Good breakers for those who spam combos on your block

I am going to list what, in my opinion, the best attack for each character to use during silly little 2-3 hit combos being spammed on your block. (Not including Kratos since I use Xbox, not PS3. Also DLCs not included)
These may not always work if your timing is off, but they can help a lot.

Baraka - 2 hit spin, chop chop or blade lunge (You can blade lunge OUT OF the chop chop)
Cyber Sub Zero - Slide or Ice parry
Cyrax - Down back A leg lift followed by grab
Ermac - Force lift or force push
Jade - Back 2 pole pop-up or EX glow
Jax - Dash punch
Johnny Cage - Nut punch or backflip kick (dash kick can be ducked and leaves you very open)
Kabal - Ground blade
Kitana - Down forward 2 fan slash
Kung Lao - Spin if touching, EX Spin if further
Liu kang - Bicycle kick or low fireball
Mileena - Spam the down 4 low kick, she is very hard to hit while doing so
Nightwolf - Shoulder bash
Noob Saibot - Up clone (The one that goes in the air with Down back 3)
Quan Chi - Back 3 then 1+2(same time) pop-up combo
Raiden - Electric fly (Beware, this has a huge block stun)
Reptile - Dash
Scorpion - Leg takedown
Sektor - Back 3 4 combo (you can combo that into a teleport punch and continue from there)
Shang Tsung - Ground skull (close)
Sheeva - Grab n punch
Sindel - Forward B pop-up or low fireball
Smoke - EX Shake or teleport punch
Sonya - Leap kick
Stryker - Rolling grab
Sub Zero - Slide

Hope this helped everyone out, if there's anything that anyone thinks I should change, or if something doesn't work, please let me know and I will make adjustments accordingly.
 
It'll be pretty pointless doing the Bicycle kick just like that. You can see it a mile a away. It'll be blocked and you'll get punished for it.
 
It'll be pretty pointless doing the Bicycle kick just like that. You can see it a mile a away. It'll be blocked and you'll get punished for it.

If you hit back back forward while blocking and hit 4 right after you release block, it's difficult to see coming, since you don't move while blocking.
 
that b+3,1+2, may be a low but is NO WAY fast enough to get out of pressure..
better off with f+4, or jump back and telestomp.
 
that b+3,1+2, may be a low but is NO WAY fast enough to get out of pressure..
better off with f+4, or jump back and telestomp.

If you're under enough pressure, you won't have enough time to jump back and you'll be hit in the air, so that's out of the question.
Also, Quan Chi's F4 has about the same speed as B3, but you can start a nice combo with B3 1+2, followed by 1 1 2 Trance, jump in 1 F1 2 1+2, and it does a little over 30 damage. Easy way to punish an aggressive opponent.
 
i prefer to use these after b+3
b+3 1+2, 1 1 2 trance, Jip,B+3,3mid rune (for damage)
or b+3 1+2, 1 1 2 trance,Jip,1,1,telestomp ( for reset )
or b+3 1+2, 1 1 2 trance,Jip,2,1,ex rune,etc ( rune trap)
f1 2 1+2 is good, but it throws them away, i like to keep pressure on.
all of these are good setups for a follow up f+1,2,trance, (then for reset 1,1telestomp, to b+3 1+2 repeat step one!!)
nice loop, got alot of flawlesss with this pattern, you can mix it up too.


f+4 has more range, and I think its quicker.
but low pokes work well.
i've tryed b+3 and it rarely works

btw( i made a really easy 50% xray with quan)
 
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Good shit, you clearly use the sorceror a lot more often and effectively than me. I can do an easy 60% xray but it requires the damage boost, so it basically works like this. 1 1 2 skeletal boost, and if I get the damage boost, I'll toy with him a little, then jump in 1, 1 1 2 trance, jump in 1, b3 1+2, f1 2 xray
 
I wouldnt use a slide major whiffing recovery, how about csz just parry and sz away jumpxx ice clone
 
I wouldnt use a slide major whiffing recovery, how about csz just parry and sz away jumpxx ice clone

Because 1. The slide will not whiff unless the opponent crouch blocks (if he jumps away you'll be across the screen from him)
And 2. If you're under pressure while blocking, you may not have the time to jump away, you will be hit in the air.
 
I can see where your heart lies in this and I find it very kind to spend time doing so.

But this is all relative to the person you're fighting and is not universal.

For instance You may not be able to jump out of 1,2 spam from Jade easily, but you down poke. You can however jump out of subzero's quick double jabs. And it also depends on what string you are talking about.

After Jades, 3,4,2. you can full punish combo with a really slow move.

need to be more specific. A rushdown on block has so many different timing intervals and so many options for different intervals it's not so clear cut and dry.

for example.

A while back(way while back) when I fought DCP. I stood in block for a while just to try and read him. He mixed up jab into grab, Crossover jumped some strings and canceled some strings earlier to make me weary of the last hit of his string while he dashed into something else.

^^ Pressure like that there is no cut and dry answer. Depending on his options I realized at certain times I could back dash, nuetral jump punch, 1,2 myself, or uppercutted. and it was up to me the defender to try and call out what he was gonna do.

This game is deeper than people give it credit for, People think "Oh simple pre-made strings lol" little do they know how much more mind games you can play by not finishing strings and doing like 1 of 20 options after that. And you can choose like 1 option that covers maybe 6 of his. but the other 14 will get you. Ect.

Although the mind game aspect is higher. The reaction aspect in this game is a bit lower. Because say in Street fighter, the actually fighting is just at the right pace where alot of moves allow for reaction, rewarding people of patience/fast reflexes. where as mortal Kombat tends to reward the guy giving pressure, but... it's slightly evened out by the fact the defender has a few dangerous options that could lead to a full combo if the aggressor is not careful.

I guess what i mean is... mortal kombat has a bit more predicting/reading involved and less waiting for something.

Both games still have alot of each. I just find some of mortal kombat's stuff sort of a guessing game, because of the speed that things can be executed/mixed up.

In street fighter blocking low is way more safe than blocking low in mortal kombat. Because of what I was saying about reaction/predicting.
 
Very true Critical ^^ Nothing more to add. Again fortifying why you give some of the best advice on the boards :3
 
Critical, exactly how did I know you were gonna 1-up me with your higher knowledge of the game? Lol. But yeah, you have a huge point. What I have is basically just a tip for beginners - average skilled players. In most cases, they work reasonably well, because there aren't a whole lot of people online that mix up their strings, they'll just do the same thing over and try to get good block damage. I'm about to go online, let people pressure me, and test these out to see how it works, at the cost of a few losses maybe if I do it too much, but well worth it, I'd like to be able to know what to do and when to do it.
 
Critical, exactly how did I know you were gonna 1-up me with your higher knowledge of the game? Lol. But yeah, you have a huge point. What I have is basically just a tip for beginners - average skilled players. In most cases, they work reasonably well, because there aren't a whole lot of people online that mix up their strings, they'll just do the same thing over and try to get good block damage. I'm about to go online, let people pressure me, and test these out to see how it works, at the cost of a few losses maybe if I do it too much, but well worth it, I'd like to be able to know what to do and when to do it.


I guess i can agree to that. I guess it's decent beginner quick pick em up counters. but they need more than one way out. when they start pressuring and learn that you always slide after a certain move. they will start blocking low and full punish.
 
I guess i can agree to that. I guess it's decent beginner quick pick em up counters. but they need more than one way out. when they start pressuring and learn that you always slide after a certain move. they will start blocking low and full punish.

Like I said, my guide is for beginners and average players. If they start figuring out the moves that you're doing, then it's up to you to take your knowledge of your character and find another way out. But for Sub Zero, I will say that if they start blocking low when you slide, you can do the F4 straight kick that they, for some stupid reason, made into an overhead. Or the B1 2 4, which is a high, overhead, and sweep.
 
i prefer to use these after b+3
b+3 1+2, 1 1 2 trance, Jip,B+3,3mid rune (for damage)
or b+3 1+2, 1 1 2 trance,Jip,1,1,telestomp ( for reset )
or b+3 1+2, 1 1 2 trance,Jip,2,1,ex rune,etc ( rune trap)
f1 2 1+2 is good, but it throws them away, i like to keep pressure on.
all of these are good setups for a follow up f+1,2,trance, (then for reset 1,1telestomp, to b+3 1+2 repeat step one!!)
nice loop, got alot of flawlesss with this pattern, you can mix it up too.


f+4 has more range, and I think its quicker.
but low pokes work well.
i've tryed b+3 and it rarely works

btw( i made a really easy 50% xray with quan)

Great info, thanks. Didn't know about a couple of those. Will have to add those in to my game. +rep
 
Jade - Back 2 pole pop-up or EX glow

Back+2 is VERY dangerous to use when you're getting pressured with block strings, because it has a slow start up. I'd say 99% of the time, you're not gonna get it off before they start their next string, because most people that are pressuring with block strings are usually using the fastest string their character has.

After 20+ hours of playing jade in ranked matches, I'm pretty confident in saying you should only use back+2 to continue combos, punish long recovery moves (there are better options for this though), or if you think they're gonna jump at you and they're too close for up+3 (but not if they're crossing you up).

Ex Glow is her best option if it's a character with a really fast string. If you have no meter though, it really depends on the match-up (for example, down+3 pokes work wonders against Cage when he's pressuring).
 
kitana should NOT use cutting fan while in a block string. it has NO invincibility and can be knocked out off with mst attacks, especially a low attack. hell...its not that good of a wake up attack, let alone block string reversal. id say use uprise( b b2+block). it has invincibility, starts up INSTANTLY and sets up her godly juggles.

as for jade, b2 tho? hell no. waaaayyy to slow. your better of using shadow kick, mainly the ex version because it has armor and is safe on block. the ex shadow glow is good too.
 
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