NothingRhymesWithCircus
New member
Quick Index of terms used:
Low attack: Still hits opponents if they are blocking high
Overhead: Still hits opponents if they are blocking low, but could be blocked high.
High Attack: Could be ducked
Launcher: Pops opponent up in the air for a juggle combo.
Normal String: Combo on the ground(all in command list).
Example of frame advantage: "Lets say I'm johnny cage and I throw out a frame advantage move.
If you block it then IMMEDIATELY afterward do your quickest move and *I* as Johnny do the same quickest move. Johnny's would land. Not yours. Frame advantage moves on block are used to trick your opponent into thinking they are safe to attack, when in reality they aren't. The frame advantage isn't too big. But in a pro players hands this could be epicly dangerous.
Playstyles:
Johnny Cage:
Johnny has ALOT of frame advantage moves on block from up close. Frame advantage on block means: if your opponent blocks the move, instead of you being at the disadvantage, you are at the slight advantage still.
You got to know what you're doing to find openings but it doesn't matter. This guy is a pressure god....
Back Triangle(chargeable) = Unblockable normal that could be dashed out of in between.
Square, X, Triangle = The last hit is really close range, but has frame advantage
Triangle, Square, Triangle = Last hit is an overhead mini laucnher
Triangle, Square, Back Circle = instead of the overhead launcher you could throw a low instead
Forward X, Triangle = Last hit is a duckable LOW range frame advantage move. Amazing move.
Forward X, X, Back X = Ends in an overhead
Forward Circle = Overhead Launcher
Also, incredibly just his normal jab has frame advantage unlike the other characters. Pressure god.
Sub Zero
Sub Zero has SOOOOOOOOOOOO MANY OVERHEADS AND LOWS. It's ridiculous. Mix that in with the fact that he could freeze with all his specials and this is a fierce ass character. Just not finishing his normal strings and grabbing instead is an amazing strategy because grabs can't be ducked.
Back Triangle(chargeable) = A frame advantage move if fully charged. Could be dash canceled.
Back Square, Triangle, Square = The second AND last hit are overheads.(if the second hit misses you can't keep attacking)
Back Square, Triangle, Circle = Same move but you could make the last hit a low
Triangle. Triangle. Triangle= Really hard hitting move. Last hit is an Overhead
Forward Circle, Triangle + Square= First hit a reallllly far range overhead, second hit a low.
Mileena
Mileena is clearly the most ranged of the 4 choosable demo characters. Her normals all attack from such a ridiculous distance that you could keep someone at her mid range all day. Mix that in with her SUDDEN and scary special moves and your on your way to alot of flawless victories.
Back Square, Circle = Last Hit overhead. Really ranged.
Back X, Back Circle = Tricky animationed low on the first move. Could add the second move for an additional low
Up Circle: Overhead Launcher that hops over enemy attacks
Scorpion:
Scorpion has a good arsenal to him. Of course we all know his specials, but his normals are a little bit of everything. Seems like the most balanced character out of the 4 playable.
Back Triangle = Overhead Launcher
Forward X, X = Ranged advancing overhead.
Forward Circle , X= Advancing low. Could tag on the last hit(which is high) because on block the low isn't too hot.
Square, Square, Square = Either frame advantage or almost frame advanatage. Hard to tell. But definitely not a vulnarable move.
Triangle, Square, Triangle = Ends in overhead
I know this isn't ALL their normals, but I tagged on the ones with really special properties. I hope you all appreciate it. The demo is great and the characters are sooo wonderful. I can't wait to try them all out and see what people are going to do as them. No one plays like another character. All the characters have there obvious strengths and weaknesses.
Mileena isn't too hot up close. Sub Zero is definitely a stronger and tad slower character. Johnny doesnt have too many low/overhead mixups. Scorpion is well rounded... <_<
And this is just me talking about their normals. Remember to mix in there specials in your head when thinking of strategies.
Also... just like in Street Fighter, everyone could option select specials onto your own whiffed moves. So you could input a normal and a special really fast and the normal will only come out if you miss, BUT if it lands both the normal and special will come out.
OH! ALSO! Jumping kicks can be blocked high and low. But all the jumping PUNCHES hit people while they are blocking and ducking. Mindgames.
Second also. Sweeps are really good but could be seen coming, they aren't as fast as they were in MK2 for instance. If your eyes are quick you could definitely see them coming.
Any questions on gameplay, just shoot.
Low attack: Still hits opponents if they are blocking high
Overhead: Still hits opponents if they are blocking low, but could be blocked high.
High Attack: Could be ducked
Launcher: Pops opponent up in the air for a juggle combo.
Normal String: Combo on the ground(all in command list).
Example of frame advantage: "Lets say I'm johnny cage and I throw out a frame advantage move.
If you block it then IMMEDIATELY afterward do your quickest move and *I* as Johnny do the same quickest move. Johnny's would land. Not yours. Frame advantage moves on block are used to trick your opponent into thinking they are safe to attack, when in reality they aren't. The frame advantage isn't too big. But in a pro players hands this could be epicly dangerous.
Playstyles:
Johnny Cage:
Johnny has ALOT of frame advantage moves on block from up close. Frame advantage on block means: if your opponent blocks the move, instead of you being at the disadvantage, you are at the slight advantage still.
You got to know what you're doing to find openings but it doesn't matter. This guy is a pressure god....
Back Triangle(chargeable) = Unblockable normal that could be dashed out of in between.
Square, X, Triangle = The last hit is really close range, but has frame advantage
Triangle, Square, Triangle = Last hit is an overhead mini laucnher
Triangle, Square, Back Circle = instead of the overhead launcher you could throw a low instead
Forward X, Triangle = Last hit is a duckable LOW range frame advantage move. Amazing move.
Forward X, X, Back X = Ends in an overhead
Forward Circle = Overhead Launcher
Also, incredibly just his normal jab has frame advantage unlike the other characters. Pressure god.
Sub Zero
Sub Zero has SOOOOOOOOOOOO MANY OVERHEADS AND LOWS. It's ridiculous. Mix that in with the fact that he could freeze with all his specials and this is a fierce ass character. Just not finishing his normal strings and grabbing instead is an amazing strategy because grabs can't be ducked.
Back Triangle(chargeable) = A frame advantage move if fully charged. Could be dash canceled.
Back Square, Triangle, Square = The second AND last hit are overheads.(if the second hit misses you can't keep attacking)
Back Square, Triangle, Circle = Same move but you could make the last hit a low
Triangle. Triangle. Triangle= Really hard hitting move. Last hit is an Overhead
Forward Circle, Triangle + Square= First hit a reallllly far range overhead, second hit a low.
Mileena
Mileena is clearly the most ranged of the 4 choosable demo characters. Her normals all attack from such a ridiculous distance that you could keep someone at her mid range all day. Mix that in with her SUDDEN and scary special moves and your on your way to alot of flawless victories.
Back Square, Circle = Last Hit overhead. Really ranged.
Back X, Back Circle = Tricky animationed low on the first move. Could add the second move for an additional low
Up Circle: Overhead Launcher that hops over enemy attacks
Scorpion:
Scorpion has a good arsenal to him. Of course we all know his specials, but his normals are a little bit of everything. Seems like the most balanced character out of the 4 playable.
Back Triangle = Overhead Launcher
Forward X, X = Ranged advancing overhead.
Forward Circle , X= Advancing low. Could tag on the last hit(which is high) because on block the low isn't too hot.
Square, Square, Square = Either frame advantage or almost frame advanatage. Hard to tell. But definitely not a vulnarable move.
Triangle, Square, Triangle = Ends in overhead
I know this isn't ALL their normals, but I tagged on the ones with really special properties. I hope you all appreciate it. The demo is great and the characters are sooo wonderful. I can't wait to try them all out and see what people are going to do as them. No one plays like another character. All the characters have there obvious strengths and weaknesses.
Mileena isn't too hot up close. Sub Zero is definitely a stronger and tad slower character. Johnny doesnt have too many low/overhead mixups. Scorpion is well rounded... <_<
And this is just me talking about their normals. Remember to mix in there specials in your head when thinking of strategies.
Also... just like in Street Fighter, everyone could option select specials onto your own whiffed moves. So you could input a normal and a special really fast and the normal will only come out if you miss, BUT if it lands both the normal and special will come out.
OH! ALSO! Jumping kicks can be blocked high and low. But all the jumping PUNCHES hit people while they are blocking and ducking. Mindgames.
Second also. Sweeps are really good but could be seen coming, they aren't as fast as they were in MK2 for instance. If your eyes are quick you could definitely see them coming.
Any questions on gameplay, just shoot.
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