I think MK9 kitana fans were better than mkx's for these reasons: EX fan allows for 50% off of any string that combos into EX fan. Regular and EX fan give great unbrekable damage for pretty good damage. Meter build (look above for why that is so important and breaker in MK9 was really important as well). Also Freddy now idk if you count Freddy's ground spikes but if you do than that is the best projectile in the game for these reasons Off of Freddy's regular and low projectiles if you do far ground spike it will frame trap. Gives one of the best meterless if not the best meterless 5050 because if you guess wrong you eat a 30% combo and then Freddy can go back to zoning (Which is what Freddy wants).However since it uses close ground spike which is -13 on block makes it punishable on block. For one bar Freddy gets get a 5050 that is -4 with pushback which also leads to 45% midscreen and Freddy can go back to zoning but in the corner is where it got really good becuase you got 50% into a setup for sweet dreams which lead into another 5050. For Freddy's regular and low projectile they were also some of the best projectiles in MK9 for these reasons: For the regular projectile it wasnt a good idea to try and crouch under it becuase of ground spike being so good. Both of them on block frame trapped into ground spike which if the Freddy player thought you were going to sit there and block he could also throw another one of the 2 for more chip. You could not jump over them without risking having to take a ground spike which would put you full screen again. Meter build becuase of the frame traps.
In mkx, they were pretty slow to start, you can interrupt them while the animation to throw the forceball is starting. Maybe from full screen they were good, but only against someone without a fast teleport.
@@callmejohnny735 yes it was a slow startup but you could set it up to apply crazy pressure. You launch the forceball out, send the other player with a far knockdown, run up to them and now they can’t punish whatever you do because the forceball will eventually catch up and interrupt any punish that they do, or it can extend your own combo because it would relaunch them
Ty for this he gave Sheeva a mention for the same thing with her enhance version. When you could enhance force ball to be fast and set up combos to/caught ppl slippin. He used my boi as a punching bag but no nod of recognition. 😓 (You can probably tell who one of my top 5 mk characters)
@@jacko7013 lol maybe not that harsh but I have my preferences. (Understand his choices per game but the pool of projectile base moves are deep and varied. ) Trying to avoid True's Sheeva stomp for the both of us lmao.
@@Breezey_Dubz The utility those projectiles have is truly something. They contend with other zoners due to speed & low endlag. They're really plus on hit & you can cancel the animation after you hold it. You can hold it and angle it for mix-ups. It's a cracked move. Its one drawback is the lower damage (slightly) per laser.
Kitana's glaive in her mournful variation was amazing, too! She could direct it upwards and downwards. You could combo off of it. It was also really fast and safe on block. You could also throw it in the air and the best of it is that it hits overhead! If amplified, you can get a combo launcher. Needless to say that everytime she threw it, she built meter really fast.
Kitana's fan toss is the most iconic projectile in MK history for me. There is nothing more satisfying than destroying the opponent with fans, so classy.
As a Jade main, it's hysterical to me when I beat someone to go up 1-0 and they have this idea that I'm a zoner so they pick all ninjas Shang thinking they can Smoke shake me - then I destroy them up close because they don't know wth they're actually doing with Shang.
My favorite projectiles in MK2 were Kitana’s fans which were large and Reptile’s orb which provided field control. MK3’s best projectile was Sector’s Heatseeking Missile. MK1 was definitely Scorpion’s “Get over here”.
You forgot Liu Kang from MKX The Dualist and Dragon Fire You could even amplify the fireballs in Dragon Fire twice and thar can catch a lot of people of guard. Aside the fact almost everything he does us safe and has extraordinary pressure Tremor too with the cookie cutters. Excellent for mixing
I feel like you’re missing Erron Black’s scud shot. At least the meter burned version. The move by itself is great, destroys all other projectiles and can make strings safe. But the meter burn is pretty much un-react-able, can catch you if you’re falling from the air, and can essentially always punish. I understand that scud shot itself is not a projectile, and that is probably a big reason it didn’t make your list.
Tanya had another variation with another projectile, I think it was her tonfa toss, when enhanced it would go forward and then come back and hit them in the back meaning you could hit them always if you put pressure on. And would always break their block.
MK9 Smokebomb was one of the most broken projectiles ever!!! Can’t believe that wasn’t put in this video!!!!! Huge damage potential leading to a combo and reset....extremely fast....and was for the most part safe!!!! Plus it was a counter poke and footsie tool monster!!!!!!!
predator mkx had a pretty sweet caster mix up with the his qui ten variant, attack high special cancel into low caster for the mix up or amplify n get a launcher which you could combo into both, low amp caster was a notoriously good wakeup combo starter and even if blocked the pushback kept you safe most is not all the time, on top of that you could pump out some stupid damage with them from mixing them into combos. even his discs had alotta pressure and locked players down on the ground which you could use after any combo to keep the pressure back on wake up
5:50 I didn’t play with anyone but my friends and cousins who weren’t experts at this game by any means- but I would get *so much damage* off playing Reptile and using his slime ball projectiles. Enhance them and you can make them bigger, one travels rather fast, one rather slow and you can’t tell which of them Reptile is using by animation alone (I don’t think). I’d often catch them with one bubble, catch them in the air with another, bouncing them close enough for me to use his acid backhand move, and I remember it doing a ton of damage. Again, we weren’t pros by any means so maybe it’s not as good as Im thinking/ remembering, just figured I’d throw it out there!
Quick question: Is Jasons machete toss good? I'm a really new player but realised it does hella damage blocked or not. I also noticed it was quite fast so when you weren't close I struggled with trying to contest with other projectiles
Well Done!!! Your finally Getting Hollywood's Retro Pop culture of the MK Series making Fans go back and forth to MK9, X & 11 Ultimate, Don't be surprised if they Fully try Resurrect MK3 Ultimate or Trilogy with a Mix of the Projectiles you were talking about, Have fun :)
There is one more detail about Kitana in X and her fans. At point blank they are almost completely safe on block, as if they weren't good enough from far away (and maybe probably that she has a fairly easy to-do unblockable combo with her fans if she has one bar).
Yo underdawg I'd love to see you make a tier list for older NRS games like mk9 or injustice 1. Just want to see your opinions on how well the characters have aged
For MK9 I'd add Noob's EX Ghost Ball, all of Freddy's projectiles, Rain's EX water bubble, Cyber-Sub's bombs and ice ball (I believe it's even faster than Human Sub), and Reptile's acid balls. Then for MK11 I'd also put Kollector's bags and bola, Cassie's Kneecappin' (it launches), Kitana's sais, Skarlet's blood balls, and finally Sonya's energy rings as an honorable mention. And of course you always mention Scorpion's spear.
MKX Tanya's Kobojutsu projectile was a problem before, as it forces opponents to block in 2 directions and Tanya Players exploitted it. MKX D'vorah's Swarm Queen Variation could be considered. It has some start up before she throws the bug, but she can feint/cancell it very fast, giving her access to insane combo strings. Enhanced version can be used to lock opponents too though it has a long start up
The MK9 scorpion spear was amazing, it stunned the enemy leaving them open for a combo, and could catch an enemy in the air. Not to mention the fact that the first blow from getting hit by the spear would count as a hit included in a combo done after a stun. And I belive this does count as a projectile. Maybe I'm biased, after all I am a Scorpion main.
@@Meepswipt Yea lmao. I usually play at mid range and combo and mix up a lot. But if they start spamming I all of a sudden feel like camping and zoning 😛
I’d love to see an injustice version of this video. I actually prefer the gameplay of the injustice games to mk’s gameplay but DAMN I wish both games metas wasn’t zoning. Dead shot ruined that game for me a lil bit and doctor fate deserved better. He is one of the most powerful dc characters and for him to be disrespected with that gameplay... wack.
ermac soul ball? 8% mid that allows you to get 35% from a full screen trade, plus you can jump fake the ground slam and cathing someone with the air soul ball
Feel like your sleeping on MK11 Skarlet here. Slow, ground, tongue is a great way to keep them way out. Also Slow,boiling point. And slow, fast, tongue. That stuff makes folks rage quit!
Coming back after MK 11s death. Z hat for sure. 3 hit projectile, when amped upwards of +25 on block. Kinda long on start up but can be gimmick cancelled if you like to mess with people
I know this is not an NRS MK era fact but Sareena in MK Armageddon defo has imo the best projectile in the entire game, the knife toss. The recovery is lightning fast, can be used as a combo extender for multiple hits (regardless of range), can ring out the enemy if death traps are on, and possibly the most broken thing for Sareena exists because of her knife toss, which is that she can follow it up with a full-screen regular throw (and iirc the throw is unscaled but either way it's busted).
Honorable Mention: Flame's Fire Stars Attributes: - Travels Full Screen To The Opponent - Can Amplify For More Damage - Can Also Grow Bigger For The Opponent So They Can't Escape.
Kung Lao’s Hat Trick and Buzzsaw variations should’ve been mentioned. If you were a skilled Hat Trick player, you could put pressure on diamonds and they would break.
Dragon Ball FighterZ: Projectiles(Unless it high-power or design to have more P) cancel out each when collides. Mortal Kombat: Pass throw each in the air like they don't exist. Random question but I want some actual answers to this. But's what are the pros and cons to both of these styles? I'm gonna straight up say it but I definitely prefer the former of these two. But the second one seems like a questionable game design if you ask me. These aren't the only two mind you. I'm pretty sure other fighting games company design similar as well but these are the ones that pop into my mind.
Because they’re not the best. Cetrion Zoning is also only good because of her teleport. If you get out zoned by a cetrion who doesn’t have teleport then I don’t know what to tell you.
@@homura_8 yea because she definitely doesn't have a low hitting tracking projectile , a air bolder that has a kb on it , a regular bolder that leads into full screen frame traps , a air projectile and a full screeb tracking fatal blow with armor. All of them cant be ducked by the way
@@unforsaken8611 you’re saying tracking low projectiles I’m guessing you’re talking about ground pound well if you are you can jump after the first hit and with some characters can even punish, the low bolder to avoid the frame trap flawless block it. What I was saying wasn’t that she doesn’t have a lot of projectiles but that a lot of characters have faster projectiles then her that if she doesn’t have the teleport most characters can out zone her because her projectiles are slow it’s her teleport that makes her zoning works because you can’t just zone her back freely without worrying about that teleport.
@@homura_8 she can cancel the ground pound so that removes the fb gap. Also everything she does puts you at a distance. So go ahead and fb the bolder. But you still going to have to deal with the air bolder so no jumping. Also deal with the ground pound cancel. So good luck wave dashing Also her air projectile. So have fun trying to hit her with a projectile. All of which will knock you away. Also once you get close to her she has rock wall and tornado for pressure
In mk11 sub zero's projectile is hands down the best. For just 1 meter it becomes mid, flies faster, eating all projectiles on it's way, freezes for full combo. So so overpowered... Other characters spend meter for it to become mid or just do a bit more dmg and thats it.