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Rate Your Character (Mortal Kombat X Edition)!

NHDR

Noob
Kotal Kahn (War God)

1. 50/50 Pressure - 2.5/5
He has effective and simple mixup options with overhead sword, sword sweep, and the unblockable sword swing. Problem is his pressure is risky and generally unsafe.

2. Neutral - 4/5
F1 is good, F2 is good. D1 is good, D2 is a solid AA. Great walk speed, great run speed. F1B2 xx DF2 is safe. Good range on EX DB1. Great JP1. Loses points because air grab is not that good. Also lacks more safety in general.

3. Defense - 3/5
Has good low pokes, also options with meter. Nothing spectacular but he has something at least.

4. Zoning/anti-zoning - 1/5
EX Sword Toss is probably his only legitimate option to counter any zoning. Though to be honest I don't think he's that bad against zoning in the end.

5. Damage - 5/5
One of the reasons I like this character. Easy damage, I remember it took me 5 minutes in the lab to figure out a 50% combo.

TOTAL - 16.5/25

I play other characters but only felt comfortable commenting on Kotal.
 

EMPRESS_SunFire

Regina George of discord
Mileena:

- 50/50 mix-ups and pressure: 3/5
She needs meter for true mix-ups, her overhead option is super unsafe, while her low is pseudo-safe. High risk/medium reward character, in Ravenous she gets some meterless mix-ups, but those are high risk/low reward.

- Neutral game and footsies:
5/5
Mileena is really good in this bitch! In Piercing she has a godlike B12 which is a great whiff punisher and it's also -5 on block, in Ravenous and Ethereal she has B2 which is also -5 and has a little less reach than her B12 in Piercing, but still is great. Roll is a great whiff punisher as well, top 5 AA in the game IMO (roll) and she has D2 and S2.

- Defensive options:
2.5/5
She has a nice armored launcher, but she needs meter for it and her pokes are all kinda slow, with the fastest being D1 at 9 frames and D3 at 10 frames.

- Zoning and anti-zoning:
3/5
Sais and telekick and roll, her low and air sais have awful recovery (both are still very useful) she has nice zoning and for anti-zoning she has telekick and roll which works to low profile against projectiles.

-Damage output:
4/5
She has very good damage meterless and with meter, 30-40%. 40~50% meterless or one bar in the corner.

17.5/25
 

FlappyDaniel

Snappin' spines all day e'ry day.
Commando Kano

1. 50/50 mix ups and pressure (2/5) – Tick throws are amazing, but you don't have to respect Kano very much honestly as far as mixup goes. Just block low and punish.

2. Neutral game and footsies (5/5) – Kano's Backdash is amazing and his footsie options are pretty good. 2 and 2F4 Have great range even if it can be ducked and B1/B13 and D4 are great spacers.

3. Defensive options (4/5) – EX Ball has 1 frame startup to punish ANY gap I can find and exploit, not to mention two hits (possible max of 3) of armor, the Parries are 2/4 frames for normal and EX respectively even though you still have to guess if it's a high or low parry, and EX upball is actually a very adequate get off me move to catch people mashing on your wakeup. EX command grabs are kinda booty as armor moves right now since their priority has them whiff on some multi hitting moves or moves where the character is moving weird after having their hit absorbed.

4. Zoning and anti-zoning (3/5) – Knives, even in commando are rather useful to get people anxious to jump and move. if they jump Air ball/Instant air ball can take care of that, as well as B1 as a great AA and D4 for ground spacing. I consider melee spacing in the neutral just as important for zoning and projectile spacing.

5. Damage output (3/5) – Pretty low unless in the corner and his Mixup, as has been stated is lackluster. Getting 40% in the corner requires the opponent to have 0 matchup experience and block high on wakeup or ever for some reason, but through pressure with chip and knives you can tack on quite a bit of damage over time, especially when you add on a command grab here and there.

17/25
 
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Dja_Homies

Kaz...... I'm already a Fiddle.
Stunt double johnny cage
Mixups and pressure: 2.5/5 his "mixups are fairly obvious to block against once you get the mu down. Stunt double pressure can be countered quite simply as well through armor

Neutral game and footsies 3.5/5 besidess close to nonexistent anti airs johnny has great footsies due to shadow kick that allows johnny to get in.D4 is an amazing tool to low profile and annoy the opponent.

Defensive options: 3/5. Wake up ex nut punch is only a great wakeup if and only if your opponent does not know the johnny mu. If they do it will be easily countered. Wake up ex shadow uppercut will sometimes whiff the full attack on a jumping opponent. Mimic wake upss do not have armor so they are easy to scout and pressure if johnny has no meter.

Zoning and anti zoning: 2/5. The.Straight forceball can be neutral ducked and a johnny will not win a zoning war. His only saving grace ism ex shadow kick to stop their zoning immediately. If johnny had his arced projectiles in stunt double his zoning would easily be a 5/5 or 4.5/5

Damage output 5/5. If you can open them up johnny will greatly damage them and this turns the tide of the match. Midscreen with two shadows can get 50 percent for 1 bar.
Overall 16/25 his damage is his saving grace while the rest of the character is quite average. If his arced projectiles were in stunt double he would be an extremel. Good character with options for every mu.
 

Yoaks

A spaceman
Ravenous Mileena:

50/50 and Pressure: 3/5
F4 (low) and Ex Roll (OH) are solid mixups but you have to rely alot on meter with her mixup game. But this is where Low Pounce comes in handy. In Ethereal and Piercing you have to use Ex Roll more often to open up your opponent, but with Ravenous you have her Low Pounce, which is an over head lol. You can use this on your opponents wakeup or tick throws with the 21 string (high, low).

Neutral game and Footsies: 5/5
This is where Mileena shines imo. Her anit airs are some of the best in the game. Her roll low profiles and aa's almost anything in the game. But if Roll doesnt aa something, her d2 will. Or her b3. Or s1/2 for crossups. Low profiling with d4. etc.

Roll is also a great whiff punisher and footsie tool. Her b2 (in Ravenous and Ethereal) and f2 are good normals to punish whiffed normals or strings.

Defensive Options: 2/5

This is where Mileena struggles the most. Even tho her normals have good reach. They are slow incomparison to the rest of the cast. Her pokes are also slow and don't have good reach. She has to rely on yolo Rolls and Ex Rolls to deal with pressure.

Zoning and Anti-Zoning: 3/5

Put 1 more point in for Piercing. Mainly because Low Sai does so much with avoiding high projectiles. Other than that she still has decent zoning in Ravenous with her Air Sai and regular Sai. Anti zoning with Roll to make High projectiles or even Mid projectiles whiff and Teleport to avoid all projectiles and to stop people from jumping when they are full-screen. Tele and Roll however are obviously really punishable on block and need to be used on a read.

Damage Output: 4/5

She gets anywhere from 31% to 36% to 41% meterless. Granted the 41% is off of her 33 frame overhead.

28% to 32% with meter.

Score: 17/25
EDITED: Decided to give descriptions.
 

rev0lver

Come On Die Young
FA Jacqui -

50/50 Mixups/Pressure (4/5)
Her mixup game is great. Unseeable autoconfirming 50/50's. Though it is a weakness that her low has terrible range and won't connect on jump-ins a lot of the time. Her pressure is okay, probably more to explore with it, but lack of a fast mid makes it nothing too scary.

Neutral game and footsies (2.5/5)
Her footsie tools are terrible. She has gunshots in FA, but the damage reward is nothing and the lack of advancement creates a problem if it's jumped on/teleported. Her normal footsie tools suck. Otherwise her neutral game is just ok, but doesn't match up to the rest of the cast.

Defensive options (2/5)
Her AA game is terrible, even with rockets she has to make a read against most of the cast. You can keep people at bay with ex low missile, but as long as they wait for it it's nothing scary. Her walkspeed helps a little bit, but many characters can bully her with long-range normals, jumping, etc. Her lack of a launching armor move is a problem as well.

Zoning and anti-zoning (4.5/5)
I'm not giving this a full 5/5 just because she still has issues with non-standard projectile zoning tools. At some points she really can't do much but run up and try to force movement since gunshots are a high, unlike some characters like Quan. Still really good though.

Damage output (5/5)
Can't complain about this. Mid-30's meterless midscreen, can reach mid-40's meterless in the corner. With a bar you can get around 40% or more off every punish.

Total - 18/25
 

Yoaks

A spaceman
Stunt double johnny cage
Mixups and pressure: 2.5/5 his "mixups are fairly obvious to block against once you get the mu down. Stunt double pressure can be countered quite simply as well through armor

Neutral game and footsies 3.5/5 besidess close to nonexistent anti airs johnny has great footsies due to shadow kick that allows johnny to get in.D4 is an amazing tool to low profile and annoy the opponent.

Defensive options: 3/5. Wake up ex nut punch is only a great wakeup if and only if your opponent does not know the johnny mu. If they do it will be easily countered. Wake up ex shadow uppercut will sometimes whiff the full attack on a jumping opponent. Mimic wake upss do not have armor so they are easy to scout and pressure if johnny has no meter.

Zoning and anti zoning: 2/5. The.Straight forceball can be neutral ducked and a johnny will not win a zoning war. His only saving grace ism ex shadow kick to stop their zoning immediately. If johnny had his arced projectiles in stunt double his zoning would easily be a 5/5 or 4.5/5

Damage output 5/5. If you can open them up johnny will greatly damage them and this turns the tide of the match. Midscreen with two shadows can get 50 percent for 1 bar.
Overall 16/25 his damage is his saving grace while the rest of the character is quite average. If his arced projectiles were in stunt double he would be an extremel. Good character with options for every mu.
Downplayer!!! Jahnny is Ivan Ooze reincarnated.
 

Audit

Falls down too much
Meter building is part of all the categories in my opinion, footsies and zoning in particular.
Meter building is so different for every character though. For instance Lackey Torr has no way to nationally build meter from full screen as even cmd grab at full screen is extremely punishable. The only way to build meter is to put hands on your opponent, and most of his pressure can be poked into or punished for full combo. Not downplaying here, I think Lackey working his way in on zoners is viable (but still tough), but the meter building part is super hard. It just works very different for some.


How about this one?

Kenshi (Possesed)

1. 1. 50/50 mix ups and pressure (4/5) – Good tools, keeps the opponent guessing. He's a little lacking in the overhead department as they don't go for full combos.

2. Neutral game and footsies (4/5) – 3/5 Because of zoning you have to respect Kenshi, but most tools lack range, speed and almost every string has a gap.

3. Defensive options (4/5) – EXdb1 is very good to get people of you, and leads to a combo and and a mixup. BF2 is a solid check as well.

4. Zoning and anti-zoning (5/5) – Solid Zoning until MKX happens. I think only Quan Chia is a better zoner.

5. Damage output (4/5) - Very easy one bar for 37%. I would put him at 5/5 but the risk associated with something like f3,2xxEXdb4 hitting whether they block or not is real.

21/25 (
Why don't people play Posessed more?)
 

Death

Noob
I'll rate the three main characters I use. EB Outlaw and Jax wrestler are variations I'm starting to concentrate on more.

Sonya (Covert Ops)

50/50 mixups and pressure - (5/5) One of the best if not the best mixups in the game. This is what makes her viable.

Neutral game and footsies - (3/5)
Relies heavily on jumping, Dive kicks and trying to space out with her F2 which is negative on block, doesnt launch. In general she has to do unsafe stuff and get people to do unsafe stuff such as running in etc where she can catch them with DK. All in all I feel like her neutral is her weakspot.

Defensive Options - (3/5)
Has a pretty good 12f leg grab that does 15% damage but extremely unsafe and the reward usually isnt worth the risk but still viable. Her Parry and EX parry are very good as well but used mostly on reads. Good pokes as well that can be used for ticked throws. Has solid defensive options.

Zoning and Anti-Zoning - (4/5)
Dive kick is a good option vs players who like to spam horizontal projectiles but can be baited. Ring Toss isnt zoning anyone out and Sonya weakness is probably getting zoned out.

Damage Output (4/5) -
Her bnbs usually range about 27-32% meterless which is average. Her xray can give her damage up to 50%. I would rate her a 3 but I bumped her up to a 4 because all her combos require no meter and no stamina which is a bonus point.

Total: 19/25

Erron Black (Outlaw)

50/50 mixups and pressure - (4.5/5)
Top tier in mixups with his OH/Low and tick throw set ups off his 11, pokes, 211222 string etc.

Neutral game and footsies - (4/5)
Very good Neutral game. Great whiff punishing tools such as his F3, F1 and 21222 string. Even on block in the neutral he can get tick throw set ups of his 2 string. Great footsie character.

Defensive Options (4/5) One of the best defensive options. Has an armored launcher that can be used in pr essure situations. Armored slide which can plow through moves in the neutral and can corner switch into pressure when he is cornered. Armored Command Grab and Armored stab that does roughly 25%. Can play defensive with caltrops as well. This character defense is very very good

Zoning and Anti-Zoning - (3/5) Can be zoned out but stil has good armored moves and a decent walk speed. His zoning with low sand grenade isnt too bad. Can bait jumps. But Id say hes average in this category.

Damage Output (4.5/5)- Gets roughly 35% combos meterless and in the 40% with 1 bar. Caltrops setups too which is damaging. This character wont be in practice mode hitting 50% but he will kill you fast in matches with caltrops and stab.

Total: 20/25

Jax (Wrestler)

50/50 mixups and pressure - (4/5) His 50/50 is kinda non existant in the neutral but really shines in the corner. His pressure game is very good and I would have given him a 5 in this category but I feel like his pressure with 1, f2, tick throw set ups etc isnt as strong as Dvorahs, KL which are a 5 in this category or a Sonya who lacks pressure but makes up for it in strong 50/50s into 50/50s. Strings can be poked out of as well so a minor flaw in his pressure but still has other options.

Neutral game and footsies - (5/5)
Probably up there with Dvorah but Jax F2, F3 etc are all very strong tools in the neutral. Great footsie character and whiff punishing. Just a very solid character in the neutral.

Defensive Options- (5/5)
He is up there with EB in the defensive options department. Also has an armored launcher, armored dash punch, armored command grab, armored gotcha. Has very good tools to getting out of pressure and is loaded with armored moves. Also has a good AA with his 1, f2, even his F3 catches jumps. Amazing D1D2. D1, D3 pokes as well that can be used as tick throws, and a good F3 that can be used for counter poking.

Zoning and Anti-Zoning- (4/5)
He is not a zoning heavy character but his energy wave is plus on block and can be delayed to catch jumps or people running. His zoning and anti-zoning tools are still very good. Has an armored dash punch with good corner carry that zoners have to respect (Unless your playing full auto lol) It is very difficult to keep out a compentant jax.

Damage Output- (4/5) 3/5 vs females in midscreen and 5/5 vs males. 5/5 vs everyone in the corner. Can do roughly 45-50% combos with 1 bar in the corner off his low/OH or any string starter vs everyone. Midscreen bnbs meterless are lacking. Only does 15-20% BUT can do 35-40% vs males and 30% vs females with 1 bar. Still very strong. Would rate it a 5/5 if all his combos hit females the same but I knocked it down to a 4/5.

Total: 22/25

Just my 0.02
 
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ColdBoreMK23

Noob Saibot
Jax:

1. 50/50: 4/5 corner pressure is amazing but some of his normal and strings can be poked out of.
2. Neutral: 5/5
3. Defensive: 5/5 (one of the best anti-air tools in the game with grab)
4. Zoning/Anti-Zoning: 4/5 pumped up has served me well.
5. Damage: 5/5 While his midscreen BNB are hard to pull off his corner damage is nice and rebrands in pumped up lead to some good options.

Total: 23/25

One of the best yet balanced characters in the game in my opinion. He has weaknesses but he excels at the corner game and has can zone or anti-zone when he gets the life lead.

#timeforblowups
 

STB Sgt Reed

Online Warrior
Jax:

1. 50/50: 4/5 corner pressure is amazing but some of his normal and strings can be poked out of.
2. Neutral: 5/5
3. Defensive: 5/5 (one of the best anti-air tools in the game with grab)
4. Zoning/Anti-Zoning: 4/5 pumped up has served me well.
5. Damage: 5/5 While his midscreen BNB are hard to pull off his corner damage is nice and rebrands in pumped up lead to some good options.

Total: 23/25

One of the best yet balanced characters in the game in my opinion. He has weaknesses but he excels at the corner game and has can zone or anti-zone when he gets the life lead.

#timeforblowups
23/25

"balanced"

lol
 

Temjiin

www.mkxframedata.com
No Ermac yet? Weird. Here's my take for Master of Souls:

50/50 Mixups/Pressure 4/5
This is self explanatory, he takes over 40% meterless easily with a punish or 50/50. There's no need to spend meter in a combo really, his damage output is so high. Gets an unreactable 50/50 from a D3 on hit or B1,2. F4 can't be option selected so always unsafe but the comeback factor is always there. IA blast is also good for pressure at neutral or minor disadvantage. His neutral strings can be armoured through (F2, 1, D2) or are false mid starters that often whiff (B1, 2, 4).

Neutral Game and Footsies 3/5
B1,2 has good range but is one of the highest mids I've ever seen. D3 is also really good. He doesn't have any real filth in this department.

Defensive Options 4/5
I feel he can hang with some of the heavier rushdown characters with his (unsafe) 6f D1, amazing D3 and EX blast which is now not only a reliable armoured GTFO me move but a viable wakeup. 8f uppercut if you dare to AA. Unfortunately he moves like a mollusc so trip guarding can be challenging.

Zoning/Anti Zoning 4/5
Can zone with soul ball and a trade with level 3 gets you 30% or more. Can also get 30% from a teleport any time although it's not particularly fast, so can't punish a Kano knife on reaction. Almost nobody can zone him safely.

Damage Output 5/5
One of the highest outputs in the game, 40% or higher can be taken from a guess any time after a D3 on hit if he commits to a 50/50. Can put you in a vortex and quickly take your whole life bar with 2 bad guesses. 45% in the corner.

20/25
 
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C88 Zombieekiler

Up and coming sub zero
Grandmaster sub
50 50s and pressure 3/5

Neutral game and footsies 4.5/5

Defensive options 4/5

Zoning and anti zoning 3.5/5


Damage output 3/5
Total 18/25
 
Grandmaster Sub Zero:
1. 50/50 mix ups and pressure (3/5)
2. Neutral game and footsies (3/5)
3. Defensive options (4/5)
4. Zoning and anti-zoning (3/5)
5. Damage output (2/5)

Total: 15/25

SZ doesnt do much damage in open space. Even in corners the most he can get is 40% off of only 1 option where as the PRACTICAL combos off of the other starters are 27-32%. He also has to change combos in corners on female characters, doing less damage in some situations.

The big 45-50% combos require a set up where a clone has to be perfectly placed so I do not count them. At most his damage output score could be changed to 2.5
 
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TakeAChance

TYM White Knight
Grandmaster Sub Zero:
1. 50/50 mix ups and pressure (3/5)
2. Neutral game and footsies (3/5)
3. Defensive options (4/5)
4. Zoning and anti-zoning (3/5)
5. Damage output (2/5)

Total: 15/25

SZ's crap damage in open space is why his damage is 2/5..
How can your character have an unreactable 50/50 and still be 3/5?

I am mainly looking for your rationale behind that.
 

ColdBoreMK23

Noob Saibot
Grandmaster Sub Zero:
1. 50/50 mix ups and pressure (3/5)
2. Neutral game and footsies (3/5)
3. Defensive options (4/5)
4. Zoning and anti-zoning (3/5)
5. Damage output (2/5)

Total: 15/25

SZ doesnt do much damage in open space. Even in corners the most he can get is 40% off of only 1 option where as the PRACTICAL combos off of the other starters are 27-32%. He also has to change combos in corners on female characters, doing less damage in some situations.

The big 45-50% combos require a set up where a clone has to be perfectly placed so I do not count them. At most his damage output score could be changed to 2.5
 
How can your character have an unreactable 50/50 and still be 3/5?

I am mainly looking for your rationale behind that.
I used M2Dave's scale..

1. The overhead option is -14 and punished heavily by almost every character.
2. The low option is punished by several characters.
3. In open space the low option is not respected unless SZ has 1 bar of meter vs male characters meaning most of the cast.
4. The damage in open space off of his 50/50's is not big damage. This brings risk vs reward into the equation.
 

ryublaze

Noob
Shirai Ryu Takeda

50/50 mix ups and pressure (3/5)
Takeda has solid 50/50s that have good range and can be made safe on block with kunais. The only problem is that they're slow so you can't really throw them out often. They can also be armored out of but he can bait armor with teleport cancel. Risk/reward is even or in his favor depending on the MU. His pressure is okay, the problem is that he's always negative and his best pressure string has a gap in between.

Neutral game and footsies (5/5)
Takeda has some of the best footsies in the game, along with one of the best NJPs. His NJP is great for beating runs/pokes and can catch jump-ins because of its hitbox. His b2 and f12+4 cover half to 3/4 of the screen while also being decent anti-airs. Both can be hitconfirmed into full combo or made safe with kunais. On whiff though they're extremely punishable which sucks.

Defensive options (3/5)
Up close Takeda's EX Fist Flurry is a launching armor move that leads to good damage, but it's slow and can be beat by multi-hitting moves and its armor doesn't last the entire duration. On knockdown, all of his wake-ups can be beat by a meaty and blocking in time or NJPed. A lot of times he has to rely on his 8 frame d1 or 7 frame d2 to get out of pressure.

Zoning and anti-zoning (3/5)
He can't really zone characters out with kunais because of how slow they are. He can anti-zone well though with instant-air teleport and air spear which can lead to full combos. The fact that they are both air specials allows him to jump around and avoid most projectiles.

Damage output (4/5)
Takeda gets roughly 35-39% for one bar of meter. Meterless he gets 25-28% off of either f122+4 or NJP. With 3 bars of meter he gets crazy damage that leads up to 45-50%. He has really good unbreakable damage if he has the meter which can be done at any point in his combos.

Total Score: 18/25
 
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AK XEN0M0RPH

The lift is strong in this one
Hollywood Cassie

1) 50/50 mixups and pressure - 4/5
2) Neutral game and footsies - 5/5
3) Defensive options - 5/5
4) Zoning and anti-zoning - 3/5
5) Damage output - 5/5

Total: 22/25

Fantastic character with a plethora of tools.