Quote (onePOINTeight @ Jul 29 2019 01:11pm)
I'm starting to feel that the characters with the most combo options that leave your opponent standing are the best, because like everyone has stated, advantage goes to the person waking up as long as they have defense meters.
I always wondered why some online opponents never finished their combos to knock me down, its because if they leave me standing I have to guess without wake up options
This has been most noticeable vs Sub-Zero opponents
Anyone have any off the wall Sonya tips? I've picked her up recently
I started mk11 playing scorpion and one thing about reborn is that his teleport cancel can make unsafe strings safe on block if you spend the meter to escape before your opponent takes their turn
Sub Zero players do jump 2 into standing 2 because it's +23 on hit which basically jails the mixup, the 50/50 that follows is hard to react too and resets the situation, also forward 4 is plus 4 on block and hard to stop in this situation as well unless you've labbed the flawless block punish, jailing highs in Mk11 is really hard for some reason. but sub zero's shit is pretty tightly sealed, no gaps