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Old 09-02-2009, 10:07 AM   #151
Krayzie Bone
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Default Re: MKDC Character Statistic List

16/20?

I was the one who said catwoman was better than people thought and I still stand by that; however, 16/20 is just pushing it... lol

I am currently working on both, Raiden and Catwomans statistics, but I have to finish testing them, offline.
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Old 09-02-2009, 10:28 AM   #152
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Default Re: MKDC Character Statistic List

What do you think it should be?
I just figured that since Kit is normally a 17, catwoman would be really close to that.
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Old 09-02-2009, 01:16 PM   #153
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Default Re: MKDC Character Statistic List

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Originally Posted by Itz_Kyo View Post
What do you think it should be?
I just figured that since Kit is normally a 17, catwoman would be really close to that.
I will post a statistics list in due time, I have been busy lately with school, street fighter tournaments, etc.
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Old 09-03-2009, 07:06 PM   #154
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Default Re: MKDC Character Statistic List

There is no way she is 16/20. Her overall should be more around 11 or 12. These are made compared to the rest of the cast. Most of which have better zoning and up close games then Catwomen.

There is no way a character can have a 4/5 offence when her damaging set up are unsafe and will have her taking huge damage on block or whiffs. She doesn’t have much to get close to her opponent other then the flip kick. Her zoning is just terrible compared to the rest of the cast. Does she even have a wall game at her disposal? I’m guessing she is more around a 1 or 2/5.

Miscellaneous 5/5 how?
She doesn’t have a breaker combo. She does not have damaging unbreakables. She does not have rage activation combos. Her rage presser is average at best. I don’t think her rage escape is very good. From what I have seen of Catwomen a 1/5 would fit her here.
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Old 09-29-2009, 07:54 PM   #155
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Default Re: MKDC Character Statistic List

Hmmmm? lets see here.

AA is a catagory, and so is offense, so why isn't an Aerial game or defense a catagory?

Characters like Sub and GL don't have any special moves when airborne. Some characters have more than one like Kitana.

For defense, breaker combos would be listed here as well

Maybe a countering game, such as Kano's parry, Sub's Ice clone, or breaker kombos as well.
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Old 10-15-2009, 03:41 PM   #156
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Default Re: MKDC Character Statistic List

Quote:
Originally Posted by Itz_Kyo View Post
I think Catwoman was regarded as one of the low, poor tier characters and had a negative rep. I remember people saying "I use catwoman" to trick players into thinking that it would be an easy win. However, slowly but surely, people are realizing that she makes a formidable opponent if used correctly. So I thought I would do one of these stat things on Catwoman.

Catwoman

Punishing / Whiff Punishing: 2 / 3
DF3 is her most prominent, reaches mid-screen and is relatively safe. If the opponent evades incorrectly (ie. doesn't jump far enough), the third kick still works as a launcher. Second kick alone will not. However it's pretty predictable without a cross-up.
I also think her DB1 *BF(2_3) is a good whiff punisher expecially against characters with reversals or with whiffs that require a wakeup time.
BF3 is good when opponent is somewhat at a distance simply standing and gaurding. Slow but effective if you do the mindgames right.
For close range punishing, 2 pushes the opponent away and stuns them leaving them vulnerable.
1,1,B1 is another one. Hard to land unless used against a whiff I think. Or B1, useful when opponent rebounds off a block. Launches the opponent/Bounces
(All of the above set up really nice, damaging kombos)

Anti-Aerial Game: 2 / 3
When you know the opponent will be jumping at you from a far distance, BF4 is pretty reliable. DB1 done in the air is also a great one to use against opponents mid-close range because of its almost lightening speed. Contributes to mindgames. DB1 on the ground works against opponents in the air who are not too high. (midscreen-ish)

Damage: 3 / 4
Most of her kombos do a lot of damage and rely heavily on timing and pro moves. Her pro moves (effing amazing) pack a major punch to her kombos. You can almost always find an opportunity to bust out her whip at the end of her kombo leading to a pro move. Kombos from 44%-50% are relatively easy to do, which is why I think it should be a 5/5, but technically the damage % is not in that rank.

(50/50) Offense: 4 / 5
Catwoman is an offense beast.
Only real drawbacks, Catwoman will lose if she's played as a turtle, having a terrible frame advantage and all. She's more of a rushdown character, who constantly NEEDS to be offensive because it's difficult to land her close range launchers for her combos against a zoner or turtle, leaving her vulnerable to characters with long range attacks as well as her horrible recovery if she whiffs. She has a good overhead move for crouchers (B3) that will stand the opponent up and effectively cancel into a super move.
She can produce some frustrating pressure against blockers using 1 1,1 1,1,B1 or just repeated 1's. She has plenty of mix up options that confuse and catch opponents off gaurd that all cancel nicely to her super moves. If you mess up just quickly use DB4. Her pro moves are what make her look amazing. An offensive catwoman would be constantly initiating pro moves, and the results are devastating and beautiful.

Miscellaneous 5 / 5
She has a fairly decent evasive advantage in situations where she's being pressured, being shot at, or attacked by a raged opponent. Nice against people who spam projectiles since you'll avoid it and build rage at the same time.(DB4)
All her moves pretty much cancel, including the ones that blow the opponent across the screen. Again, her combos are strong with simplicity. Its pretty much over if catwoman is in rage, all her launchers will break the blocks since they hit more than once. opponents who jump up and down won't escape easily with her DF3. Possible to do a mixup with 1, but I don't really see the use.
Her DB1 * BF3 is unbreakable while DB1 * BF1 is not so I only use the latter in close range.
Has a nice buffer.
DF3 though, I have to say has a great frame advantage. Great at suprising teleporters as well as opponents who don't expect you to initiate a quick recovery.

Final Rating: 16 / 20

Online Changes

DB1*DB2 will not complete. She just kind of floats a little. There are times where it works however, but very unreliable.

DB1*DB3 doesn't always link on time so misses on occassion.

BF4 sometimes flips catwoman on the oppossite side, but the pro move is done as if you were on the side you should of landed on. Sometimes it gets a little confusing distinguishing if it was a glitch or if you really kind of landed on the opposite side.

Stop underrating Catwoman. Cartwheel kicks > all.
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Old 10-15-2009, 07:32 PM   #157
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Default Re: MKDC Character Statistic List

Baraka as according to Reo.

Punishing / Whiff Punishing: 1 / 3
FF2 is a mid that reaches half screen and does 14% on hit, it's Baraka's main punisher but is very unsafe on block.Weapon B1 is also used for punishing up close.

Anti-Aerial Game: 2 / 3
DB1 can be used on people who like to jump back, his main anti-air is BB3 which is used on people who like to jump in and over Baraka, it's also easy to buffer out of block. Weapon B1 is also his other main AA tool.

Damage: 2 / 4
Baraka can get 40% after landing his weapon B1.

(50/50) Offense: 3.5 / 5
Baraka's hand to hand stance doesn't have anything besides a nice quick low B1 that grants advantage on hit and des 7%. His weapon stance is his main bread and butter. Weapon 2 is semi-safe on block and a decent mid for 5%. Weapon B1 is a mid pop-up and safe on block. Weapon B3 is a low that goes under highs, has good range, does 7% on hit and gives advantage on hit. Baraka's main 50/50 offense consists of weapon B1 mid pop-up and B3 low.

Miscellaneous 2.5 / 5
Baraka in Rage Mode up close is dangerous if he catches you in a series of 1,1,2. He is very easy to avoid and turtle though in general. DB1 is a decent projectile that does 9% and can be delayed by holding 1.

Final Rating: 11 / 20

Online Changes

Pros:
+Nothing.

Cons:
-BB3*FF2 sometimes will not connect.
-Blades B1 anti-air properties is cut in half.


I just had to speak up. I main Baraka, and have a few edits to the ranking. Please bear in mind that I have an extensive knowledge of the moves and what is good and bad, and am in no way trying to put him in top tier. I am aware of his limitations, but to fairly rank him on the 1-20 scale (obviously based on a characters moveset and not the opponent faced) then I would make a few changes.

Punishing / Whiff Punishing: 2/3
f,f+2 You would never use this move unless it was guaranted, so the unsafe factor "to me" is not a factor. This move is very fast and does a nice 14% damage. It punishes GL random hand and a few other pesky varmints, which is very good, and can also trade well with projectiles and slower moves in a mid screen match up due to the damage. Up close, B+2 in H2H is very fast and can punish a lot of moves that are unsafe. Blades 2, and Blades 1,1,2 are great for punishing from just outside of the average characters reach. I have to say, he deserves a 2.

Anti-Aerial Game: 2/3
Jumping forward is met with b+2 in H2H every time. this gives a 45% combo guaranteed, and is extremely fast. Jumping forward against blades is met with b+1, and both stances still have the b,b+3. I invite my opponent to jump as I have well rounded arsenal in each stance. I can not see any weakness against jumping with Baraka. The only reason that I do not choose 3, is that some characters, (eye beam, GL hand, liu kang cartwheel) have excellent moves that keep you on the ground and hit from a very good distance.

Damage: 4/4
2,2 in H2H is safe, can punish a lot of moves, and results in a 48% combo with no pro-move, and 62% with a pro-move. B+2 H2H results in 45%, 1,1,2 in blades is well over 40 when it is over, and b+1 is 40% every time. I don't feel that these combos are that hard with a little practice, and you are going to burn a breaker when you get hit with 2,2......if you are smart. Factor in those numbers with RAGE in the mix, and you have some pretty serious damage.

50/50 Offense 4/5
Almost agreed with the number, but forgot safe 2,2 poke in H2H and the ever impressive b+2. ( I know it's high, but you don't just spam it, it's a finesse move :-). 2 in blades also staggers on hit, and has great range and is almost unpunishable. I think that should get him another half a point.

Miscellaneous: 3/5
Yes I have once again added a half point. RAGE: stay on the ground, Baraka gets guaranteed blades walk up 2,2,d/f+4 (insert combo of choice after) I usually get at least 65% of unbreakable damage. If you use the stand up and then a 1,1,2, and then do a combo of choice there is a lot more damage to be had. The end of the combo is obviously subject to being breaker'd if opponent has one. If you roll, or roll and jump after rage, there is more, but i am not telling all my secrets :-P In H2H he has a horizontal high which ends in no punishment 1,1,2, and a horizontal low with good range that high crushes. These moves put a stop to a lot of sidesteppers. I would give him more, but there is so much power in the upper ranks that I can only hold certain top tier characters in the 4 or 5 out of 5 in the miscellaneous. He can also quick switch back and forth between stances off of either of his launchers H2H b+2, and Blades b+1 and still complete a decent damage combo.

Overall score: 15/20

Feel free to comment, but I have put my time in. I mention once again, that the rating is against his damage, safety, and useability, not his comparison to the other characters. I know he doesn't have flash spin or lantern grab. He can hold his own though, that's why I main him.

Love the site, appreciate the fellow MK fans.

CB
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Last edited by The1colin; 10-15-2009 at 07:39 PM.
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