB1 = 31%
112~BF3MB, 22~DB1, NJP, F3~DB1 = 33%
112~BF1MB, 112~DB1, NJP, F3~DB1 = 36%
312~BF1MB, 112~DB1, NJP, 1~DB1 = 37%


JAX: (ground pound unblockable reset during mimicry stagger)
Midscreen:
DB1~B, NJP, JI3, F22~DB2 = 33% (Damage Boost)

Corner:
DB1~B, D2, 112~BF1 = 37% (Damage Boost)
DB1~B, D2, 112~BF1MB, D1~BF3 = 43% (Damage Boost)


KENSHI:
Midscreen:
NJP, DB1, D1~DB1 = 16%
112~DB1, D1~DB1 = 19%
112~DB1, D1~DB2 (3 hits~MB), run F2~DB1 = 29%

Corner:
NJP, DB1, D1, 112~DB1 = 21%
112~DB1, D1, 112~DB1 = 25%


KITANA:
Midscreen:
air-to-air JP, F22~DB1, walk forward, NJP, F3~DB1 = 19%
NJP, JI3, F22~DB1, 22~DB1 = 21%
112~DB1, walk forward, NJP, 112~DB1 = 22%
112~DB2 (3 hits~MB), dash, NJP, F22~DB1, 22~DB1 = 30%

Corner:
NJP, JI1, JI3, 113~DB1, 22~DB1 = 24%
312~DB1, NJP, JI3, 112~DB1 = 27%
112~BF3MB, D1, 112~DB1, NJP, 22~DB1 = 33%
112~BF1MB, D1, D1, 112~DB1, NJP, 22~DB1 = 35%
312~BF1MB, D1, 112~DB1, NJP, 22~DB1 = 38%


SCORPION:
Midscreen:
air-to-air JP, F22~DB1, JI1, 312~DB1 = 21%
312~DB1, NJP, JI3, F22~DB1 = 25%
312~DB1, JI1, 312~DB1 = 25%
NJP, JI3, F22~DB1, JI1, 312~DB1 = 25%
112~DB1, JIP, 112~DB2 (3 hits~MB), dash, NJP, F22~DB1= 29%
312~DB1, JIP, 112~DB2 (3 hits~MB), F22~DB1 = 30%
112~DB2 (3 hits~MB), dash, NJP, F2~DB1, JI1, 312~DB1 = 31%

Corner:
112~DB1, NJP, JI1, JI3, 112~DB1 = 24%
NJP, JI1, JI3, 112~DB1, JIP, 312~DB1 = 26%
312~DB1, NJP, JI1, JI3, 112~DB1 = 27%
112~BF3MB, 22~DB1, NJP, 22~DB1 = 32%
112~BF1MB, D1, 112~DB1, NJP, 22~DB1 = 34%
312~BF1MB, 112~DB1, NJP, 22~DB1 = 36%


ERRON BLACK:
Midscreen:
NJP, DB1, run F22~DB1 = 18%

Corner:
NJP, DB1, JI1, JI3, 112~DB1 = 24%
312~DB1, NJP, JI3, 112~DB1 = 32%


ERMAC:
Midscreen:
air-to-air JP, F224~DB1, F3~DB1 = 20%
312~DB1, JI1, F22~DB1 = 21%
NJP, (run) D2, DB1, JI1, F2~DB1 = 24%
112~DB2 (3 hits~MB), dash, NJP, F223~DB1, F3~DB1 = 31%
112~DB2 (3 hits~MB), run D2, (F22 xx) DB1, F3~DB1 = 31%/(33%)

Corner:
NJP, JI3, 22~DB1, 22~DB1 = 25%
312~DB1, JI1, 112~DB1 = 26%
112~BF3MB, 22~DB1, F3~DB1 = 30%
112~BF1MB, D1, 112~DB1, F3~DB1 = 33%
312~BF1MB, 112~DB1, F3~DB1 = 35%


KOTAL KAHN:
Midscreen:
NJP, JI3, F22~DB1, F3~DB1 = 26%
air-to-air JP, F22~DB1, F3~DB1 = 26%
312~DB1, 112~DB1 = 30%
112~DB2 (3 hits~MB), dash, NJP, F22~DB1, F3~DB1 = 33%
112~DB2 (3 hits~MB), run D2, F22~DB1, F3~DB1 = 35%

Corner:
F223~DB1, 112~DB1 = 26%
NJP, JI3, 1, 112~DB1, F3~DB1 = 29%
112~BF3MB, 22~DB1, F3~DB1 = 34%
112~BF1MB, D1, 112~DB1, F3~DB1 = 37%
312~BF1MB, 112~DB1, F3~DB1 = 39%


SUB-ZERO:
Midscreen:
NJP, F3~DB1, 22~DB1 = 16%
air-to-air JP, F22~DB2 (1 hit~MB), DB1, Teleport NJP, F3~DB1 = 21%
112~DB1, Teleport NJP, F22~DB1 = 21%
112~DB2 (2 hits~MB), DB1, 112~DB1 = 23%
112~DB2 (2 hits~MB), DB1, Teleport NJP, F3~DB1 = 23%
112~DB2 (1 hit~MB), F3~DB1, Teleport NJP, F3~DB1 = 24%
112~DB1, JIP, 112~DB2 (3 hits~MB), dash, NJP, F22~DB1 = 29%

Corner:
NJP, JI3, 1~DB1, F3~DB1 = 17%
112~DB1, Teleport NJP, JI1, JI3, 112~DB1 = 23%
112~BF3MB, 1~DB1, Teleport NJP, F3~DB1 = 27%
112~DB1, JIP, 312~BF1MB, D1, D1, 112~DB1 = 31%


MILEENA:
Midscreen:
air-to-air JP, F2~DB1, NJP, F3~DB1 = 20%
NJP, JI3, F22~DB1, 22~DB1 = 24%
112~DB1, NJP, JI3, F22~DB1 = 26%
112~DB2 (3 hits~MB), dash, NJP, F22~DB1, F3~DB1 = 31%

Corner:
F223~DB1, walk under D2, 112~DB1 = 27%
NJP, JI3, DB1, walk under D2, 112~DB1 = 28%
112~DB1, walk under D2, 112~DB1 = 29%
112~BF3MB, F3~DB1, walk under D2, F3~DB1 = 35%
112~BF1MB, DB1, walk under D2, 112~DB1 = 36%
312~BF1MB, DB1, walk under D2, 112~DB1 = 39%


TAKEDA:
Midscreen:
DB1, F22(4)~DB1 = 17%/(21%)
NJP, DB1~F, F22~DB1 = 21%
112~DB2 (1 hit~MB), DB1~B, F2~DB1 = 25%

Corner:
NJP, DB1~F, 1, 112~DB1 = 24%
DB1, NJP, JI1, JI3, 112~DB1 = 29%
112~DB2 (1 hit~MB), NJP, DB1, 112~DB1 = 30%


JACQUI BRIGGS:
Midscreen:
NJP, DB1, 112~DB1 = 18% (kinda tricky but couldn't find another way back into mimicry)
112~DB1, F22~DB1 = 19%
312~DB1, F22~DB1 = 22%

Corner:
NJP, DB1, JI1, JI3, 112~DB1 = 22%
112~DB1, 1, 112~DB1 = 23%
312~DB1, 1, 112~DB1 = 25%


REPTILE:
Corner:
NJP, DB1, JI3, 112~DB1 = 22%
112~DB2 (1 hit~MB), NJP, DB1, 22~DB1 = 27%


RAIDEN:
Midscreen:
BF3MB, DB1 = 19%
NJP, (run) D2, (F22 xx) DB1 = 23%/(26%)


QUAN CHI:
Midscreen:
air-to-air JP, F22(3)~DB1, JI1, 312~DB1 = 22%/(24%)
NJP, JI3, F22~DB1, JI1, 312~DB1 = 26%
312~DB1, Teleport NJP, JI3, F22~DB1 = 26%
112~DB1, JIP, 112~DB2 (3 hits~MB), dash, NJP, F22~DB1= 32%
112~DB2 (3 hits~MB), dash, NJP, F22~DB1, JI1, 312~DB1 = 32%
312~DB1, JIP, 112~DB2 (3 hits~MB), F22~DB1 = 33%

Corner: (For the NJP, walk forward until Quan Chi slows down a bit before jumping so he stays in the corner)
NJP, JI1, JI3, 112~DB1, 312~DB1 = 26%
112~DB1, NJP, D2, 112~DB1 = 28%
312~DB1, NJP, D2, 112~DB1 = 30%
112~BF3MB, 22~DB1, NJP, 22~DB1 = 32%
112~BF1MB, D1, 112~DB1, NJP, 22~DB1 = 35%
312~BF1MB, 112~DB1, NJP, 22~DB1 = 37%

Like this?
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
KUNG LAO:
Midscreen:
air-to-air JP, F22~DB1, 112~DB1 = 21%
112~DB1, 312~DB1 = 24%
NJP, 112~DB1, 112~DB1 = 24%
112~DB2 (3 hits~MB), dash, NJP, F2~DB1, F2~DB1 = 29%

Corner:
NJP, JI3, 22~DB1, 22~DB1 = 25%
312~DB1, NJP, JI3, 112~DB1 = 31%
112~BF3MB, 22~DB1, NJP, F3~DB1 = 33%
112~BF1MB, 112~DB1, NJP, F3~DB1 = 36%
312~BF1MB, 112~DB1, NJP, 1~DB1 = 37%


JAX: (ground pound unblockable reset during mimicry stagger)
Midscreen:
DB1~B, NJP, JI3, F22~DB2 = 33% (Damage Boost)

Corner:
DB1~B, D2, 112~BF1 = 37% (Damage Boost)
DB1~B, D2, 112~BF1MB, D1~BF3 = 43% (Damage Boost)


KENSHI:
Midscreen:
NJP, DB1, D1~DB1 = 16%
112~DB1, D1~DB1 = 19%
112~DB1, D1~DB2 (3 hits~MB), run F2~DB1 = 29%

Corner:
NJP, DB1, D1, 112~DB1 = 21%
112~DB1, D1, 112~DB1 = 25%


KITANA:
Midscreen:
air-to-air JP, F22~DB1, walk forward, NJP, F3~DB1 = 19%
NJP, JI3, F22~DB1, 22~DB1 = 21%
112~DB1, walk forward, NJP, 112~DB1 = 22%
112~DB2 (3 hits~MB), dash, NJP, F22~DB1, 22~DB1 = 30%

Corner:
NJP, JI1, JI3, 113~DB1, 22~DB1 = 24%
312~DB1, NJP, JI3, 112~DB1 = 27%
112~BF3MB, D1, 112~DB1, NJP, 22~DB1 = 33%
112~BF1MB, D1, D1, 112~DB1, NJP, 22~DB1 = 35%
312~BF1MB, D1, 112~DB1, NJP, 22~DB1 = 38%


SCORPION:
Midscreen:
air-to-air JP, F22~DB1, JI1, 312~DB1 = 21%
312~DB1, NJP, JI3, F22~DB1 = 25%
312~DB1, JI1, 312~DB1 = 25%
NJP, JI3, F22~DB1, JI1, 312~DB1 = 25%
112~DB1, JIP, 112~DB2 (3 hits~MB), dash, NJP, F22~DB1= 29%
312~DB1, JIP, 112~DB2 (3 hits~MB), F22~DB1 = 30%
112~DB2 (3 hits~MB), dash, NJP, F2~DB1, JI1, 312~DB1 = 31%

Corner:
112~DB1, NJP, JI1, JI3, 112~DB1 = 24%
NJP, JI1, JI3, 112~DB1, JIP, 312~DB1 = 26%
312~DB1, NJP, JI1, JI3, 112~DB1 = 27%
112~BF3MB, 22~DB1, NJP, 22~DB1 = 32%
112~BF1MB, D1, 112~DB1, NJP, 22~DB1 = 34%
312~BF1MB, 112~DB1, NJP, 22~DB1 = 36%


ERRON BLACK:
Midscreen:
NJP, DB1, run F22~DB1 = 18%

Corner:
NJP, DB1, JI1, JI3, 112~DB1 = 24%
312~DB1, NJP, JI3, 112~DB1 = 32%


ERMAC:
Midscreen:
air-to-air JP, F224~DB1, F3~DB1 = 20%
312~DB1, JI1, F22~DB1 = 21%
NJP, (run) D2, DB1, JI1, F2~DB1 = 24%
112~DB2 (3 hits~MB), dash, NJP, F223~DB1, F3~DB1 = 31%
112~DB2 (3 hits~MB), run D2, (F22 xx) DB1, F3~DB1 = 31%/(33%)

Corner:
NJP, JI3, 22~DB1, 22~DB1 = 25%
312~DB1, JI1, 112~DB1 = 26%
112~BF3MB, 22~DB1, F3~DB1 = 30%
112~BF1MB, D1, 112~DB1, F3~DB1 = 33%
312~BF1MB, 112~DB1, F3~DB1 = 35%


KOTAL KAHN:
Midscreen:
NJP, JI3, F22~DB1, F3~DB1 = 26%
air-to-air JP, F22~DB1, F3~DB1 = 26%
312~DB1, 112~DB1 = 30%
112~DB2 (3 hits~MB), dash, NJP, F22~DB1, F3~DB1 = 33%
112~DB2 (3 hits~MB), run D2, F22~DB1, F3~DB1 = 35%

Corner:
F223~DB1, 112~DB1 = 26%
NJP, JI3, 1, 112~DB1, F3~DB1 = 29%
112~BF3MB, 22~DB1, F3~DB1 = 34%
112~BF1MB, D1, 112~DB1, F3~DB1 = 37%
312~BF1MB, 112~DB1, F3~DB1 = 39%


SUB-ZERO:
Midscreen:
NJP, F3~DB1, 22~DB1 = 16%
air-to-air JP, F22~DB2 (1 hit~MB), DB1, Teleport NJP, F3~DB1 = 21%
112~DB1, Teleport NJP, F22~DB1 = 21%
112~DB2 (2 hits~MB), DB1, 112~DB1 = 23%
112~DB2 (2 hits~MB), DB1, Teleport NJP, F3~DB1 = 23%
112~DB2 (1 hit~MB), F3~DB1, Teleport NJP, F3~DB1 = 24%
112~DB1, JIP, 112~DB2 (3 hits~MB), dash, NJP, F22~DB1 = 29%

Corner:
NJP, JI3, 1~DB1, F3~DB1 = 17%
112~DB1, Teleport NJP, JI1, JI3, 112~DB1 = 23%
112~BF3MB, 1~DB1, Teleport NJP, F3~DB1 = 27%
112~DB1, JIP, 312~BF1MB, D1, D1, 112~DB1 = 31%


MILEENA:
Midscreen:
air-to-air JP, F2~DB1, NJP, F3~DB1 = 20%
NJP, JI3, F22~DB1, 22~DB1 = 24%
112~DB1, NJP, JI3, F22~DB1 = 26%
112~DB2 (3 hits~MB), dash, NJP, F22~DB1, F3~DB1 = 31%

Corner:
F223~DB1, walk under D2, 112~DB1 = 27%
NJP, JI3, DB1, walk under D2, 112~DB1 = 28%
112~DB1, walk under D2, 112~DB1 = 29%
112~BF3MB, F3~DB1, walk under D2, F3~DB1 = 35%
112~BF1MB, DB1, walk under D2, 112~DB1 = 36%
312~BF1MB, DB1, walk under D2, 112~DB1 = 39%


TAKEDA:
Midscreen:
DB1, F22(4)~DB1 = 17%/(21%)
NJP, DB1~F, F22~DB1 = 21%
112~DB2 (1 hit~MB), DB1~B, F2~DB1 = 25%

Corner:
NJP, DB1~F, 1, 112~DB1 = 24%
DB1, NJP, JI1, JI3, 112~DB1 = 29%
112~DB2 (1 hit~MB), NJP, DB1, 112~DB1 = 30%


JACQUI BRIGGS:
Midscreen:
NJP, DB1, 112~DB1 = 18% (kinda tricky but couldn't find another way back into mimicry)
112~DB1, F22~DB1 = 19%
312~DB1, F22~DB1 = 22%

Corner:
NJP, DB1, JI1, JI3, 112~DB1 = 22%
112~DB1, 1, 112~DB1 = 23%
312~DB1, 1, 112~DB1 = 25%


REPTILE:
Corner:
NJP, DB1, JI3, 112~DB1 = 22%
112~DB2 (1 hit~MB), NJP, DB1, 22~DB1 = 27%


RAIDEN:
Midscreen:
BF3MB, DB1 = 19%
NJP, (run) D2, (F22 xx) DB1 = 23%/(26%)


QUAN CHI:
Midscreen:
air-to-air JP, F22(3)~DB1, JI1, 312~DB1 = 22%/(24%)
NJP, JI3, F22~DB1, JI1, 312~DB1 = 26%
312~DB1, Teleport NJP, JI3, F22~DB1 = 26%
112~DB1, JIP, 112~DB2 (3 hits~MB), dash, NJP, F22~DB1= 32%
112~DB2 (3 hits~MB), dash, NJP, F22~DB1, JI1, 312~DB1 = 32%
312~DB1, JIP, 112~DB2 (3 hits~MB), F22~DB1 = 33%

Corner: (For the NJP, walk forward until Quan Chi slows down a bit before jumping so he stays in the corner)
NJP, JI1, JI3, 112~DB1, 312~DB1 = 26%
112~DB1, NJP, D2, 112~DB1 = 28%
312~DB1, NJP, D2, 112~DB1 = 30%
112~BF3MB, 22~DB1, NJP, 22~DB1 = 32%
112~BF1MB, D1, 112~DB1, NJP, 22~DB1 = 35%
312~BF1MB, 112~DB1, NJP, 22~DB1 = 37%

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You're a god, that looks damn sexy. Thanks! #Kreygasm
 

RM slacked

Shinnok trash from Canada.
Try this next time you guys play impostor, this is basically my BnB setup online.
(imagine the opponent trying to jump in or run at you)
db2 ( last bomb EX ) db1, and if he's close enough NJP into ex bombs, but if not, try to catch him with f224 into db2.