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MK1 Character Guides

MKK hanzo

Moderator
Ded_ In your personal opinion, in an imaginary MK1 tourney the Sonya leg Grab inf would be banned?

Also it would be great to hear from others their opinions!
 

ded

Elder God
Liu Kang

Liu Kang is #3 in the Tier List, but if played right he could EASY destroy Cage. This is my favorite MK1 Character because of his endless juggle options. His rushes and strats mostly contains "whiff" flying kicks which i will explain later. He has very very good Uppercut, with close to Kano's hitting area but a lot faster. I've seen punishing Kano's sweep with Uppercut from about 3 steps distance. His Uppercut is also oe of the best to escape Jab Pressure. Its perfect for anti air because you can punish everything with it, but you can use it with the Block cancel trick too. The only bad thing about it is the recovery time, if its blocked you can easy be punished with another uppercut, mostly from cage and raiden.


His and Sonya's c.lks are the best in the game after Kano's. It could give you troubles sometimes because some characters can hit you through c.lk with LP and make you stand up, but if its timed right there is a very little chance to happen. You can use it as an anti air too but better go for uppercut because his fast startup animation. Very good HK, can be used for punishers or anti air, his LK is very fast and good too, and can punish even Sonya's sweep if its timed right. Use HP for retalations or cancel it with block for eventually aa flying kick after it. Good and long LPs. His RH is very fast but with a short hitting area, you can use it for a close punisher if there is no time for uppercut or the flying kick will miss. Good and long JP but this basic move is not used much, you can counter easy flying kick/roll will it if you just jump back and you are on danger and add aa flying kick for a neat combo but thats it. His JK is awesome! You can literaly not touch the ground if you mix jks and flying kick right, it also has a very long hitting area and you can almost always add flying kick after it. His sweep is not so bad too but easy punishable, use it only on safe.


The Flying Kick is amazing move. It is perfect for wake ups for such a slow game. Think of it like Kabal's Spin in UMK3, of course there is no run here but if you learn your opponent strats you can even get it when you see opponent's fireball starting animation. Against some characters if the flying kick hits them in the air in corner you can get so much fun juggles for revision 5.0 - LP, LK then Fireball or Flying Kick and etc. The "No Landing" trick in corner in UMk3 works here too and its very good choice sometimes in corner pressure because it can open the opponent for a Knee, Throw and etc. Because his weird Jump Kick, Liu Kang can do neat stuff mixing it with the Flying Kick. Jump from not so far distance with an early aa JK, they usualy will try to uppercut or counter your JK because Liu's JK overall is easy punishable but cancel it with the Flying Kick when you land and the opponent will miss, the early aa JK can open the opponent also for a free throw using this trick, then you can try to throw a fireball or jk/flying kick again. Another whiff strat with this move is in jab pressure. Perform some jab pressure then do a whiff Flying Kick, sometimes another Flying Kick right after the whiff one will work too but you can try a lot more variations like fireball, jk/jp, block and turtleing for a wake up flying kick and etc. The Flying Kick is easy punishable move if its blocked. You will always get an uppercut but sometimes even blocked the opponent can juggle you with aaLP as a punisher, then combo you, so dont spam too much with it. Often you can escape jab pressure with it too. I will not advice to use this move as a transport move especially against jump backers. Its very easy to counter it in this situation, sometimes even with combo.


The Fireball is another great move. You can try to zonning with it from full screen distance because Liu has weird collision boxes while performing and recovering from the fireball and its hard (but not impossible of course) to JK over it and hit. Aa Fireballs will open another neat situations for good combos. You can get even from full screen sometimes two aa Fireballs then Flying Kick, and if you get one near the corner you can get against some characters about 85% aa combo! Putting some in jab pressure is not a good idea except if its done at the same time when the opponent try to c.lk you, in this situation they often will miss with the crouch kick but still will try to punish you, liu will recover faster from his fireball animation and almost always you could block cancel and retalation them. Some characters can be hited in ducked block pose from the fireball so i will suggest to always perform some after throw, you can get unblockable fireball if the throw is one of the unblockable ones and if its not you will recover quick enough for not being punished, dont throw fireballs only when its vs another liu because he can punish you with the flying kick. In revision 3.0 Liu Kang had an infinite in corner using fireballs but it is removed in Revision 5.0.


Basic Juggles:
1. JK, Flying Kick
2. aaHPx2, Flying Kick
3. aaHP, Fireball, Flying Kick


Advanced Juggles.
1. JK, JK, (aaLP if its near the corner) Flying Kick
2. aaFirball, aaFireball, Flying Kick
3. aaHP, JK, Flying Kick
4. aaHP, RH, Flying Kick
5. (corner) JK, aaHP, Fireball, aaLP, Flying Kick
6. (near corner) aaHP, Fireball, JK, Flying Kick
7. (opponent in corner and Liu is about outside sweep) aaFireball, Flying Kick, aaLP, Fireball, aaLP, FLying Kick (!)
 
magnificient guide,when I played MK1 for my fisrt time(back in the day),I chose Lui kang he is a really fast and deadly character and if you master him enough you can win against almost any other character in the game,ofcourse once again it depends on the skills,anyway very good guide ded_ :) 8) :p
 

ded

Elder God
Sonya


Sonya is the god tier of Mortal Kombat 1. She can be played defensively and offensively. All you need to win the round with her is just one Leg Grab. This is probably the most broken move in 2d mk game history after the noob saibot's fireball in MKTrilogy. Another advantage that Sonya has is her duck block pose. She can duck jab pressure and that makes her almost impossible to hit from close distance. Her uppercut is nice too. Still you may have troubles for using it as aa against some Jump Kicks like Kano's and Ninja's but using the block cancel into uppercut trick will help you then. It can be useful for escaping jab pressure too from some characters. Because its big hitting area you can use it as a punisher after blocked Shadow Kick, Slide and etc when there is no time for leg grab. Like Cage Because of her falling animation some characters can get aaKnee, unblockable Sweep or JK, unblockable Sweep on her.


Her duck LK is awesome. Its better than Liu Kang's but not as good as Kano's. You can use it as an anti air but sometimes its better just to uppercut. Sonya has very bad HK and LK. They are slow and easy punishable. In actual competetive game they will just never be used, except if you have troubles with the Leg Grab and use them for punishing blocked sweeps, fireballs and etc. Her RH is bad too. Can be used as an anti air but its not 100% safe. You can try to get some risky juggle using it like aaRH, aaLP, Leg Grab if you feel cocky. Her HP is good overall. Use it for retalations or cancel it with block for eventually aa leg grab after it. Her LP is also not bad but it can whiff some characters like Kano and Ninjas. Her JK is short and easy punishable, better go for JP since it has longer hitting area. Sonya's JK is good for "on top" hitting opponents especialy when they will try to counter. Her Sweep is another awesome basic move. Its very hard to be punished against most characters. Moves like Slide, Roll, some LKs can still give you a trouble but you can spam as much as you can it especially the whiff sweeps.


The Wave Punch can be used of course against jumpers, but sometimes at the start up you can often get hit by JK for some reason. You can delay this move which is very useful sometimes. If you see a fireball start up animation you can use it as a transport move but its kinda risky, in most of the cases the opponent will try to aaHP or special move you but there is a very huge chance they will miss. Still it can be used safely sometimes. Two wave punches one after another if the first one miss can work too, especially if you play against jumpers. Another situation where the wave punch could be useful is after blocked torpedo. Even because this move cheat the gravity in revision 5.0 you cant add any hits after it.


The Leg Grab is what makes Sonya such a beast. The Leg Grab effects like a Throw, and that for some reason disable the block for the opponent. That means that you can get leg grab - unblockable sweep/c. lk or another Leg Grab. I will go into more details about this infinite after few. The Leg Grab is the ultimate punisher mashine - you can punish with it fireballs, special moves, whiff attacks and even c. lks. Even Jump Kicks using aaHP, Leg Grab. Once you got someone with this move all you have to do is trick the opponent using her infinite and the round is yours.


The Fireball/Rings is a useless move. The combination for it is LP, B, LP (thanks to ChaiN for the correct combination since i though its B+LP, B+LP lol), its not that hard but even from full screen distance the opponent will see what you will try to do. I will not advice to use it even in juggles because the better option is to replace it with the leg grab. In proto revision she could get leg grab after the fireball near the corner because the pushback but this bug is removed in later revisions.


Sonya has one UNESCAPABLE infinite in Revision 5.0. What you have to do is Leg Grab, move forward and while the animation is still runing cancel with another Leg Grab. If you not cancel this move the second leg grab will be blockable. It has to be done with perfect timing because if you late it still will be unblockable but the opponent can counter the second leg grab with crouch kick and sometimes even with Uppercut. If you late anyway somehow with the leg grab you can trick the opp with sweep but that will end the unblockable part. Against Raiden you can get it mid-screen without moving forward. Just Leg Grab, repeat lol. This can happen also against any character near the corner, in those cases its always unblockable and unescapable.


Basic Juggles:
1. aaHPx2, Wave Punch
2. aaHPx2, Leg Grab
3. (corner) JK, aaHP, Leg Grab


Advanced Juggles:

There is really not much to write here since all you have to do is leg grab someone. Moves that can lead to leg grab are:

1. aaHP/aaLP (x2), Leg Grab
2. JK, Leg Grab
3. RH, (Forward is requied) Leg Grab
 

Konqrr

MK11 Kabal = MK9 Kitana
I remember way back in arcades when I sucked at all things MK, I thought that Sonya was the worst and Liu/Raiden were horrible as well due to their super long useless jumps...

I know the truth now! lol

Those were some great matches, btw.
 
Unfortunally some mk1 players,use sonya's infinite legs throw bug in every single round,and they think of themselfs as a pro mk1 players......what a shame.... :twisted:
 

Mario

Noob
soultaker said:
Unfortunally some mk1 players,use sonya's infinite legs throw bug in every single round,and they think of themselfs as a pro mk1 players......what a shame.... :twisted:
There's this guy I play against on Godweapon sometimes, and niether of us abuse that infinite. It makes playing as or against Sonya more fun. What we do is perform one leg grab, and follow it up with her projectile attack, which seems to unblockable at times. You just have practice a little bit of self-restraint. Otherwise, you have to ban her character as that infinite is gamebreaking.

Another issue, I'm surprised that Sub-Zero is ranked so low. That slide of his is annoying as hell. It's hard to put any jab pressure on a crouched blocking opponent because the slide punishes almost anything that's blocked up close.
 

MKK hanzo

Moderator
And the most apt to write them should be Ded_ and Konqrr for what I ve read... Go PUTDED_!!!

I can write some about mk4 if interested...
 

ded

Elder God
i still have to post general gameplay guide, hopefuly this week, but after it i'd be interested into some mk4 guides :lol:
 
mk1 general gameplay will help a lot of new players to understand and feel the essence of the game,basics and more,keep up the good work ded_,regards 8)
 

ded

Elder God
soultaker said:
mk1 general gameplay will help a lot of new players to understand and feel the essence of the game,basics and more,keep up the good work ded_,regards 8)

thanks soul, i will try to post it today
 

ded

Elder God
Almost everything is copied from the UMK3 General Gameplay Guide when only some stuff was changed due the MK1 gameplay difference.


Abbreviation key for attacks and commands in all character guides:

F = Forward
B = Back
D = Down
U = Up
LP = Low Punch
LK = Low Kick
HP = High Punch
HK = High Kick
BL = Block
JK = Jump Kick
JP = Jump Punch
SHK = Standing HK
SLK = Standing LK
RH = Roundhouse
aa = Anti Air
TP = Teleport Punch
Inf = Infinite
otg = Off/on the Ground
gc = Glitch cancel




Blocking:

Blocking in MK is different from virtually every fighting game. Obviously, there is a button for block, rather than holding back, which eliminates the need for proximity blocking entirely, and you can buffer moves easily while blocking. A not so obvious concept about blocking in MK is frame update. Character sprites are behind by one tick in MK, so you can block things upon the frame they connect. There is a similar concept in SFA3 called "Blue Blocking" which your character turns blue and it takes away less guard stun meter. You can essentially Blue Block sweeps and low hitting attacks in MK by tapping D+BL on or just before the frame the sweep will connect, and your character will not have to duck, enabling them to counter faster, or sometimes duck half way, and stand back up instantly. It is a good idea to learn how to block only when absolutely needed, so you aren't stuck in standing back up frames after releasing block, rather, releasing block at the end of the contact and standing up while unblocking.



Jabs/Kara Jabs:


You can cancel a LP or HP by tapping any other attack button, canceling forward direction with LP or HP and then immidiately blocking will not allow the opponent to hit you. Still there are some moves that could be faster and could hit you like crouch kicks mostly. Kara Jabs is basicaly the same thing in MK1, Canceling a LP or HP with block.



Corner Jabs:

Once you have someone backed into the corner and blocking, tap LP, because there is no pushback for this scenario in MK1, UNLESS the opponent's character is stand up, if they are ducked you will not be pushed away. They will be in the corner, and they will eat pixel after pixel of block damage. The only thing that the victim can really do is escape with a special move (fly kick, square punch, etc), uppercut, or crouching LK. If you can sniff out when they are going to try to do any of those, do a knee or special move, preferably a containment. If they block a knee you will not be pushed back like it was in umk3, so do it wisely to keep them trapped in the corner. Try to throw out 4-6 jabs then knee, because thats usually when people realize that they are losing a lot of energy to chip damage. If the knee hits, continue to jab and keep them locked down. Also, don't forget to hold back while you do the corner jabs so that they can't counter throw. If you are under corner jab pressure, after the first 1 or 2, try and spam on crouch kick, and you have a good chance of
sneaking out.


Throw Defense:

Hold "Back" and you will not be thrown. Up+Back, Down+Back, Down+Back+Block also works. Many people complain about throws, but throw prevention is pretty easy in MK, and it's been this way from MK1 through MK4. In MK1 there is a way for throws to not be escapable if someone did it to you after you got some move (whiff backwards shadow kick, crouch kick, etc).



Crossup Throws:

This tactic is best used while an opponent is being defensive. The best way to describe this is when you are at jump distance, do an early jumpkick, so you land directly on top of the victim, without hitting them. You will land overlapping the victim's sprite. If you hit LP right as you land, you will have a very good chance of connecting a throw because they have to hold back to prevent the throw, and the direction is pretty hard to determine in such a close situation in a small amount of time.

BTW there are no crossover JKs/JPs in MK1 LOL!



Punishment/Retalation Mode:

When certain moves are blocked, they will roll up into a ball and float right next to a player setting up a punisher juggle, sometimes they float away from you but still can be punished. Other punishment scenarios to look for are against Liu Kang's Dragon Kick, Sonya's leg grab, Sub-Zero's Slide and etc. All of these, when blocked, make them stay locked in place, generally very close to you, free to be countered, but only within a very brief time. This is not much longer than the amount of time it takes you get out of blocked so you must react quickly.



Anti-Air:

Commonly referred to as "aa" directly in place of the attack which would be used as anti-air. These are attacks which are used to take someone out of the air. It is very important to understand every character's best aa opportunities. A standing HK is a very simple and effective way to anti air someone. Some characters can aaHP others out of the air very easily, setting up decent, to super high damage combos. Some characters should go for RHs on their aa's because it will set up combos, traps, or other tactics and set ups. The best simple form of aa is the uppercut. Try and scout early JKs.


Pushback:

Some attacks/special moves if are blocked or hit opp in corner, the attacker gets pushed back to just under jump distance. If you juggle someone in the corner with LP/HP jab, or a jab after just about any other hit, you will be pushed back, but you can cancel this with any special move. The same thing applies to when you throw out 3 jabs in succession and they are blocked, the third punch frame will freeze and you will be pushed back. At any time during the "iceskate", you can cancel out with a special move.


Wake Ups:

In MK and many other games, there are times when a move that is usually unsafe to do when the person has the ability to block can be used to generally make you character get up more quickly and reward you for doing so with a potential juggle, or counter after blocking when in close range. What you must understand is that of course, even though this is inherently unsafe in all fighting games due to baiting, errors, etc, it has become a huge part of fighting game psychology, so it is always a factor. "Will they bait" "Will they wake up" etc. These are sometimes referred to as 50/50s. Some characters have excellent wake up moves that are actually safe in certain situations. Moves that will mostly be used as a "Wake Up" are Shadow Kick, Slide, Teleport Punch, etc. Check the
Character Guides for some wake up scenarios.


Glitch Canceling:

Explained in Sub-Zero's Guide since he is the only one that has real glitch cancel in MK1.


The Throw/Uppercut "Brokeness":


This will be hard to explain but i will give a try. In a two player game (and only two player) game if you interupt a move/special move or any attack of your opponent with a throw and you do a special move/fireball (the special move should not be anti air) immidiately after the throw without loosing any frames, it will be unblockable. There is no 100% sure way to
always get this but you will figure it out by yourself when you can do it and when not.

That can often lead you into a victory or into a trouble - for example Raiden - Throw, Torpedo is punishable, because if the Torpedo is not aa the opp can punish you even if it hits. And if you do that vs Scorpion you risk more than half of your energy in this scenario.

Still its a very useless stuff in corner and mid-screen in some scenarios. You can get even uppercut after the throw and it wont be unblockable.

Another "Broken" move which can lead into unblockable attacks is the uppercut. So far only Raiden has real advantage of this because of his pseudo infinite. Canceling attack with uppercut, then teleport with no frame lost and uppercut again. I know in some very very rare cases Cage can get uppercut unblockable SK or Sweep after it but thats it.

Some other moves that can lead into unblockable stuff are the freeze and leg grab.

Dont forget that if your opponent just ducks the unblockable uppercut/move will whiff (if its not the torpedo because it hits opps ducked).


Its COMPLETELY possible i miss some stuff, i will check it again soon and see if i can add some stuff more.
 
ded_ said:
Throw Defense:

Hold "Back" and you will not be thrown. Up+Back, Down+Back, Down+Back+Block also works. Many people complain about throws, but throw prevention is pretty easy in MK, and it's been this way from MK1 through MK4. In MK1 there is a way for throws to not be escapable if someone did it to you after you got some move (whiff backwards shadow kick, crouch kick, etc).
Then how does the freeze+throw infinite work?