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Chars that kill footsies in MKXL?

MrProfDrPepper

NRS, Guilty Gear, and KI, the holy trinity
I think thats what this thread is basically asking. I know you specialise in lasher.

His range takes footsies to an extreme where most characters cant compete, or if they can its v difficult.

Lasher shinnock and grandmaster are good examples of characters with ridiculous space control that negates most of the casts footsies
Well characters like this exist in a lot of games, the space control domination of neutral aspect is generally very strong, however in order to fight these neutral dominating characters, your neutral needs to be very good as well, even if your character can't compete with the range, it is using your knowledge of the neutral to get in a situation where you are at the advantage.
 

Eddy Wang

Skarlet scientist
B124 is not safe on whiff?

Each part of that string has a relatively large gap in terms of frames (not an actual gap). It is definitely whiff punishable.

F2 is genuinely a nightmare to punish with some of the cast, as well as this he has psuedo mixups off all of his crap.

B1 has a hurtbox f2 does not.

F2 captures them in the air better than almost any more in the game, b1 does not.
whenever a character blocks f2, scorpion loses his turn, besides f2 doesn't advance him forward, there are definitely ways to punish f2.

there is also ways to punish cassie, b12 is way safer on whiff or block, despite the gap, i didn't said anything about b1 alone.
 

GAV

Resolution through knowledge and resolve.
Picture Fred Flintstone driving a Stone-Age Wambulance coming to rescue everyone.
 

Cashual

PSN: Cansuela
Mystic ermac. ex push and push are auto footsies. controls damn near the whole screen, almost nothing can punish it, beats crossover jumps even well timed on wakeup by somehow hitting behind ermac. the move basically annihilates the concept of proper spacing, whiff punishing, and even the poke game. ermac is negative and you want to d4? cool! sike, hold this ex push and watch him drain your meter and gain health.

I'm fine with the move, but they should hot fix the hit box. no reason the move should hit behind ermac given the animation and the fact you magically snap back to the "proper" side. it's not like sektors flame thrower ex or raidens vicinity blast, it's clearly meant to be directional so....make it directional. if I could crossover on a read that ermac will wake up with it (and what ermac doesn't) I should be rewarded with full combo punish

Edit: actually probably not the right thread for this gripe. mystic does play footsies with float mind games etc. however ex push is basically the kind of move that is never a bad idea and I think those kind of moves hurt the game.
 
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exflyingbooty

This dream has a sad ending
Edit: actually probably not the right thread for this gripe. mystic does play footsies with float mind games etc. however ex push is basically the kind of move that is never a bad idea and I think those kind of moves hurt the game.
It's metered, while it is very good he does waste a bar and it's ok if certain moves like that are metered and require resources.

GM sub zero is by far one of the worst offenders, there needs to be a bigger negative to ice-clone since now i have to use armor to reset neutral which he thrives in order to do something. It's extremely unfair to certain characters.
 

SylverRye

Official Loop Kang Main
1)Takeda with his long range whip attacks,
2) grandmaster sub zero and his clone
3) shinnoks hellsparks
4)smokes b21 string
5)alien and its long range b3, jump ins and f4.

Like i feel like when i play against these characters i either have to jump like a fool to avoid certain attacks (eg jumping to avoid alien b3) or relentless rush them down and armor when I get caught. feel like my neutral is really restricted . ..maybe its just me lol.
 

Safe Armor

Tier Whore. BS, GM, Mystic etc.
1)Takeda with his long range whip attacks,
2) grandmaster sub zero and his clone
3) shinnoks hellsparks
4)smokes b21 string
5)alien and its long range b3, jump ins and f4.

Like i feel like when i play against these characters i either have to jump like a fool to avoid certain attacks (eg jumping to avoid alien b3) or relentless rush them down and armor when I get caught. feel like my neutral is really restricted . ..maybe its just me lol.
You're not the only one lol, I do Main GM, BS and Mystic so I can't really complain.

Smoke is bs but what is it about his b21 that breaks him? Idk much about him.
 

loogie

Noob
1)Takeda with his long range whip attacks,
2) grandmaster sub zero and his clone
3) shinnoks hellsparks
4)smokes b21 string
5)alien and its long range b3, jump ins and f4.

Like i feel like when i play against these characters i either have to jump like a fool to avoid certain attacks (eg jumping to avoid alien b3) or relentless rush them down and armor when I get caught. feel like my neutral is really restricted . ..maybe its just me lol.
smoke b21 whiffs on a lot of duck blocking opponents ..and if he goes for a 214, then the 4 is a high anyway. b21 supposedly a mid but whiffs on duck block. this should have been fixed, THEN he would be OP tho :p
 

colby4898

Special Forces Sonya Up-player
Special Forces and Sorcerer?

The homing missil and armour spell makes it difficult for the opponent to play footsies
 

Tanno

The Fantasy is the Reality of the Mind
1) GM Sub Zero's Ice Klone.
2) Sorcerer Quan Chi's Armor Vortex.
3) UB Sub Zero's Parry.
4) Slasher Jason's Armor.

Those are the only ones that I can think of protecting themselves from the footsies.
 

Colest

Mid-Tier 'Mancer Main
Wait can smoke just smoke away?
Scar was showing this very thing on stream the other day. The distance Smoke travels in smoke away makes it VERY difficult to get consistent. Nine times out of ten, Smoke's hurtbox is gonna barely touch the clone during recovery frames.

SHINNOK'S SPARKS THEN MB THE THIRD HIT HAS A GAP AND ALMOST EVERY VARIATION IN THE GAME HAS A PUNISH.
Worse than that, third hit on block will whiff on a great many people in the cast because the pushback isn't far enough. If the first hit of the hellspark doesn't hit them on the edge of the hitbox for maximum pushback distance then it's likely the third hit will whiff. If you block hellsparks point blank (end of a combo string, etc.) the third hit will whiff a great deal of the time.
 
triborg(smoke) takeda(all variations) (gm sub) (kung jin) tremor(all viariations)
smoke: b2, nuff said
Takeda: whips and his free gap closer with bf4
gm sub: catches u once, puts u in the corner and 50/50s with 35% meterless damage all day. his jump in is hard to ant air. cross up impossible to anti air.
kung jin: instant j1 from jump distance, if jump whiffs he can do dive kick, his moves have ridiculous range.
Tremor: f121 has too much advance imo, and it the string has so much active frames that i find it almsot impossible to whiff punish as a smoke player and smoke is known for his amazing whiff punishing tools.
 

Cashual

PSN: Cansuela
It's metered, while it is very good he does waste a bar and it's ok if certain moves like that are metered and require resources.

GM sub zero is by far one of the worst offenders, there needs to be a bigger negative to ice-clone since now i have to use armor to reset neutral which he thrives in order to do something. It's extremely unfair to certain characters.
I hear ya but when doesn't ermac have a bar for ex push? haha
 

thlityoursloat

kick kick
Tremor because f121

Jason because b121



actually I play a lot of footsies with Shinnok, hellsparks are very minus.
What were they thinking making Tremor's F121 + on block? Why is a string with that much range also his pressure string? I honestly think they should swap frame data on s2 with f1, s2 should 6 frames and 21d4u4 should be +2.