Mixups and breaking defense in MK9

Being my first MK game and all, I’m generally curious on how people are trying to break down their opponent. I’m sure it is more character specific but I feel like having a strong mid is key.

Playing Stryker, he has a majority of highs and a few lows. He has one mid and that is off of a low. Knowing this, it almost seems like there is no reason why you would stand up to block. I can throw but really, my options feel limited.

I know this is an example specific to Stryker, but it feels like a few other members of the cast have this same problem. Again, I could be wrong but I am just curious on how you guys are handling this.

Also as a brand new MK player I am always mixing it up up close with overheads, sweeps, and throws so I can continue by block string pressure. Some characters like Johnny cage can combo off of a raw overhead (I have no idea who else can and can’t). Does Stryker not have an overhead to mix things up with?

He has one mid and that is after a low. So if you block that low, you know that a mid is coming. It seems somewhat safe so it isn’t that bad but still. That is his only mid so it just feels like there is no reason to stand to block.

It is why that I feel like if your character doesn’t have a strong mid/overhead, it will be an uphill battle.

Again, I’m new but that is just my general impression.

If people are blocking the mid for free then you could always throw in a sweep after that low to teach them to block low. It obviously wont combo but you get a knockdown and can continue pressure still putting you into another situation where you use the low and possibly go for another sweep and what not. Also remember to throw, I don’t see a lot of people doing this yet.

Low, medium, grab, chip. For the most part that’s not the case, most players would end up taking damage when they try to use a move themselves.

Same shit but people have to use block instead of just holding it all fucking day and spamming moves at the same time such as in SF.

its ok to use overheads that dont combo. they give plenty of plus frames on hit, and its not as easy to scrub out of pressure as in sf4

so its ok to overhead, then do something else that gives plus frames then overhead again if they arent stand blocking

as the dude above me said, you actually have to hold your block in this game, so you dont have to worry about mash jabs and such

Throws are very useful to get characters off of crouch block by forcing them to choose between neutral crouch or crouch block, as throws hit a crouch blocking opponent. This sets up the opponent to get hit by mid attacks. Also you have chip damage to fall back on, and it adds up really fast.

So, in that case with Stryker, that particular low string sets up a lot of scenarios. Since the opponent wants to block the overhead, you can cancel it into the baton sweep or just do the low and then throw. The first option catches them trying to stand block, while the second is designed to condition them to avoid the throw by letting go of block.

Due to how you have to avoid throws, the threat of them is a very powerful tool.