C88_Real_Harris
Noob
HQT Guide
@C88_Real_Harris has prepared a comprehensive guide to the Hish-Qu-Ten variation of Predator. A great place to start for anyone interested in learning the variation.
Introduction
- HQT Predator is one of the most versatile characters in MKX. He has the best zoning in the game behind Quan and his rushdown is arguably top 5 in the game. His lasers give most of the cast trouble because of the insanely fast recovery on them. Smart disc is one of the best specials in the game because it tracks and it’s a great anti zoning or pressure tool. His damage is very good with one bar. You would probably think he’s the best in the game by reading the first paragraph but he is not due to his horrible defense. HQT’s defense is probably the worse in the game. His only armored move is ex stab which has 23 frames of startup. This move can be easily beaten out by doing any fast combo string. This move still only has one hit of armor so it’s not a viable wakeup unless you read that the opponent will d4 or grab you on wakeup. Ex straight laser is his other wakeup. This move can be beaten out by doing a low poke on Predator’s wakeup. Predator’s strings are pretty average for defensive purposes. His 7f d3 is his best defensive tool. Overall I think his offense makes up for his defensive liabilities and he’s in the top 10 discussion.
- Best zoner in the game behind Quan
- Can make any string plus by doing laser cancels
- You’re still safe if you mess up a laser cancel.
- His dash cancels are easier than run cancels since you’re not required to run to do them
- Access to some of the best specials in the game (disc, straight laser, low laser)
- One of the farthest reaching d4’s
- Above average damage output
- Safe 50/50 mix ups by mixing low laser into his strings that hit overhead
- One of the best NJP’s in the game
- Free grabs after laser cancels
- Some of the best corner pressure in the game
- Arguably one of the top 5 rush down characters in the game
- Great spacing tools (d4, b2, lasers)
- One of the worst defensive characters in the game
- Terrible uppercut
- Slow armor (23f ex stab)
- Helpless when knocked down in the corner against a good rush down character like Jax or Liu Kang
- Doesn’t have a reliable anti air or anti cross-up normal
- Doesn’t have any fast mid or low combo starters
- Bug still exists where characters can armor through 21 or 122 while crouching
- Bad range on his normals. He’s unable to punish things like Cutthroat’s b1 on block because of the range.
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D3- 7f startup and -6 on block +12 hit. His best counter poking tool. Use this to counter poke and to start pressure.
J3- 8f startup- His best jump normal. Very hard to anti air for most characters. Don’t abuse it because good players will make you whiff and punish.
NJP 7f startup- One of the best in the game and lots of range. He can abuse this against some characters. He gets a free d4 check if you do it at a long range.
D1- 8f startup -4 on block. It’s an ok anti crossup normal but that’s about it. D3 is a better counter poking tool
D4- 8f startups and -14. His best low poke due to the range and the ability to cancel to disc or low laser. Use this to play footsies. Don’t abuse d4 laser and d4 disc because both can be exposed by armor. D4 disc can be beaten by a forward advancing string.
S1- 9f startup and +2 on block. Good combo starter and stagger string.
122- 0 on block, high. One of predator’s best strings because the last hit is overhead. Can hit confirm into decent damage with a bar. Mix in 12 close low laser for the 50/50 mixup.
2- 12f startup, mid -4 on block. His only mid combo starter. I like to do 2 pcc into grab because they expect the 21.
21- mid and 0 on block- This is a good string because you can stagger or cancel after the 21 for a mixup. You can also hit confirm into 212 for a combo
212- mid and -23 on block. Only use this after hit confirming 21 on in combos.
3- 12f startup high and -1 on block. Good stagger string since it’s only -1
32- high and -2 on block. The string ends in an overhead so you can do 3~ low laser or 32 pcc into full combo if you see the 2 hit. Don’t abuse 3~ low laser because there’s a gap.
32 1+3- high and -9 on block. Only use as a combo ender.
4- hits high and +2 on block. This normal is +14 if you do 4 pcc into a string. 4 pcc 122 jails if you do it close enough. Very useful to mix in with your corner pressure. Not as useful midscreen because it’s harder to get close enough to jail.
F4- mid and +2 on block. This is his best combo ender. It’s a hard knock down and it grants a free disc
F1- 8f startup -2 on block and his fastest combo starter. Confirm into f12 ex stab or f12u2 for meterless damage.
B1- 15f startup and 0 on block. I don’t use this a lot but it can be a decent stagger normal. The range is good on this normal.
F2, f21, f212- 29f startup and +2 on block. This string is very underrated. It’s slow but if you have a disc on the screen, it’s easy to get out. The opponent has to guess if you’re going to do f2~pcc which is around +7, f21 low laser which is a mid mid low, f21 cancel which is +2 or f212 which is mid mid overhead and a full combo into big damage if it hits.
B2, b22, b22d2- hits high and b22 is -5. This move has crazy range. You can whiff punish from quarter screen. Don’t throw this out because players who know the matchup will duck the first hit and punish with a full combo. I usually use this move to hit confirm if I see a disc hit from mid screen. Don’t do b22d2 on block because there’s a huge gap between 2 and d2.
B3,b31,b311- 14f startup, hits low. This is his only low starter. Always cancel after b31 or b311 for the hit confirm. If you see the whole string hit, cancel into ex stab for big damage. I usually mix it up b31 pcc and b311 pcc. He’s around 0 to +2 and can get free grabs.
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Stealth- I don’t use this much but I guess it could be useful against rushdown characters. When stealth is active, he takes less chip damage for a short period of time.
Smart disc- One of the best specials in the game. It tracks the opponent and you get a full combo if it hits. I usually end my combos with disc unless I need the damage to take the round. If you’re close you can jail a block string after they block a disc. If they throw a projectile with disc out, you can duck or jump, wait for the disc to hit and run up for a full combo.
Ex disc- I haven’t found any great uses for this move yet. The startup is very slow. It’s good to use after f4 because the second disc hits them if they delay wakeup.
Scimatar stab -14 on block- I use this to end combos with only if I need the damage or screen position.
Ex stab -14 on block- 1 hit of armor. Use this in combos to get big damage. This move is also good for going through slow projectiles. You can spend 2 bars to make it launch. This move is terrible as a wakeup. Only use it as a last resort. Rely on counter poking or a corner interactable.
Straight Laser- One of the best zoning tools in the game. Very fast recovery. You can hold and cancel to make strings plus on block. Mix straight laser in with low laser when zoning. If you don’t mix straight laser in, you will eat a lot of jump in punches. Hold the laser in sometimes to throw off their timing. Impatient players will try to jump over your lasers.
Ex straight laser- Very fast startup and good to mix in with normal lasers. I use this move to stop jumping and to catch people running at me. It pushes them back full screen.
Up laser- I don’t use this a lot but its good if you read a jump in or to stop people from throwing air projectiles. Don’t use this as an anti-air because it’s too slow to do on reaction. You can combo if you hit them within range.
Ex up laser- Waste of meter IMO. Ex straight laser is a better option if you want to spend meter for an anti air. If you see me do this move in a match it’s because I had sloppy inputs trying to do ex straight laser.
Ground laser- Great projectile. Hits low and -6 on block +12 on hit. Mix this in with straight laser for zoning. Predator’s main pressure tool. Mix close low laser in with his strings that hit overhead. Example: 12 low laser or 122. If the opponent blocks a low laser, it ends your pressure but you’re safe. Close low laser is also a decent counter poking tool. The startup is around 7f and it can trade with a poke.
Ex ground laser- Good to use in combos. For example if you do 12 ex low laser and it hits, you get a full combo. Can also be a decent wakeup if you catch an opponent trying run up and d4 you on knockdown.
Xray- His only good armored wakeup. Use this if you have no other options to get out of pressure.
Midscreen no meter
122~low laser 15%
122~stab 22%
212 j3~disc f4 or 4~stab 23% or 28%
b31, 12, b2, b22, or 32 pcc 212 j3~disc f4 or 4~stab 23%-30% depending on the starter
21, 12, b31, b2, b22 or 32 pcc f12d2 b22~ll b22~ll use the mid low laser 20%-23%
21, 12, b31, b2, b22 or 32 pcc 122~ll or stab 17%-23%
12, b31, b2, b22 or 32 pcc 212 j3~disc f4 or 4~stab %23-30%
njp jk~disc run f4 or 4~stab 20% or 25%
f212~ close ll b22~ll or stab 24% or 28%
Midscreen 1 bar
122~ex stab j3~disc run f4 or 4~stab 35% or 40%
b311~ex stab njp j3~disc run f4 or 4~stab 36% or 40%
21, 12, b31, b2, b22 or 32 pcc f12~ex stab njp j3~disc run f4 or 4~stab 31%-37%
21, 12, b31, b2, b22 or 32 pc 122~ex stab j3~disc run f4 or 4~stab 33% to 40%
12~ex ll~run b22~disc dash up or run f4 or stab 28% or 32%
f12 pc f12~ex stab njp jk~disc f4 or 4~stab 31% or 34%
f21 ex ll~run b22~disc dash up or run f4 or 4~stab 28% or 33%
Corner no meter
sl=straight laser ll=low laser or ground laser
122~sl d4~close ll 321+3 or 32 disc 29%
212 j1 j3~disc f4 or j3 321+3 jump back when doing the j3 26% or 29%
f12u2 3~close ll 32~disc or 321+3 27%
21, 12, b31, b2, b22 or 32 pcc f12u2 3~close ll 32~disc or 321+3 23%-29%
21, 12, b31, b2, b22 or 32 pcc 122~sl d4~close ll 321+3 or 32 disc 29%-31%
12, b31, b2, b22 or 32 pcc 212 j1 j3~disc f4 or j3 321+3 27%-31%
f212 3~close ll 321+3 or 32 disc (probably a better combo out there for this starter) 33%
njp j1 j3~disc f4 or j3 321+3 22% or 26%
Corner 1 bar
122~sl d4~close ll f1~ex stab njp 321+3 35%
21, 12, b31, b2, b22 or 32 pcc 122~sl d4~close ll f1~ex stab njp 321+3 31%-35%
b311~ex stab 4~close ll 3~close ll 321+3 max damage 47%
f212 3~close ll 32~ex stab njp 321+3 46%
b311~ex stab njp 4~close ll 321+3 or 32~disc does 3% less than max damage but it's easier than the 47% double laser combo
Gameplan- Predator’s game plan is different for every matchup. Some matchups are based on zoning and the others are based on rushdown. Most are a mix between both. I’ll go over both styles of gameplay. A good HQT Predator player should be good at both styles. ll=low laser
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Rushdown- Predator has some of the best rushdown tools in the game. Like I explained earlier, his pressure revolves around his strings that end in an overhead. Those strings are 122, 32, and f212. You want to mix low laser In with these strings for a 50/50 mixup. Examples: 12ll, 3ll, f21ll. If you hit your opponent with a close low laser, you’re around +12 and guaranteed another mixup. This is just one layer to Pred’s rushdown. You can always opt to cancel out of these strings to be plus. Examples: 12 pcc 21, 12 pcc grab, 122, 32 pcc 21, 32 pcc grab, 32 pcc 1, etc. There’s a bunch of ways to mix your pressure up. Don’t do the same thing over and over. Mix between canceling into low laser, plasma cancel, and doing the whole string to end in an overhead. After a while your opponent will be tired of blocking your pressure and will try to armor through your cancels. That is when you block or NJP after a pcc and bait out the reversal. (video coming soon)
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Corner rushdown- Predator had very dirty corner setups that use to break all armored attacks. This is no longer the case since a lot of armored attacks now have two hits of armor. Predator is still a very good corner character. Ending combos in f4 and then throwing a disc still leaves him very plus. The opponent is forced to either wakeup with armor, delay wakeup, or wakeup and block. If they try to do anything else such as jump or poke on wakeup, the disc will hit them for a free combo. Loop 50/50s in the corner by doing strings into low laser. If a low laser hits in the corner, mix in 4~pcc since its +14 and jails (video coming soon)
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Zoning- The combination of lasers and disc makes Pred the 2nd best zoner in the game only behind summoner Quan. If your zoning is on point some characters like Kitana, Kotal, or Bo rai cho can’t even get past half screen before losing half their health bar. Like I wrote earlier, use a combination of straight laser, delayed straight laser, ground laser, and ex straight laser to mix up your zoning and don’t get predictable. Ending your combos with b311 mid laser or f4 grants a free disc. I always end my combos this way to grant a free disc midscreen (unless I need the damage to kill). Having a disc out midscreen makes the opponent have to block while you’re busy shooting them with lasers. Your opponent will sometimes panic and throw a projectile to try to get rid of the disc. This is when you duck or jump over it and the disc will hit for a full combo. Use ex straight laser to catch people dashing through your lasers and send them back full screen. (video coming soon)
Matchup Guide (needs to be updated to the current patch) https://testyourmight.com/threads/hqt-predator-matchup-chart-updated-9-9-16.59771/
Plasma cancel block advantage guide (credit to Gesture Required Ahead) https://testyourmight.com/threads/plasma-caster-cancel-block-advantage.54146/
Unbreakable combos (credit to YOMI REO) https://testyourmight.com/threads/hqt-unbreakable-combos.60917/
@YOMI REO @YOMI FOREVER KING @Destroy_Scvm @jokey77 @Poshib @daddydab32ho
Sneakily edited/promoted by the Tortoise
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