What's new

Guide - Ninjitsu The new ninjutsu BnBs

InFlames

dead
I'm finding b32 to be a good ender for oki since it leaves you at a range where f2 can break armored wake-ups and is safe on block(on some characters)
 

Eddy Wang

Skarlet scientist
I'm finding b32 to be a good ender for oki since it leaves you at a range where f2 can break armored wake-ups and is safe on block(on some characters)
Pretty obvious, end with a hard knockdown, walk in then walk out and whiff punish a wakeup, besides its much more umpredictable because you can walk for a throw or for a F2
 

Triplswing

your soe will BERRN
Pretty obvious, end with a hard knockdown, walk in then walk out and whiff punish a wakeup, besides its much more umpredictable because you can walk for a throw or for a F2
I can't tell if you were agreeing with him or not, but b32 is a HKD they can't tech it and it has more +frames than b32f2 for like 1% less damage.
 

Eddy Wang

Skarlet scientist
I can't tell if you were agreeing with him or not, but b32 is a HKD they can't tech it and it has more +frames than b32f2 for like 1% less damage.
I'm talking about layer of options, the second you do B32 for a HKD the opponent will know your intention.
B32F2 adds even more layers that they can never know what you're going to do next aside from guessing.

Having longer HKD frames doesn't necessarily means its better unless your character has a setup beneficent of a HKD setup.

For Scorpion is the threat of F2 and B2 that is provided by each of his KDs that makes the Ninjutsu Oki extremely dangerous.

BF4 setups B4, Crossup tele.
212 / B32F2 sets up F2, throw, Crossup F2 and Crossup Tele
TP Sets Up a safe F2 against some characters
 
New to Scorpion, but it seems to me that the fact that b32 also sets up f4Ex Spear and delayed b3Ex Spear makes b32 superior to b32f2.
 

STRYKIE

Are ya' ready for MK11 kids?!
B32 alone is a hard knockdown? I swear I've tried it before and it could be tech rolled.... Stealth buff?


New to Scorpion, but it seems to me that the fact that b32 also sets up f4Ex Spear and delayed b3Ex Spear makes b32 superior to b32f2.
Not to sound condescending, but you must be very new, because F4 itself is reactable and going for this particular hard knockdown makes it all the more obvious that you're fishing for it lol.
 
meterless midscreen reset
123xxTP, b2, b2, run, 21xxSpear, fjp, s4xxTP 35%

meterless midscreen knockdown

123xxTP, b2, b2, run, 21xxSpear, fjp, b32f2 36%
214xxTP, 21xxSpear, njp, b2, b32f2 33%

Seem to be slightly better.
 
hi with patch Mortal Kombat XL and new frame data
Change Combos?

I'm sure this will eventually be absorbed into the combo thread, but at the moment that thread is overloaded with outdated information. The patch did so much to scorpion that I suggest we archive and rename our current combo thread and make a new one. Anyway, the reason I made a new thread for this is just to bring attention to it, for now.

Cool thing about ninjutsu is that he doesn't need to pour meter into his combos anymore. Like, at all. Also, I'll be adding max damage from both knockdowns and resets, since different players prefer either.

Some notes:
  • after a standing reset you can do 212 for a safe 3.75% extra block damage and is -4 on block. The third hit is an overhead which you can mix up with bf4 for round-closing damage. Or, you can use b121 which is -1 on block.
  • when using three consecutive b2's during a juggle (four counting the launch), there is the risk of moving past the opponent and whiffing. It's up to you to find the correct timing, though I am sure it is consistent across all characters. try delaying the second (third) b2 slightly.
  • Also when using three consecutive b2's you have to use a very unusual maneuver; backwards jump kick or bjk.
  • knockdown combos usually have the same pathways as reset combos, besides the ones that use spear early.
  • I listed b32f2 for knockdown combos because it is top damage. however, 212 is similar damage with better okizeme in the corner.
  • b2, b2, b2, b2, b2, b2, b2, b2, b2, b2, b2, b2, b2...
  • all combos are meterless, metered combos are slightly more damage, but definitely not worth using.
STANDING RESET
123xxTP, njp, b2, run, 21xxSpear, fjp, s4xxTP 34%
114xxTP, 21xxSpear, fjp, s4xxTP 25% (BOOOOO)
214xxTP, 21xxSpear, fjp, s4xxTP 29%
f2 (far), b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 35%
f2 (close), b2, b2, njp, fjkxxTP, 21xxSpear, fjp, s4xxTP 34%
b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 36%
b3xxSpear, fjp, s4xxTP 16% (go for knockdown)
f3xxSpear, fjp, s4xxTP 18% (go for knockdown)
f4xxSpear, fjp, s4xxTP 20% (go for knockdown)
fjp, b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 37%
fjkxxTP, b2, run, 21xxSpear, fjp, s4xxTP 30%
njp(far), walk back, b2, b2, b2, fjkxxTP, 21xxSpear, fjp, s4xxTP 34%
njp(close), walk back, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 34%

KNOCKDOWN
123xxTP, njp, b2, run, 21xxSpear, fjp, b32f2 35%
114xxTP, 21xxSpear, fjp, b32f2 27%
214xxTP, 21xxSpear, fjp, b32f2 31%
f2 (far), b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 36%
f2 (close), b2, b2, njp, fjkxxTP, 21xxSpear, fjp, b32f2 35%
b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 37%
b3xxSpear, fjp, b2, b2, b2, b2, bjkxxTP, b32f2 29%
f3xxSpear, fjp, b2, b2, b2, b2, bjkxxTP, b32f2 31%
f4xxSpear, fjp, b2, b2, b2, b2, bjkxxTP, b32f2 33%
fjp, b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 38%
fjkxxTP, b2, run, 21xxSpear, fjp, b32f2 31%
njp(far), walk back, b2, b2, b2, fjkxxTP, 21xxSpear, fjp, b32f2 34%
njp(close), walk back, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 34%

...

GG
 
Hey guys, I am having trouble getting 3 b2s into the bjk> tele in my combos but 2 b2s into jk> tele seems very consistent (albeit slightly lower damage). I am thinking for me at least it is worth the reliability increase to get the combo/setup ender rather than risk doing a tiny bit more damage with 1 more b2 but potentially drop the combo. Anyone else agree? Our do I just suck lol

@Triplswing @Scoot Magee @Slips @Vagrant
I do one less B2 too. There is less to worry about. :)
Especially online with a bit of lag.

I think even dropping 1 out of 10 combo isn't worth the risk. Murphy will drop the combo in the worst case I am sure. :)
 
Last edited:
I'm sure this will eventually be absorbed into the combo thread, but at the moment that thread is overloaded with outdated information. The patch did so much to scorpion that I suggest we archive and rename our current combo thread and make a new one. Anyway, the reason I made a new thread for this is just to bring attention to it, for now.

Cool thing about ninjutsu is that he doesn't need to pour meter into his combos anymore. Like, at all. Also, I'll be adding max damage from both knockdowns and resets, since different players prefer either.

Some notes:
  • after a standing reset you can do 212 for a safe 3.75% extra block damage and is -4 on block. The third hit is an overhead which you can mix up with bf4 for round-closing damage. Or, you can use b121 which is -1 on block.
  • when using three consecutive b2's during a juggle (four counting the launch), there is the risk of moving past the opponent and whiffing. It's up to you to find the correct timing, though I am sure it is consistent across all characters. try delaying the second (third) b2 slightly.
  • Also when using three consecutive b2's you have to use a very unusual maneuver; backwards jump kick or bjk.
  • knockdown combos usually have the same pathways as reset combos, besides the ones that use spear early.
  • I listed b32f2 for knockdown combos because it is top damage. however, 212 is similar damage with better okizeme in the corner.
  • b2, b2, b2, b2, b2, b2, b2, b2, b2, b2, b2, b2, b2...
  • all combos are meterless, metered combos are slightly more damage, but definitely not worth using.
STANDING RESET
123xxTP, njp, b2, run, 21xxSpear, fjp, s4xxTP 34%
114xxTP, 21xxSpear, fjp, s4xxTP 25% (BOOOOO)
214xxTP, 21xxSpear, fjp, s4xxTP 29%
f2 (far), b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 35%
f2 (close), b2, b2, njp, fjkxxTP, 21xxSpear, fjp, s4xxTP 34%
b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 36%
b3xxSpear, fjp, s4xxTP 16% (go for knockdown)
f3xxSpear, fjp, s4xxTP 18% (go for knockdown)
f4xxSpear, fjp, s4xxTP 20% (go for knockdown)
fjp, b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 37%
fjkxxTP, b2, run, 21xxSpear, fjp, s4xxTP 30%
njp(far), walk back, b2, b2, b2, fjkxxTP, 21xxSpear, fjp, s4xxTP 34%
njp(close), walk back, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP 34%

KNOCKDOWN
123xxTP, njp, b2, run, 21xxSpear, fjp, b32f2 35%
114xxTP, 21xxSpear, fjp, b32f2 27%
214xxTP, 21xxSpear, fjp, b32f2 31%
f2 (far), b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 36%
f2 (close), b2, b2, njp, fjkxxTP, 21xxSpear, fjp, b32f2 35%
b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 37%
b3xxSpear, fjp, b2, b2, b2, b2, bjkxxTP, b32f2 29%
f3xxSpear, fjp, b2, b2, b2, b2, bjkxxTP, b32f2 31%
f4xxSpear, fjp, b2, b2, b2, b2, bjkxxTP, b32f2 33%
fjp, b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 38%
fjkxxTP, b2, run, 21xxSpear, fjp, b32f2 31%
njp(far), walk back, b2, b2, b2, fjkxxTP, 21xxSpear, fjp, b32f2 34%
njp(close), walk back, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 34%

...

GG
Good work especially if you will update it if neccessary. I would just recommend to write a date (or "XL") in the title because "new" is relative. And should go to sticky asap. :)