Mortal Kombat Tried making Noob Saibot using Lego pieces |
- Tried making Noob Saibot using Lego pieces
- 27 years of Mortal Kombat
- The reads, this is why we love and play fighting games.
- If IJ2 got the turtles then MK should get these guys
- Ed Boon Is Now Hiding Mileena Related Tweets On His Profile
- This photoshop resembles what a modern 3D Mortal Kombat would look like. I'd love to see it.
- As requested, some more custom dialogue interactions with the Doom Slayer. This batch is Scorpion and Erron Black, with Liu Kang and Kano on the way maybe either later tonight or tomorrow.
- Noob Saibot credit is to therealrockstudley on Instagram
- You know who I would like to see in MK?
- “It hurt so good, they had to come back for seconds.”
- created my own original character: KUARANTINE! moves include spitting plague that does DOT and a grab that launches into a throw. i’m super proud of this, pls be nice
- With the announcement of Kombat Pack 2 most likely on the horizon, who do you think will be in the pack?
- I think we should get a special stage for guest characters:
- Stay home or Sub-Zero will rip out your spine.
- They ran out of medical masks
- How to defend against these jabs in corner? Block apparently doesn’t work :(
- MK11 Wasted Many Great Characters for the Story
- Kustom Variation Analysis #6: Skarlet
- Go ahead, let me hear your favorite stage from this game in the Mortal Kombat series.
- Goro vs. Machamp Death Battle
- My garbage playing aside.. How are you even supposed to beat this BS? Pulled this slide tactic on both sets and fatalitied too.
- Technically speaking Scorpion(and Takeda) is the only ninjas in Mortal Kombat. Please read the text before voting.
- Dudes (and Dudettes), I Miss Mortal Kombat 9
- noob saibot pop! concept. This one is made up of so many pieces lol, it has Sub-Zero Scorpion and Captain America mashed together
Tried making Noob Saibot using Lego pieces Posted: 06 Apr 2020 09:02 AM PDT
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Posted: 06 Apr 2020 12:04 PM PDT
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The reads, this is why we love and play fighting games. Posted: 06 Apr 2020 03:29 AM PDT
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If IJ2 got the turtles then MK should get these guys Posted: 06 Apr 2020 08:55 AM PDT
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Ed Boon Is Now Hiding Mileena Related Tweets On His Profile Posted: 06 Apr 2020 11:21 AM PDT
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This photoshop resembles what a modern 3D Mortal Kombat would look like. I'd love to see it. Posted: 06 Apr 2020 07:59 AM PDT
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Posted: 06 Apr 2020 09:45 AM PDT
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Noob Saibot credit is to therealrockstudley on Instagram Posted: 06 Apr 2020 01:36 PM PDT
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You know who I would like to see in MK? Posted: 05 Apr 2020 05:44 PM PDT
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“It hurt so good, they had to come back for seconds.” Posted: 06 Apr 2020 10:44 AM PDT
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Posted: 06 Apr 2020 11:52 AM PDT
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Posted: 06 Apr 2020 09:13 AM PDT
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I think we should get a special stage for guest characters: Posted: 06 Apr 2020 04:49 AM PDT So you know how in MK9 Kratos had his own stage, I always felt like every guest needed that, sure it would take more time, but I'm willing to wait longer if it means we'll get more. Imagine in MKX, Jason could have a Crystal lake camp, Predator could have his spaceship or a forest, Alien could have an Alien nest and Leatherface, slaughterhouse. In MK11 we still haven't got all dlc characters, but Imagine for Terminator we get a distant future where in the background you can see robots shooting, for Joker Gotham city or Arkham Asylum where maybe you could see other villains, and for Spawn you could have hell with maybe Malebolgia in the background What do you think? [link] [comments] | ||
Stay home or Sub-Zero will rip out your spine. Posted: 06 Apr 2020 01:53 PM PDT
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Posted: 05 Apr 2020 09:31 PM PDT
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How to defend against these jabs in corner? Block apparently doesn’t work :( Posted: 06 Apr 2020 01:06 PM PDT
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MK11 Wasted Many Great Characters for the Story Posted: 06 Apr 2020 01:59 PM PDT Honestly, I was just thinking over it and I have to say that they truly wasted so many characters. I think not including Takeda and Kung Jin (probs the two faves of the combat kids) was stupid in itself and they wasted a great opportunity for the relationship between Kung Jin and Kung Lao. We know that Kung Lao is actually really pissed at his family for being judgmental and not accepting Kung Jin for being gay and I feel like having Kung Jin and Kung Lao fully develop that close relationship and show that just because their family is not accepting of him does not mean he is the same. I also think they wasted the potential for Takeda to discover Kenshi's death and on top of Kenshi's death Hanzo's death as well. This would have been something that I feel would have made excellent story but instead we got Kano basically being useless in the story and D'Vorah (despite her being one of my faves) was just there to kind of be there. I feel like they wanted to rely so much on nostalgia by bringing back many of the older characters that they forgot that there are many people who really enjoyed the combat kids and how they were part of the new school era of the game. I also think they wasted Nightwolf and could have a great arc introducing the female Nightwolf as we learn that Nightwolf is not a single person but multiple different people. Mileena as well could have had an outstanding story with Kitana and Jade and even coming to a redemption arc for her realizing her father is not the man she thinks. Edit: Kenshi is dead. In the Krypt Shang Tsung talks about how he killed Kenshi and ate his soul. The dialogue in the Krypt is part of the timeline. The same goes for Ermac who died by falling into a pile of spikes and Goro who is also dead. [link] [comments] | ||
Kustom Variation Analysis #6: Skarlet Posted: 06 Apr 2020 01:31 PM PDT DISCLAIMER: This series of posts isn't meant to go till the end of all kharacters, say "Kustom Variation Analysis #25" isn't gonna happen in a long time, I do these posts whenever I get around to it. What this post is supposed to be is a guideline for said kharacter's abilities that are and aren't in tourney variations (hope that restriction gets removed). It can also pique interest in "dead moves" and kasual play, but without further ado, here is what I've learned with Skarlet so far. First Kustom Variation Analysis: (Raiden) https://www.reddit.com/r/MortalKombat/comments/cqx07n/kustom_variation_analysis_1_raiden/ Second Kustom Variation Analysis: (Kotal Kahn) https://www.reddit.com/r/MortalKombat/comments/f49nk4/kustom_variation_analysis_2_kotal_kahn/ Third Kustom Variation Analysis: (Heretic01) https://www.reddit.com/r/MKMemes/comments/f573ua/kustom_variation_analysis_3_heretic01/ Third Kustom Variation Analysis: (Heretic01) https://www.reddit.com/r/MortalKombat/comments/f55tb8/kustom_variation_analysis_3_heretic01/ with comments, but the post is removed. It'll make sense if you read both. Fourth Kustom Variation Analysis: (Shang Tsung) https://www.reddit.com/r/MortalKombat/comments/f7vzgg/kustom_variation_analysis_4_shang_tsung/ Fifth Kustom Variation Analysis: (Jax Briggs) https://www.reddit.com/r/MortalKombat/comments/fhs0z0/kustom_variation_analysis_5_jax_briggs/ I chose Skarlet specifically because of how fun Killer Clot and Blood Flow are and because of the Covid-19 virus. Stay safe everyone, both in frame data and in your homes. Ability #1: Dagger Dance Skarlet's parry ability, and unique one at that. It parries mid, high, overhead, and throw attacks. It loses to lows. It can be held down for 5 seconds or less. It does 76.00 damage normally and 152.00 damage if amplified. When Dagger Dance is amplified, it results in Skarlet gaining +95.00 of her health back. Dagger Dance can also be used to cover one of Skarlet's weaknesses and that's her abundant amount of flawless block gaps. Her most useful strings such as 124 and F43 have flawless block gaps, well if Skarlet does Dagger Dance after any of these strings have been flawless blocked then it will result favorably for Skarlet. It has a krushing blow which results in Skarlet dealing 210.92 damage and deals bleed damage, so in total the Dagger Dance krushing blow deals 298.00, that's a lot. The Dagger Dance krushing blow also lets Skarlet gain +95.00 of her health back. Dagger Dance's krushing blow requirement is ''Triggers on THIRD parry in a match". So yeah keep count of how many parries you do. Also another tip, if you Skarlet's health is 1000 and you just parried an attack, then it would be wise to not amplify the parry to save meter as you're health is already full. Skarlet's health doesn't need blood at that instance. Another strength of this parry is that the parry looks similar to Skarlet's blocking animation, so there's that. Some opponents might think Skarlet is blocking when in reality she's holding down Dagger Dance, then the opponent decides to grab Skarlet but then gets parried and Skarlet gets a good chunk of her life back by amplified Dagger Dance. Dagger Dance can also be used to take back turns after pokes especially after characters who rely on mids and d1s to take back their turns such as Geras, Shao Kahn, etc… You take back your turn as Skarlet by doing D1, Dagger Dance, or D3, Dagger Dance or D4, Dagger Dance. Dagger Dance can also parry lots of strings and certain attacks, such as Shang Tsung: B3,U4. Dagger Dance can be inserted between B3 and U4. Shao Kahn: 232. Dagger Dance can be inserted between 23 and 2. F24. Dagger Dance can be inserted between F2 and 4. Frost: 3442. Dagger Dance can be inserted between 344 and 2. Nightwolf: 112. Dagger Dance can be inserted between 11 and 2. B132. Dagger Dance B13 and 2. Amplified Rhino Charge (BF4). Dagger Dance can be inserted between Rhino Charge and Rhino Charge's amplification. Amplified Rising Tomahawk (DF2). Same principle as the one with amplified Rhino Charge. Sonya Blade: 21. Dagger Dance can be inserted between 2 and 1. B23. Dagger Dance can be inserted between B2 and 3. B234. Dagger Dance can be inserted between B23 and 4. B3,U4. Dagger Dance can be inserted between B3 and U4. Cassie Cage: F343. Dagger Dance can be inserted between F34 and 3. Spawn: 11, Hold B2. Dagger Dance can be inserted between 11 and Hold B2. Scorpion: 212. Dagger Dance can be inserted between 21 and 2. Raiden: 321. Dagger Dance can be inserted between 32 and 1. Amplified Jo Push. Dagger Dance can be inserted between Jo Push and Jo Push's amplification. I should note that Jo Psuh's amplification is a bit inconsistent as Jo Push depends on range, and Skarlet can parry Jo Push's amplification sure, but if Raiden throws out amplified Jo Push from a far range then Skarlet will not be able to parry Jo Push's amplification and it will result in Raiden punishing Skarlet by Jo Push's amplification resulting in Raiden getting a kombo. Jacqui Briggs: B34. Dagger Dance can be inserted between B3 and 4. Cybernetic Override's strings. You know Jacqui's ability to cancel strings such as F31, 22, 112, yeah, Skarlet can insert Dagger Dance between their cancellations and avoid Jacqui's Cybernetic Override mind-game, but Jacqui can insert a low to beat Dagger Dance. Sub-Zero: 33. Dagger Dance can be inserted between 3 and 3. Kano: 241. Dagger Dance can be inserted between 24 and 1. 24,1+3 (Manhandled required). Dagger Dance can be inserted between 24 and 1+3. Liu Kang: F3333. Dagger Dance can be inserted between F333 and 3. F43,U3. Dagger Dance can be inserted between F43 and U3. Shaolin Stance. Shaolin Stance (Monk Fury). Dagger Dance can be inserted at any string where Liu Kang will cancel an attack into Shalin Stance (Monk Fury) except for B2, Shaolin Stance (Monk Fury) and B12, Shaolin Stance (Monk Fury). Nunchaku Stance (Nunchaku Flurry). Dagger Dance can be inserted at any string where Liu Kang will cancel an attack into Nunchaku Stance (Nunchaku Flurry) except for B12, Nunchaku Stance (Nunchaku Flurry) and B2, Nunchaku Stance (Nunchaku Flurry). Nunchaku Stance (Kusari Slam). Dagger Dance can be inserted between at any string where Liu Kang will cancel an attack into Nunchaku Stance (Kusari Slam) except for B12, Nunchaku Stance (Kusari Slam). Kung Lao: F13,U2. Dagger Dance can be inserted between F13 and U2. Jade: B12. Dagger Dance can be inserted between B1 and 2. B2124 (Deadly Assassin required). Dagger Dance can be inserted between B2 and 124. Erron Black: 114. Dagger Dance can be inserted between 11 and 4. Kotal Kahn: B223. Dagger Dance can be inserted between B22 and 3. The Terminator: F32. Dagger Dance can be inserted between F3 and 2. Geras: Gauntlet of the Ages (History Lesson). Dagger Dance can be inserted at any string where Geras will cancel an attack into Gauntlet of the Ages (History Lesson). Kollector: 44 (RANGE DEPENDENT). Dagger Dance can be inserted between 4 and 4, but only at the farthest range that Kollector's 44 touched Skarlet. Cetrion: F234. Dagger Dance can be inserted between F23 and 4. Ability #2: Bloodport Skarlet's teleport ability. It has 4 versions of itself, and those 4 versions are Bloodport, Bloodport In Front, Bloodport Far, and Bloodport In Place. A) Bloodport: It doesn't cost any resources and leaves Skarlet behind your opponent. The recovery on this version of Bloodport is a lot A LOT, it's exact frames are 42 frames of recovery. It's startup frames are 43. This version of Bloodport can be used to teleport behind your opponent and punish them for throwing a projectile, thus making Skarlet gain the life lead and go back into zoning distance. Keep in mind, the frames on this version of Bloodport are trash so if you're planning to punish your opponent for throwing a projectile and snatching the health lead, then just know it has to be a READ, you can't react to a projectile with this version of Bloodport, it has to be a read. B) Bloodport In Front: It costs 1 bar of defensive meter and leaves Skarlet in front of the opponent, no side-switch. It's recovery is worse than the first version as this one has 50 frames of recovery and has 51 frames of startup. The reason you would want to use is to get close to the opponent from zoning distance after a hard knockdown from one of Skarlet's projectiles, say amplified Boiling Point. You can also use this version of Bloodport to guarantee pressure after Blood Ball has been thrown out by Skarlet. You can throw out Slow Blood Ball and then Bloodport In Front to pressure while Slow Blood Ball is behind Skarlet, thus making Bloodport In Front actually safe. Keep in mind, that you can only make this version of Bloodport safe if you have Blood Flow equipped. C) Bloodport Far: It costs 2 bars of defensive meter and leaves Skarlet at mid-far neutral distance, meaning neutral distance but a bit farther. It has 50 frames of recovery and 52 startup frames. It is mostly used to create distance and make Skarlet go back to zoning distance to start her zoning game. D) Bloodport In Place: It costs 1 bar of defensive meter and leaves Skarlet in the same place prior to her bloodporting. It has 43 frames of startup and 42 frames of recovery. It can be used to play mindgames at zoning distance, say you're zoning your opponent and you decide to do Bloodport In Place, and the opponent sees the startup frames of Bloodport and thinks Skarlet is going to teleport close to him and behind him so the opponent goes for his 11, 12, etc.. punish, but in reality Skarlet bloodported in place and now she has the advantage to start pressuring him again with her zoning capabilities. Ability #3: Cell Siphon Can't be equipped with Boiling Point or Retch-Rebution. This move is a long-range long reaching unavoidable mid attack that reaches about mid zoning distance. It is a restand that is +4 on hit and it's amplified version is +4 on hit. When amplified it deals more damage and heals Skarlet's health bar by about +38.00 health. It can be used as a restand at the end of kombos for pressure/ auto-shimmy/ strike/ throw/ low/ overhead mindgame. The usual kombo to get Cell Siphon's restand mindgame is 212, 212, 4, amplified Cell Siphon. Don't worry about anyone mashing out of Cell Siphon's plus frames because amplified Cell Siphon leaves the opponent at the PERFECT distance for Skarlet's D1 to reach but not for her opponent's pokes to reach Skarlet. Couple that with Skarlet's female hurtbox and it's guaranteed plus frames on hit. This move can also be used in neutral as it's range is amazing and it's startup frames are 19 and the hitbox region of Cell Siphon doesn't allow opponents to jump over it. You can also use Cell Siphon to trip guard jumps from a distance. By that principle of it being a very great long range mid attack, we can use Cell Siphon to stop the opponent from ducking Skarlet's Blood Balls and Blood Shots, thus allowing Skarlet to use these projectiles to enforce plus frames on the opponent from neutral distance and zoning distance. We can also use it in the zoning war to gain back the health lead. Cell Siphon's only disadvantage is that it's -53 on block, yup, fucking -53, so nearly anything and everything can punish it. -53 imo is a bit ridiculous, it should be -26, but it's what he have so, while Cell Siphon is a very great ability, it must be used with caution and utility as just one Cell Siphon on block could mean Skarlet losing 300 of her health bar. Ability #4: Boiling Point Can't be equipped with Cell Siphon or Retch-Rebution. This move is a low hitting projectile that functions similarly to Geras' Sand Trap, Kotal Kahn's Xolal Quake, etc.. It's got decent damage and even more damage when amplifies. When amplified, it deals great damage and leaves the opponent at zoning distance with 67 frames of hit advantage. Amplified Boiling Point allows for Skarlet to setup her setups because of the absurd amount of hit advantage. It can be used as a kombo eneder for both damage, hit advantage, and zoning distance. You would use this move in the zoning-neutral game similarly to how Geras uses Sand Trap or how Noob Saibot uses Shadow Slide, as in, you would use it to trip-guard the opponent while he is trying to get past your zoning. Boiling Point being a low further strengthens that fact. There are 4 versions of this move, and those 4 are, Boiling Point, Close Boiling Point, Far Boiling Point, and Very Far Boiling Point. Boiling Point reaches neutral distance, Close Boiling Point reaches close to Skarlet's feet, Far Boiling Point reaches at the beginning of zoning distance similar to Cell Siphon's distance, and Very Far Boiling Point reaches fullscreen. Keep in mind, there is a counter to Boiling Point, and that counter is that Boiling Point can be jumped over causing it to whiff and allowing the opponent to punish you while Skarlet is whiffing Boiling Point. Did I mention this move is -19 on block? So moves like Sub-Zero's slide will punish it. Ability #5: Retch-Rebution Can't be equipped with Cell Siphon or Boiling Point. This move is a low hitting projectile that keeps the opponent standing and restands the opponent. Retch-Rebution leaves the opponent at 7 frames of hit advantage. It's amplified version does more damage and leaves the opponent at 0 hit advantage. It has 3 versions of itself and those 3 are Retch-Rebution, Close Retch-Rebution, Far Retch-Rebution, and Very Far Retch-Rebution. Retch-Rebution reaches neutral range, Close Retch-Rebution reaches near Skarlet's feet, Far Retch-Rebution reaches at the beginning of zoning distance, and Very Far Retch-Rebution reaches fullscreen. Now why do we want use this move specifically? Well it's tradeoff basically between Boiling Boint and Retch-Rebution. Both of these abilities are low-hitting projectiles, but one is used for okie and setups and one is used to restand. Boiling Point leaves the opponent at 67 frames of hit advantage and at zoning distance, that's the perfect opportunity for Skarlet to setup something, while Retch-Rebution leaves the opponent standing and can be used to restand, meaning if I hit this low projectile – which is Retch-Rebution – then I can start to close in on the opponent and start Skarlet's pressure/ rushdown game. It can also be used to end kombos with and the damage isn't too shabby either. This move can be countered similarly to Boiling Point, it can be jumped over, and it's -18 on block, so it's unsafe and can be punished by ranged attacks such as Shao Kahn's Shoulder Charge. Ability #6: Killer Clot Replaces Blood Trail. This a unblockable setup move that disables the opponent from using his/ her offensive and defensive meter and disables them from cancelling strings into special moves. It deals no damage. This setup lasts for 10 seconds on the ground and 7-8 seconds while it is on the opponent. This move can only affect the opponent from close range, but it follows the opponent if the opponent is affected by it. You can use this move to end kombos for setups, but keep in mind, the opponent can avoid getting affected by Killer Clot on wakeup by Getup Backwards Roll. This move can be used to completely stop all the opponent's wakeup options as it disables them from using both offensive and defensive meter, oh, and you can forget about trying to wakeup buttons, if Skarlet has Killer Clot put on you and you try to wakeup buttons, forget about it, she can meaty you and you have to take it as all your wakeup options as the opponent are gone. Your only bet to avoid Skarlet's meaty if she has Killer Clot on you is to flawless block Skarlet's meaty, that's your only safe bet, sure It's a bit risky but it's entertaining nonetheless. You can also use this move to shut down a character's gameplan completely. If you set this move up, then you see, poke into special, GONE, Tick throws, GONE, hit confirming strings, GGGGOOONNNNEEE!! All of this is gone for the opponent if Skarlet sets Killer Clot up. Let's take a character that relies heavily on special moves such as Spawn. You know most of Spawn's strings are unsafe, so normally, most Spawn mains would want to cancel his strings into a safe special move such as amplified Raising Hell and amplified Necro Blast. Well, Killer Clot disables Spawn from cancelling those strings into those moves. So Spawn's whole gameplan is fucked because if he gets affected by Killer Clot, then all his ranged attacks become unsafe, Spawn's 34 unsafe, B1 unsafe, and he will have no way of a making it safe for 7-8 seconds. You can also use this attack to avoid many strategic elements of a character say Sub-Zero. We know Sub-Zero's gameplan is to play neutral and mix you up, well, if he gets affected by Killer Clot, then Skarlet will not have to fear his mixup, because say Sub-Zero hits you with F2, normally he would want to cancel that into amlplified Ice Ball, Slide, etc.. but you don't give a shit do you, because Killer Clot has disabled Sub-Zero from cancelling any of these strings into a special move. Sub-Zero can do F2 and it will hit you but if Sub-Zero has Killer Clot on him then that F2 that has hit Skarlet will make Sub-Zero -2 on hit as Sub-Zero's F2 is already -2 on hit and Sub-Zero can't do much about it can he? Keep in mind to fully avoid Sub-Zero mixup with Killer Clot you will have to constantly tech forward throw as we know Sub-Zero mains will almost always do forward throw, do that with Killer Clot, and you will have disabled Sub-Zero's gameplan completely. I'm just barely scratching the surface with this move. This moves unique property of disabling characters from cancelling strings into special move is interesting for sure and creates for some unique setplay. Ability #7: Blood Ritual Yes, yes, this move right here. This ability is an ability which takes about 10.00 of Skarlet's health while damaging the opponent for 5.00. It can be held down for 9 seconds. The tradeoff of 10.00 of Skarlet's health for 5.00 of the opponent's health doesn't even start until after Blood Ritual is held down for 2 second. Is it an unfair trade for Skarlet? Yes. Is this move good? No. Is it stupidly designed? Yes. It's only viable use is to chip out the opponent while the opponent is on low health, but even then you're risking Skarlet's health bar and it might take out Skarlet before it takes out the opponent. Besides it doesn't even start until after 2 seconds. This move is not even worth discussing and is quite honestly a useless ability. Ability #8: Krimson Shield This ability is a setup ability that decreases the damage the opponent deals. It deals no damage. It's got 64 startup frames and 63 recovery frames. It lasts for 10 seconds. It can be used in the zoning-chasing war to lessen the reward your opponent gets for throwing a projectile and for getting past the zoning and getting a hit confirm. It decreases the chip damage the opponent deals so yeah the opponent can't zone back as even the projectile on block doesn't do enough chip damage. Couple this move – Krimson Shield – with all of Skarlet's damaging and healing moves and you've got yourself a pretty good secure life advantage. It's frames are trash though, so Skarlet depends on range to setup this move safely. You can set it up safely after amplified Boiling Point and this kombo is a safe setup for it. The kombo is 212, 212, 44, Krimson Shield. Keep in mind, the kombo only makes it safe, so you can't really jump or backdash, so your best bet is to block after the kombo. Why do this tho? Because a smart opponent, say an experienced Sub-Zero main will slide on wakeup because he knows Skarlet can't backdash or jump after it, so your best bet is to block. Ability #9: Red Mist Replaces Blood Tentacle. This move is a restand that deals damage over time, 5.00 damage to be exact. The damage is unblockable. This move spawns a red mist around Skarlet that deals damage over time and it lasts for 10 seconds. It can be used to end kombos with for cheeky damage over time pressure. The move is a restand, and it's +7 on block, so yeah, great plus frames. You can't use this move twice in a row, say you do, 124, Red Mist in the corner and it restands. Well say you do 124 after the opponent has been restanded by Red Mist, yeah, at that instance Red Mist can't be done after 124 as you already have Red Mist on Skarlet. This was done for balance reasons because if Skarlet can stack up Red Mist then she would kinda be cheap. Do keep in mind, this ability replaces Blood Tentacle, a very powerful tool of Skarlet's kit, so you want to be pressuring mostly instead of zoning with this ability. This is a better version of Blood Ritual. Ability #10: Red Rain This ability summons a pillar of Blood Rain on Skarlet that increases the damage she deals and decreases the damage the opponent deals. For this damage buff and damage decrease nerf to the opponent to work Skarlet needs to be standing in the Red Rain, and the Red Rain doesn't follow Skarlet. This buff is useful in the corner as it can make Skarlet's kombos really damaging. We're taking 380.00 levels of damage. It can be also be used to lessen the reward the opponent gets for cornering you, say Liu Kang for example. No-one likes being in the corner with Liu Kang right, well, Skarlet can summon Red Rain to decrease Liu Kang's damage in the corner. Sure it doesn't negate Liu Kang's corner game but every little bit helps. You can also use this at zoning distance to increase the damage Skarlet deals on her projectiles. Keep in mind, Red Rain doesn't decrease the damage that the opponent's projectiles deal, that is only possible with Krimson Shield. Ability #11: Blood Flow Modifies Blood Ball. Is a 2-slot ability. It gives Skarlet access to 2 new versions of Blood Ball, called Slow Blood Ball and Fast Blood Ball. Both versions of Blood Ball cost 1 bar of offensive meter. This move is just amazing. As stated before, this move can be used to make Bloodport In Front safe by using Slow Blood Ball. It can also create for some very nice frame trap sequences. Slow Blood Ball gives you the freedom to setup whatever you want with Skarlet. Both versions offer insane amount of plus frames, and both make the low projectile moves – Boiling Point and Retch-Rebution – safe. Slow Blood Ball is used mostly to guarantee pressure, mid attacks, plus frames, and enough space for Skarlet to get in and apply pressure. This move is just setups and plus frames incarnate. Fast Blood Ball forces the opponent to respect Blood Ball if say the opponent has a character that can get past Blood Ball and Blood Flow, say, moves like Quicksand, Shadow Slide, Slide, Raising Hell, etc… Did I not mention these moves negate Blood Ball and Slow Blood Ball? Well Fast Blood Ball is supposed to counter these counters to Blood Ball. This move is just an amazing and fun ability in general. I wrote this post in hopes of informing the playerbase of the hidden potential of Kustom Variations. Side note: What we could do, as a kommunity, is start playing more kasual and start holding are own Kustom Variation Invitational's and local tournaments ( Lookin' at you Destroyer FGC), and while doing that, we could stop playing ranked and Kombat League as to further incentivize NRS to give the Kustom Variation scene more credence. [link] [comments] | ||
Go ahead, let me hear your favorite stage from this game in the Mortal Kombat series. Posted: 06 Apr 2020 09:42 AM PDT
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Posted: 06 Apr 2020 10:20 AM PDT
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Posted: 06 Apr 2020 10:09 AM PDT
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Posted: 06 Apr 2020 02:11 PM PDT In one of Sub's intros, he said that the Lin kuei are not ninjas, and the Lin Kuei also includes Smoke. And which means Noob shouldn't be a ninja either. And Reptile is just a reptile that dresses like a ninja. And Ermac didn't even look like one in MKX. And nor did Ermac have ninja moves. However, Scorpion is from Japan(the origin of ninjas) and he even had a variation called ninjutsu back in MKX. [link] [comments] | ||
Dudes (and Dudettes), I Miss Mortal Kombat 9 Posted: 06 Apr 2020 01:45 PM PDT Seriously, I miss MK9. Klassic kast, absurd combos, absurd hit/hurt boxes, fast game play. I popped that game in the other day as a means of mourning over the servers for online being taken down and I couldn't believe how much fun I was having. I still love MK11, but man MK9 was ridiculously fun. I wish the community could do something to help revive it much like the Smash community did for Melee. Does anyone on this subreddit have any fond and or frustrating memories of that game? Playing local, online, game modes what ever! [link] [comments] | ||
Posted: 05 Apr 2020 05:46 PM PDT
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