Certain fundamentals just don’t exist outside the scope of MK. I’ve spent one day with the title, but some time trying to learn MK. It’s enough to go online and start bopping fools.
Interrupts with d.1
Identifying Frame Advantage, using your down.1 “Low Poke”, then following up immediately with a quick string. This thing is usually one of your fastest normals, and hits Mid. It’s usually your only way to stop someone from just pressuring you with strings endlessly. Low Pokes give you frame advantage on hit.
This is something I find REALLY important, probably more important than any other thing I’ve had to learn coming over from other games. If you come from VF or Soul Calibur, it makes a lot more sense.
Some characters just don’t have a standard go-to Anti-air, like a Shoryuken (Though some do), this means “Air-to-Air” can be very important depending on what the opponent is using to jump-in with. With Killer Frost, you may not be able to AA a character with a jump-in with a huge downward hitbox. This means, you need to identify the jump-in, then immediately jump towards the enemy with a rising jumping attack. This will usually beat out an opponent aiming to hit you on the way down, since they won’t be hitting their attack button until after the peak of their jump arc.
So I may anti-air a jumping opponent with my own quick jumping attack. I generally use j.1 or j.2 with Killer Frost.
From j.2, I can land, do Slide > up.3 > up.3 > 2,2 xx Icicle Spire thingy for like, an easy 35% or so. In the corner, I can Meter Burn the Icicle and combo back.3 for an area transition, which brings it up to 45% or so. That’s dope, and may be more rewarding than Anti-airing with one-off special attacks.
Committing to strings even though you don’t want to**
Seriously. You cannot hit-confirm off of some of your better strings. Since you need to precisely buffer special cancels before the first active frame of the final hit of whatever string you’re cancelling, you have a limited time to hit-confirm. Your character might not have a means to comfortably hit-confirm. This is something you need to learn to deal with. Find a string that’s safe on hit or block.
If you’re character does have a hit-confirm available. Go to it!
Meter Burn forward.3
Everyone can do it. It has one hit of armor. It’s an overhead. This makes it a major defensive and offensive option against many characters. You can also dash cancel these attacks as they’re charging. This means you can use it to dash through stage hazards. Wonder Woman kicking your ass on wakeup with her fucking instant-overhead/low mixup? f.3 Meter Burn right through that shit.
Knowing what you can Meter Burn f.3 through and what you can’t will open up some serious options when dealing with predictable opponents who nurse punishable strings too much.
Know your BnBs
From your Fastest Normal
From a Quick Mid
From Overhead (f.3/Meterburn f.3)
From each Jump-in
From Crossup if you got it
Know when Meter Burn is useful
This is different on a per-character basis, even on a per-move basis. I don’t use all that much Meter Burn for specials on Killer Frost. Her Super is ass, and Meter Burn f.3 Dash Cancels are mad necessary to deal with Power Characters using Stage Hazards (Shit is OP at the moment). f.3 also leads to crazy damage with Killer Frost, since it combos into shit.