MKvsDC Character Statistic List & Tier List

Characters should be based off like this:

Punishing / Whiff Punishing: ? / 3
*Basically, how well a character can punish. Really, only characters, such as Flash’s BF4, Green Lantern’s DB1, Superman’s FF4, Kitana’s DB4, etc… should receive a 3 out of a 3 in this category. *

Anti-Aerial Game: ? / 3
Since jumping is a part of MKDC’s game, I decided to include this category. Basically, this category examines a character’s anti-aerial game. Characters, such as Raiden’s DB2, Kano’s DF2, DeathStroke’s weapon B1, etc. should receive very good scores.

Damage: ? / 4
Damage refers to juggle and combo damage. Below 31% = 1, Below 41%= 2 ,Below 55% = 3, 55%+ = 4. Keep in mind it should be based off the damage your character can dish out from their best moves/launchers and Rage Mode damage is excluded.

(50/50) Offense: ? / 5
You have to ask yourself the following questions to complete it: What are the character’s options to break down a turtler? What are the mix ups? How safe are those mix ups? How does the character track? Does the character have any +frame moves on block? Do they have a jab game?

Miscellaneous ? / 5
These are extra things that only very few characters have such as free combos or moves off of breakers, any glitch throws that lead to extra damage etc. Anything free off Rage Mode activation? Rage Mode mix-ups? How effective is the character in Rage Mode? Anything else note-worthy?

Final Rating: ? / 20

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-MKDC Official Statistic List-

Raiden
Punishing / Whiff Punishing: 3 / 3
A couple of things must be said under this category, Raiden is probably the most dangerous character in the game when it comes to punishing, FF4 becomes very stressfull under any whiff circumstance, you basically have to play a defensive game against him, to the point were it changes the way the game is played, any arena becomes raidens domain, his 6 frame teleport can punish even the most safe whiffs in the game, including a missed BF4 by flash.

you can execute his 6 frame teleport on any whiff or use his FF4 to punish, remember FF4 pushes your opponent to the wall, causing a 50/50 situation. With a safe distance you can charge up a DB2 and/or wait for the jump for an Anti-Aerial Game.

If a 6 frame teleport is executed on whiff, on most occasions depending on your opponents -Frame’s, you can combo into a FF2 that leads to his pro-move and possibly 50% damage.

Anti-Aerial Game: 3 / 3
Just as you thought jumping away would do the trick, you will find raiden to be a very versatile character in the air, UF4/3*FF4 will punish you every chance he gets for an easy 14% damage, to add to this atrocity just like a regular FF4, it pushes you down all the way to the wall for an easy 50/50 attempt with vicinity charge, that will ultimately lead to another 15% taken away from your opponent.

Vicinity blast itself is Anti-Aerial from almost anywere near raiden, if you jump straight at him, he can execute an easy 7% or 17% easy pro move, the most dangerous mid special in the game, it hits you while you jump duck or simply whiff a move.

Damage: 3 / 4
Beside’s all the other factors that make raiden a pain in the ass, he has amazing damage, easy mid combo’s that lead into pro-move’s for 44% damage, easy high combo’s that lead to 50% damage or easy 14 and 17% attacks, executed for missed attacks.

50/50 Offense: 5 / 5
Just the simple fact that raiden is so hard to deal with, 50/50’s become even more-so stressfull, vicinity blast can come out of nowere, sometimes you get confused, you dont know if you should jump away, block or punish, if you jump away or try to punish it, the raiden user can let go of a charge and blow you away, if you block long enough you can be blown away with an unblockable regardless, raiden can charge this from anywere on the screen and still manage to be safe, to add to it, he can easily uncharge the special with a simple tap of DF, you can continue with a 6 frame teleport and a possible FF4 on your opponents whiff, or continue another charge.

corner 50/50’s with vicinity blast are the most annoying, you cant do anything besides block, but if you do it long enough you can be blown away regardless, watch for his distance, at close range you can cancel out his attak on hit.

jumping away from a simple B3 can lead to 17% damage of UF4/3*FF4, 17% with vicinity pro-move and up to 50% damage on his FF2 pro-move combo’s.

42 is not jumpable when B3 is executed, this is yet another stressfull 50/50 game for raiden.

I honestly dont think there is a character in the game that controls the entire arena like raiden does.

Miscellaneous 5 / 5
Online raiden’s pro-move gets an extra hit off FF2, easier special’s off combo’s and a safer teleport, there is a glitch in his charge sometimes that causes him to crouch before he releases a charged fireball, it makes it a bit unsafer but not enough to stop him. FF4 is a really stressfull move, hard to deal with at all times, as much as flash makes you block, raiden does the same, but due to his 6 frame teleport… once again, very safe character… and lets not forget about his FF4 Flying angry raged up god of thunder, lol

Raiden controls the entire match when he is on rage, same goes for his opponent on rage, he can easily escape any character on rage by simply executing his 6 frame teleport and FF4 in the air.

on rage, raiden becomes the most broken thing in MK HISTORY ! LOL !

Overall Ranking: 19 / 20

Online Changes

Pros:

  • Safe DB2 online.
  • FF2 does 17% more damage because it glitches and teleports Raiden after the bolt connects, this allows for higher damaging juggles online.
  • Higher damaging juggles.
  • Teleport becomes like 4 frames online.
  • FF4 on block glitches and sometimes becomes safe.

Cons:
-Nothing.

Shao Kahn
Punishing / Whiff Punishing: 3 / 3
FF4 is one of the best punishers in the game, it’s extremely hard to punish on reaction(100% safe for online), unbreakable, very easy buffering out of block, has an insane 2/3 of the screen reach, has a pro version of it for 18% damage.

Anti-Aerial Game: 3 / 3
BF4 is very easy to buffer from block and has the most priority against opponets in the air. FF4 is very nice for anti-air as well. DB3 is good for some spacing on people jumping above you.

Damage: 3 / 4
Shao Kahn’s damage is good. 43% from his B2/U2, 47% from a B4, 50% from landing BF2.

(50/50) Offense: 4.5 / 5
Shao Kahn’s offense is very lethal, one of the safest and dangerous characters up close. B3 starts up his 50/50 game, does 5% on hit, is a low and leaves advantage on hit. 4 is a mid, does 7% on hit, starts up his 50/50 game, leaves advantage on hit, safe, good range. B2 is a mid pop-up, safe on block. B4 is one of the fastest and safest high pop-ups in the game. 3,4 is are both mids and is 100% safe on block.

Miscellaneous 5 / 5
There is nothing worse than being up against a Shao Kahn with a breaker in his disposal. Breaker grants unavoidable guranteed 18% from anywhere on the map, first part is unbreakable. Breaker near wall also gurantees 40%+ combos near walls, one of the most broken elements in the game. BB1 is a safe and spammable projectile. DB3 reflects some projectiles. Shao Kahn rarely needs Rage Mode but when he does use it, he is very dangerous up close due to his series of unblockable 3,1,1’s.

Final Rating: 18.5 / 20

Online Changes

Pros:
+FF4 is 100% safe.
+FF1*1+2 damage scaling is increased massively.

Cons:-Nothing.

Green Lantern
Punishing / Whiff Punishing: 3 / 3
DB1 catches opponents anywhere from close to mid screen. Anything past mid screen gets DB2DB2DB2 for 21% unbreakable damage. He can also use 3,DB1 at closer ranges.

Anti-Aerial Game: 2 / 3
DB1 can catch opponents as they are landing. 4,DB1 is a good AA at mid range.

Damage: 3 / 4
Lantern’s damage is no joke. 25%(unbreakable)-29% after DB1. Over 40% + setups after 1,1,3,DB1. 30% after U2 or B2. Lets also not forget that his DB2DB2DB2 is also the most damaging unbreakable projectile in the game.

50/50 Offense: 5 / 5
B1 is 7% low that grants advantage on hit and you cannot jump out of repeated B1’s, you must low block which frees up walk in low/mid/throw mixups. In corners he’s DEADLY especially if u get combo’d into the corner with a combo ending in BB3, the BB3 gives BIG advantage and you are stuck in a corner where he can B1 you until you duck and when you do duck he B2’s you then DB1 then BB3 and the trap is reset and you must guess again. Or, the advantage after BB3 is so big if you try to hit a button he can 1,1,3,DB1 and now you are really gonna lose some life. In open space BB3 grants advantage but because of the distance all GL can do is a DB2 promove attempt, come in for a mixup, DB1 if you don’t wanna block try to jump away. Also, in mid to close ranges the threat of DB1 can turn opponents into a statue.

Miscellaneous 5/ 5
Breaker combo is ridiculous. 25% unbreakable combo, 29% breakable but it ends in BB3 so you are either corner trapped at BIG disadvantage or at disadv antage in a mid screen setup.

**Overall Ranking: 18 / 20 **

Online Changes

Pros:
+DB1 can become 100% safe.
+B1 is 100% safe.

Cons:-DB1 off of breaker becomes slightly difficult.

Darkseid
Punishing / Whiff Punishing: 3 / 3
with bb1 omega beam and dd4 ground pound you cant wiff anything from any range. db3*1+2 also punishes projectile attempts. for unsafe moves he has b1 and 11~bf4,dd4.

Anti-Aerial Game: 3 / 3
trying to jump in over bb1 omega beam is very hard and ill advised. he also has bb2*bb1 AA omega beam. bf4 knee can also act as an AA.

Damage: 3 / 4
2 main launchers… if either of them hit you, you lose a minmum of 40%. specials are decently damaging as well.

(50/50) Offense: 5 / 5
11 is -1 making it very hard to interrupt multiple 11’s with anything besides a high crush and even if you try to high crush after 11 he can 11~dd4… 11 grants advantage on hit and sets up a 50/50. d1 is advantage on hit or block. b1 is a safe mid launcher and if its blocked you cant interrupt a d1 followup which keeps Darkseid at advantage. b3 is a safe low launcher.

Miscellaneous 4 / 5
dd4 ground pound is guaranteed after breaker and is unavoidable damage when Darkseid has meter. after bb1, bb2, and bf4 special moves hit he gets a free ground pound. he also gets a dd4 ground pound after a crossup uppercut. Breaker done in air grants Darkseid free unavoidable/unbreakable damage from DD4, also prevents people from juggling Darkseid recklessly.

Overall Rating: 18 / 20

Online Changes

Pros:
+Lasers become slightly safer.
+BF4 becomes 100% safe.
+Ground pound becomes slightly more safe.
+Ground pound being blocked up close may result in guranteed ground pound.

Cons:
-Nothing.

The Flash
Punishing / Whiff Punishing: 3 / 3
BF4 is the best punisher in the game by far, it comes out instantly and has an insane full screen reach. Can be buffered out of block easily and leads to a free combo.

Anti-Aerial Game: 3 / 3
Once again, BF4 takes the cake. Jumping against a good Flash is a risk because he can dish out a BF4 instantly and catch you in the air allowing for a free juggle.

Damage: 3 / 4
Flash has very good damage. He can reach 40% from a low and 48% from a mid.

50/50 Offense: 4 / 5
Flash is a big guessing game, it’s either block low or high. B3 is punishable on crouch block. Only safe reliable move Flash has is 3,1. Although he doesn’t have many safe moves at all, his rewards and ranged 50/50s are good and a bitch to deal with.

Miscellaneous 4.5 / 5
Flash has his glitch grab which freezes the opponet and grants a free combo of choice on the start of the next round if done correctly in the previous round. Flash’s basic Rage Mode mix-up is either run up and 3,BF4 or if they jump; BF4. When Flash has his Rage meter full he is an extreme threat as he can get a free BF4 after activating Rage Mode close-up.

**Overall Ranking: 17.5 / 20 **

Online Changes

Pros:
+B3 becomes 99% safe.
+BF4 sometimes glitches on block and goes through the opponet making it safe.
+BF4 collision resets online instead of counting as a whole combo.

Cons:
-BF4 can’t punish moves that it would punish offline everytime, example: Shao Kahn’s FF4. Don’t tell me play on a good connection because the server by default makes Shao Kahn’s FF4 100% safe, if I were to connect two 360’s in my room and test it online, same shit.
-DB11+2 glitch grab timing gets fucked up online resulting in attacking your opponet in the front instead of the back which disables the pro move.
-BF4 block disable is cut in half when they’re spinning.
-His best combo online fucking freezes Flash and he runs in one spot and your opponet gets a free combo… GAY. 3,BF4, 2,2,1DB4, 4,BF2(INSERT FREEZE HERE).
-Best combo off of B3 will not work and will freeze Flash in one spot and give your opponet a free combo. B3, D2, BF4, 4,(NOT CONNECT + INSERT FREEZE HERE)BF2.
-Pro moves off of DB4
22 / 2,2,1,DB422 /DB22*2 whiff online.

Superman
Punishing / Whiff Punishing: 3 / 3
bb1 heat vision promove hits full screen. ff4 is fast and covers decent distance. for unsafe move punishment he can still use ff4 but he also has 4 then ground pound promove, 11~df3(freeze), b2 launcher, and b1 launcher. df2 and ff4 are his best punisher move df2 for a 20% damage after promove. at a close distance he has 11bf3 and 3bf3 both ending his best combo.

Anti-Aerial Game: 2.5 / 3
using bb1 heat vision makes it near impossible for opponents to jump in from certain ranges and it also catches almost all attepmts at jumping away. from close range he has db2, df2, and df3 but all are VERY risky. for safer and more consistant close range AA he has the generic u2 and uppercut. bb1 is great it covers the full screen for a 13% damage after promove safe as well when it hits. db2 is very good when people jump at a close range and if you get hit in the mid of doing db2 you get a free combo. ff4 is great for closing in on jumpers with its priority and big hitbox

Damage: 3 / 4
11~df3 leads to a near 50% combo. b2 is a mid launch that starts a 40%+ combo. b1 launcher leas to a 40%+ combo. when 4 or ff4 hit superman gets his promove ground pound for over 35%. great damage with a 48% combo.

(50/50) Offense: 4 / 5
super man has one of the best 50/50 game in mk vs dc. his 50/50 game is b2 a fast mid for a 40% combo and d3 a good low with a good range that give a free df2 or db2 for a 25% combo after promoves. on top of that he has dd4 and bb1 for a full screen 50/50 game. d3 is a low 2% low that grants enough advantage for supermans next attack to beat out the opponents. when d3 hits superman can also 2in1 his df2. b2 and b1 are both safe launches. d3 isnt safe though and is uppercut punishable on block and his mid options arent safe either.

Miscellaneous 4.5 / 5
after crossup uppercut or 4 superman gets dd41+2 promove and another ground pound for around 37% and after the initial hit the combo is unbreakable. 3 on hit gives free unbreakable dd41+2, same with b2. Breaker prevents Superman from being juggled and he also gets free DD4*1+2, DB3~4 after an air break for free unbreakable 24%.

Overall Rating: 17 / 20

Online Changes

Pros:
+FF4 can sometimes becomes 100% safe.
+D3 becomes 99% safe.

Cons:-DD41+2BB1 will not work online.

Kitana
Punishing / Whiff Punishing: 3 / 3
Roll ~ can almost punish from full screen + upclose. Fan wave upclose. 1 instantly counters ~ 2 in 1 the 1 w/ any special.

**Anti-Aerial Game: 3 / 3 **
air Fan toss. Fan wave catches jumpers. 3,4 and ofcourse air punch into 31% combo ~ Air punch *ff+1 pro, 3,4, D/F+2. Fan Lift. Square Wave Punch has a pro move into a combo. Thrown Fans that hit a jumping opponent spin around keeping them floating in air for a combo.

Damage: 1 / 4
cant really comment on this too much but i really cant find a combo to do over 30’s.

**(50/50) Offense: **
5 / 5 fan toss from a distance for chip damage if her foe is just sitting there. 3,2 Mid, high for upclose pressure mix in a 2 in 1 if they try to move i use D/F+2 since it hits mid and is pretty self as well. her 1 is like batmans, so its + frames mix in 3,1 for a mid to quick + frame jab. teleport w/ 3/4 for a low poke that has + frames if its hits. teleport 1/2 for a mid pop up ~ i dont use this too much because its real unsafe.

Good projectile spam, she has air fans and mid hitting ground fans. Teleport is not fast like Raiden’s but has a good canned mixup and can be done in air. The d,f+2 fan swipe has good range, is fast and pretty safe. Up close she has 3,1 and 3,2, mid to high strings that cannot be ducked after blocking. 3,2on hit staggers the opponent to keep up offense. She has both a low sweep and a low kick that gives advantage on hit for a walk up 50/50. She is missing a mid launcher, b+2 is high. Instead you can combo Roll from 3,2 or b+1 but it’s unreliable online.

Miscellaneous 4 / 5
when in rage i always make sure i do it upclose so that it knocks my foe to the ground. thats when u quickly wake them up w/ B+4 then 3,2 3,2 3,2. if your foe happenes to have lag advantage they’ll prolly jump use her air punchinto pro move then 3,4 D/F+2 for a 40%+ combo. She can run away from rage with Square Wave and Teleport. When she is raged she can repeat 3,2 and can start the 3,2 spam with b+4. If they jump they get hit with a Square Wave into combo. Fan projectile also become unblockable in Rage Mode.

Final Rating: 16 / 20

Online Changes

Pros:
+DF2 becomes 99% safe.

Cons:
-DF4 sometimes glitches and will completely whiff and go through the opponet.

Sub-Zero
Punishing/Whiff Punishing - 1.5 / 3
At a distance, Sub doesn’t have anything to punish with after blocking something except to force them to move with an Ice Nugget, this sets him up to bait an attack from his opponent because by the time they get to him he is recovered from the nugget. But doing so against a teleport character means death for him. He can sidestep or simply trade projectiles to get a freeze, then do his 41% combo or enter Rage for 60%+ unbreakable damage. Up close, he can punish with 11~freeze or 4~freeze into his combos or Rage. Ice slide can be used for punishing things for a quick 9%.

Anti-Air Game - 2 / 3
One move…db1. If this won’t stop people from jumping at you, I don’t know what will. Their only option to counter that would be to do an empty jump and counter your counter. He doesn’t have much else for anti air except the generic u2 for crossups and b4 for people jumping from a distance. But he has huge combos from a simple u2. You can try for an early 3~db2, but you will most likely trade hits.

Damage - 3 / 4
Every freeze or u2 results in 40%+.

(50/50) Offense - 4 / 5
Sub’s offense is based on countering his opponent, baiting mistakes from a distance. His entire game is getting a freeze to connect and capitalizing on it.

His teleport is slow, but you can get a very low u2 instantly out of it or if you know they will attack, his promove icy counter.

His slide is an unbreakable low that does good damage, knocks down and can be linked to his teleport setups. It’s also good to use after combos, and even if it’s blocked you can teleport out of it.

Up close…he has very good jabs using 1 and 11. After a few blocked jabs, throw in an u1 into more jabs to prevent them from uppercuting you. You can use 4bf4 for a mid-low combo that is very hard to block. You don’t want to use 4df3 unless you absolutely know it will connect because of the horrible recovery time on a blocked freeze. The freeze can also be ducked under after blocking a 4, either way you’re screwed.

Offline, he has b4 which is a mid popup and is essential in his best Rage combos. Online, the second hit whiffs most of the time making the move near useless…this makes his Rage damage potential much less as he has to resort to jabs instead.

Miscellaneous - 4.5 / 5
The slide is difficult to block on reaction, it hits people jumping backwards out of their “safe” moves, and can be safely teleported out of. b3 is a good low that staggers his opponent and can be linked to his ice nugget which is hard to escape unless you know it’s coming. You can link it to his teleport for a good mixup. When you link it with his slide, you press b3f4. b3 and d4 pick his opponents up off the ground. Sub suffers greatly against teleporting characters and turtling. 60% unbreakable in Rage after any freeze connects. In Rage Mode his B4 becomes an unblockable launcher which is very dangerous.

Final Rating: 15 / 20

Online Changed

Pros:
+Nothing.

Cons:
-B4 will most likely whiff online and will not launch.

Liu Kang
Punishing / Whiff Punishing: 2 / 3
DB4 reaches half screen, is a special mid and is Liu Kang’s main punisher. FF2 is also a full-screen punisher for 7%.

Anti-Aerial Game: 2 / 3
AA FF1 covers the air and has a pro variation on hit; FF1*FF2. DB4 also gets people who jump back usually and its hit boxes have some nice AA properties.

Damage: 3 / 4
Liu Kang can get over 30% from landing DB4, and up to around 50% by landing a 2.

(50/50) Offense: 4 / 5
DB4 has very good options, on hit it gives you a pop up(2), on block it gives you a mid option(1) for 15%, and a low option(3) for 7%. B2 is a mid plant for 7% and is safe. B4 is a nice sweep for 7%. 1 is a good jab to make your opponet crouch for some 50/50 Grab/KK /mid set ups.

Miscellaneous 4 / 5
Only thing to fear from Liu Kang under Rage Mode is that his DB4 becomes unblockable on hit for some major damage set ups. BBF4 is a great combo finisher and leads to pro variations FF1FF2. FF3 and AA FF1 is a decent full screen game as well.

Final Rating: 15 / 20

Online Changes

Pros:
+DF4 priority and transitions can become 100% safe.

Cons:
-FF1FF2 anti-air will most likely not connect afterwards.
-BBF4
FF2 will most likely not connect.

Scorpion
Punishing / Whiff Punishing: 2 / 3
Mid screen punishing Scorpion has DB4 for 9%. Full screen punishing he has DB2 for 9%, he can punish any move on whiff basically with this move. Up close he has B3 or 4,3,BB1. BB1 can also be used to punish moves that are bad on whiff. DB3 is perfect for punishing moves up close as it comes out instantly.

Anti-Aerial Game: 2 / 3
DD2 is very good and easy to buffer from block on incoming jumpers or people who like to jump over Scorpion. He doesn’t really have anything else note-worthy besides the generic U2.

Damage: 3 / 4
Scorpion’s damage is good. Scorpion gets 50% from B3, 48% from 4,3,BB1,

(50/50) Offense: 3.5 / 5
4 is a safe mid that does 7%. B3 is a mid pop-up that is semi-safe on block. B4 is a decent sweep for 7%. Scorp doesn’t have any lows besides his sweep and unsafe DB4. Scorp’s 4,3,? on block has very good mix-up options for “?”, he will either do DB3 mid, DB4, low, or DB2 unblockable.

Miscellaneous 4/ 5
Scorpion under Rage Mode isn’t much to worry about besides his DB3 and B3 up close become unblockable. His DD2 has major priority on incoming moves such as Flash’s BF4, Shao Kahn’s FF4, Superman’s FF4, etc. It isn’t a tool to rely on though and can be beat by lows and other moves. D1 gives free DB2 on hit and can be used to get out of jab pressures and other traps. DB3 can get Scorpion out of tight situations, comes out instantly, hits mid and is semi-safe if the second hit is blocked instead of ducked.

Final Rating: 14.5 20

Online Changes

Pros:
+DB3 can become 100% at times.

Cons:
-B3 will whiff 50% and will not launch.
-4,3,BB1 is blockable on hit most times.

Deathstroke
Punishing / Whiff Punishing: 2 / 3
Up close punishment is weapon B1 and mid/full screen punishment is BF1*FF2 for 14%

Anti-Aerial Game: 3 / 3
Deathstroke’s weapon B1 picks up jumpers like no tomorrow. His DD3 makes it impossible to jump over him on anticipation, but his weapon B1 is his main anti-air tool.

Damage: 2.5 / 4
Deathstroke’s damage is medicore. B1 leads to 32% and hand to hand B1,B2 leads to 40%.

(50/50) Offense: 4.5 / 5
Deathstroke’s 50/50 is where he shines. His weapon up close B1/B3 game is gold. B1 is a mid pop up and safe on block, his weapon B3 is safe on block, hits low, comes out fairly quick, good range, and leaves advantage on hit. Weapon D1 is also a nice low to close the distance. Hand to hand B1,B2 starts mid to high pop up and is 0 on block.

Miscellaneous 2 / 5
In Rage Deathstroke is very dangerous up close, he’ll catch you in a series of weapon 1,1,3 for major damage. Other than that he struggles chasing turtles down and he isn’t that tough to avoid during Rage.

Final Rating: 14 / 20

Online Changes

Pros:
+Nothing.

Cons:
-BF1*FF2 will sometimes not connect and Deathstroke will be left frozen for a small while and open to free damage.
-Sword B1 anti-air properties is cut in half and can be jumped all over online.

Jax
Punishing / Whiff Punishing: 2 / 3
dd4 ground pound can punish wiffs anywhere on the screen, at closer ranges he can dd4*bb1 promove. for unsafe move punishment he has b1 and b2b21. also, cant wiff anything with JAX spamming pro move missles

Anti-Aerial Game: 2 / 3
bb1 AA’s. db3 and db3*db4 missiles can make it hard to jump in or out when done right.

Damage: 3 / 4
42% after b1 and u2. 50% after b2b21. missile promove does good damage. dd4 promove does 17%.

(50/50) Offense: 3 / 5
b3 is the 5% low toe kick that gives advantage on hit and starts a 50/50. b1 is a safe mid launcher that starts a 42% combo.

Miscellaneous 3 / 5
after a missile hits the opponent anywhere on the screen as an AA JAX gets a free dd4 and if the missile AA’s at closer ranges JAX gets dd4*bb1. the b3 low kick is great when JAX is on RAGE mode… if the opponent tries to stay on the ground b3 will pick them up and it gives a free RAGE combo once it hits.

Overall Rating: 13 / 20

Online Changes

Pros:
+Nothing.

Cons:
-Nothing.

Kano
Punishing / Whiff Punishing: 1 / 3
Kano’s main punishment is BF4 for 11%. If it’s a point-blank range punisher it’s his 4.

Anti-Aerial Game: 3 / 3
Kano’s DF2*F4 is great anti-air and is his main tool for AA. BB1 is also decent AA.

Damage: 4 / 4
Kano’s damage is deadly. All it takes is one 4 to hit you and you’ve lost 60%+ of your life. If he lands a parry on you, you’ve just lost 40%.

(50/50) Offense: 2.5 / 5
Kano’s offense consists of 4 and B4 mix-ups. 4 is a mid, does 5% damage, semi-safe on block, and leaves advantage on hit. B4 is a low, does 2% damage and gives advantage on hit. His DB1 is also a nice projectile with good recovery.

Miscellaneous 2.5 / 5
Kano’s DB2 is the best parry in the game and gives a free combo if it connects. Under Rage Kano isn’t one of the biggest threats but he is decent up close.

Final Rating: 13 / 20

Online Changes

Pros:
+Nothing.

Cons:
-DF1*DB2 can only be used once and makes Kano lose his extreme damaging juggles.

Batman
Punishing / Whiff Punishing: 2 / 3
the fact that Batman uses his db1 batarang so much you really cant put any move on the screen from ranges. for unsafe move or close wiff punishment he has b1 and 3b1.

Anti-Aerial Game: 1.5 / 3
not much for anti air besides db1 batarang always being thrown on the screen, other that that he only has the generic u2 and uppercut

Damage: 3 / 4
u2, 3b1, and b1 do anywhere from 35%-42% and as high as 47% if db1 batarang starts the combo. specials to decent damage.

(50/50) Offense: 4 / 5
while Batamn doesnt have a good 50/50 offense, hs offense in general is great. his 1 single jab gives him big advantage on block, so much advantage that after a blocked jab you cant interrupt his 3 or another jab. his 11 gives advantage on block as well but not not as much advantage as is 1 single jab. after the jab(s) get blocked or hit you can also try to throw. his 3b1 is an axe kick to safe mid launcher and because the b1 cant be interrupted it must be respected which frees up 3 then throw. he has 3b4 which is axe kick to low poke and the low poke can be 2in1’d to db1 batarang which allows Batman to continue pressure. db1 batarang grants advantage on block, it hits high so it can be ducked but at closer ranges the opponent cant duck it or they will be punished by a mid launcher.

Miscellaneous 2 / 5
besides his b1 and db4 Batman is a 100% safe mega damage machine with advtantage and/or mid/throw mixups coming at you anytime you find yourself in close. when his db1 batarang hits you cant block his combo attempt and if the opponent hits you after the batarang is already out it will come back around and still hit your opponent.

Overall Rating: 12.5 / 20

Online Changes

Pros:
+Nothing.

Cons:
-1 jab repeat is escapable by jumping.

Sonya
Punishing / Whiff Punishing 1.5 / 3
DB4 is very fast at the time to punish someone but it only does a 10% damage and it has a very short range. Sonya is mainly an up close wiff punisher. bf4, db1, and 4.

Anti-Aerial Game 3 / 3
fb2 is very dood get you anywhere and db1 take you down for a 25% combo. db1 prevents any jump in attempts. her fb2 square wave can be used for catching players jumping away but is risky to attempt. db4 will also AA but is also VERY risky. great damage off of the generic u2.

Damage 3 / 4
Sonya’s damage is great. after 4, 14, or 22 she can do 45-56%. after u2 she takes close to 50%.

(50/50) Offense 3 / 5
she has good mix-ups. 13, 133 and 133db1, all are safe and b3 is a good low. you can go from 2 to a grab really fast or 22 or 221 all of them safe. b3 sweep is a 7% low that gives her a mixup on wakeup. 12 is mid and totally safe and does 12% as well as puts the opponent into a spin that gives Sonya big advantage and allows her to come in with a mi/low/throw mixup. 2 gives her +1 so you cant interrupt 2 2 2 etc… u have to try to jump out or duck.

Miscellaneous 1.5 / 5
fb2 if they try to jump out, df3 get you jumping and standing. kiss is a great zoning tool and grants a free combo but the scaling on it is so bad she doesnt gain much damage from it. square wave is good against jumpers when Sonya is on rage. DF3 becomes an unblockable pop up during rage.

Final Rating 12 / 20

Online Changes

Pros:
+DB3 becomes 99% safe.

Cons:
-DB4*DB4 will most likely whiff.

Wonder Woman
Punishing / Whiff Punishing: 1 / 3
Wonder Woman only really has DB4 to punish half screen, it also gives a 50/50 set up on hit. Up close she has 2 and B4.

Anti-Aerial Game: 2 / 3
FF4 is decent anti-air for 14% and is easy to buffer out of block. DB4 can be used as anti-air in the air also. DF2 is nice and can be used to stop someone form jumping in on Wonder Woman.

Damage: 3 / 4
Wonder Woman can get around 50% juggles.

(50/50) Offense: 4 / 5
Wonder Woman has one of the best jabs in the game, mainly because it’s a mid. 2 is a very good jab up close, it’s hard to interrupt and can be chained to 2,2,DB2 on hit for nice juggling damage or you can mix it up with 2,2,B2 which are all mids. B3 is a nice low for 5% and gives advantage on hit. B2 is a mid that is semi-safe on block and gives advantage on hit. B4 is a decent mid pop up. DF3 is a low that does 11% and has nice range, this move can also stringed out of her regular moves. FF4 is a high that is 100% safe on block. DB3 has a pro variation to it (*DB2) which is good to chain out of combos on hit which is a pop up and leads to good damage.

Miscellaneous 2 / 5
Wonder Woman in Rage Mode is not a threat unless up close. DB4 becomes unblockable and leads to a dangerous 50/50 coupled with Rage. Wonder Woman’s main weakness is that she can be turtled very easily and she CAN’T do anything full screen, this is a big weakness. Wonder Woman is gold up close, her mix-ups, and mid jab are very good up close. DF2 is also a nice mid pop up that will launch on contact so it’s nice to use on moves like Flash’s DB3, etc. as a counter.

Final Rating: 12 / 20

Online Changes

Pros:
+2 jab repeat becomes harder to escape.

Cons:
-Nothing.

Baraka
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.

The Joker
Punishing / Whiff Punishing: 1 / 3
Far away, he has no punishment options, he can only taunt. Up close, you can get his 47-52% combos after blocking long recovery moves. If he only gets a 50/50, then it opens up his f2~db4 or 11f2~db4 game which is very good.

Anti-Aerial Game: 2.5 / 3
Hand Buzzer (db1). There is only ONE air attack that Joker cannot use the Hand Buzzer to counter and that is Captain Marvel’s teleport kick. Every other air attack gets caught. Your opponent can do an empty jump, but it is still very difficult to time attacks inbetween spammed Buzzers. Magic Trick -> Bomb (db42) is another good one that pops them up really high and sets up his B&B combo for 40%. He can also try using b2 or b4 to anti-air, but will likely trade hits so it’s not worth using.

Damage: 3 / 4
52% midscreen combos:

  • f2~db4~2, 3(whiff)f2, db4~2, 2, 113~db4~1*db2 (Check)
  • f2~db4~2, 3(whiff)f2, db4~2, 2, 113~bf4promove
    47% - f2~db4~2, b4, 2, 113~bf4
    promove
    45% - db4~2, 3(whiff)f2, db4~2, 2, 113~bf4promove
    40% - db4~2, b4, 2, 113~bf4
    promove
    39% - b4, b4, 2, 113~bf4promove
    37% - b2, b4, 2, 113~bf4
    promove
    34% - u2, b4, 2, 113~bf4*promove

(50/50) Offense: 2 / 5
Magic Trick sets up his main offense. You can cancel into any move in his arsenal and that is a lot of options. Normally, your opponent is expecting a Bomb out of Magic Trick because it is his best option, hits mid, and sets up his 40%+ combos, so they will block high. This is your opportunity to cancel out (tap ff) and throw/KK (make sure you use the triggers to throw so you don’t throw a Stupid Bomb).

Making them block your Magic Trick sets up the following:
f2~db4 or 11f2~db4, if f2 is blocked you get a free KK throw. If f2 hits, you get a free normal throw. These are both delayable in order to hit confirm. If you think your opponent will try to duck the KK throw, you can tap ff~d+2+4 to do the low KK throw.

The only problem with his offense is that he has a very hard time getting close enough to use any of it. He has to stay away and throw cards to make his opponents come to him.

Miscellaneous 2.5 / 5
Joker has an infinite combo that is very usable, but very difficult.

He is best played from a distance, throwing cards and taunting to build his Rage meter. His cards recover very quickly so if they try to run jump over them and attack you, you can counter their jump with a Hand Buzzer.

You can sidestep your opponent’s projectiles and taunt safely if you do it early enough.

Joker is a character that needs to build his Rage meter, and when he gets it there is a good chance for landing a combo for huge damage.

  1. f2(blocked)~db4~2, b4, 2, 113~bf4*promove
    This one is risky because they can jump over you after blocking f2 to avoid the bomb.

  2. Against people jumping around:
    u2 or b2, b4, 2, 113~bf4*promove

  3. If your opponent has been hit by a few rage u2’s, they might consider ducking and blocking because Joker doesn’t really have anything that can pop them up for a combo if they duck his high attacks. In this case, you can do the following combo while they duck and block:
    (3)f2, (1)1f2, (1)13~db4~2, b4, 2, 113~bf4*promove
    If you don’t have enough rage to get to the Popup Bomb, then skip the (1)1f2 step.

  4. Most people like to jump back or over you to avoid your Rage attacks. This is a great setup for The Joker because you can time his 3f2 to hit them as they come down from their jump. If it hits them as they land and the first hit was blocked, it will not popup so you can continue into his rage combo listed in #3 above. If it hits them in the air, it will popup and you can finish the combo as you see fit for 50%!

Final Rating: 11 / 20

Online Changes

Pros:
+Nothing.

Cons:
-His infinite no longer works.
-His f2~db4~2 combo becomes blockable.
-His offline combos that use f2 no longer work and you have to use smaller ones which lower his damage potential to around 34-40%.

Shang Tsung
Punishing / Whiff Punishing: 1 / 3
his steal works great for wiff punishing. and he has 2,2 and 3,4 has a lot of range but hits high. thats about all he has for that.

Anti-Aerial Game: 3 / 3
soul steal gets people as they jump and come down. 3x fire ball will knock them back full screen. db2 will hit jumpers as long as they dont jump over you. an you can combo off of this just very hard to do.

Damage: 2 / 5
3,4-2,1,1,3,db3 34% and heals 6%

(50/50) Offense: 2 / 5
d4 is a good low kick. 4 is a fast unsafe mid. b4 slow safe mid juggle starter. 1,1,1 is a safe high, high,mid jab combo. 3,4 is a fast, safe, and high juggle starter with good range but will eat uppercut a lot. df4 is a low attack with good range and can be pro move into a pop up. non of this tracks side steps well!

Miscellaneous: 2 / 5
shang gets a free side change from uppercuts, 3x, up, down fireballs, teleport uppercut, an breakers.

Final Rating: 10 / 20

Online Changes

Pros:
+DB3 becomes more safe online and reliable, gives 50/50 mix-up as well.
+DB2 abuse and tracking is increased significantly.

Cons:
-Nothing.

Catwoman
Punishing / Whiff Punishing: 2 / 3
DF3 is a nice punisher reaching from up to mid-screen, semi-safe on block and ends in a crouch position. 1,1,B1 can also be used for an in-your-face punisher.

Anti-Aerial Game: 1 / 3
BF4 has priority on people who try to jump over you and can be thrown out on reaction.

Damage: 3 / 4
DF3 leads to 42%, B1 leads to 46%, and 1,1,B1 leads to a nice 52%.

(50/50) Offense: 2 / 5
Since she lacks any dangerous low, her offense game is with her 1 jab which is a decent jab and grabbing/Klose Kombat or B1 mid launcher. She struggles against turtlers as well. Her air whip is decent but the shitty overall hit box of the whip and BF3 just make it such a risk.

Miscellaneous 2 / 5
Only thing threatening about Catwoman under Rage is her DF3 launcher being unblockable on hit from 1/3rd of the screen.

**Final Rating: 10 / 20 **

Online Changes

Pros:
+Nothing.

Cons:
-DB1*BF2 will sometimes glitch online and will not connect.

TIER LIST

TOP TIER
1. ***Green Lantern *- 113 is +3, builds meter well, and sets up prehaps the BEST frame trap in the game. any launcher leads to an unbreakable combo doing 25% at minimum. db1 at max range is safe vs most of the characters in the game and can AA. he is the best overall zoner. breaker combo allows him to get damage for preforming a breaker.

**2. **The Flash - bf4 is the best punisher in the game and will AA from full screen. b3 is a low that launches. 3 hits mid and has a HUGE window to link in bf4 making it easy to hit confirm. 311 is +3 and builds excellent meter for flash. any time the opponent is hit w/bf4 while airborne flash gets a damaging reset combo. rage activation guarantees a bf4 leading to a 50% combo.

3. Raiden - 1 and 11 have advantage. teleport allows raiden to punsih any mistake anywhere on the screen. raiden is the best defensive character in the game as he can run away like storm mvc2 style w/ONLY the flash being able to stop it, this also bulids meter for raiden. raiden has the best rage and anti-rage game. any time the opponent is close to a corner rage then ff4, 32~ff2db3,24~ff2 is guaranteed for 80% life if they do not tech roll. starting at mid screen b2,b2(quick step forward)rage,(quick step forward)24~ff4(corner),32~ff2db3,24~ff2 is guaranteed for close to 90% life if they do not tech roll. rage ff4, ff4, ff4 is guaranteed. b2,b2, rage ff4, ff4, ff4 is guaranteed.

**4. *Superman *
5. Shao Kahn
6. Darkseid
**7. DeathStroke
8. Sub-Zero
9. Kitana
10. Liu Kang
11. Scorpion

MID TIER
****12. **Captain Marvel
13. The Joker
14. Jax
15.
Kano

16. Sonya
17. Baraka

LOW TIER
**18. Catwoman
19. Wonderwoman
20. Shang Tsung
21. Lex Luthor
22. *Batman ***

Character Statistics & Tier List, created and discussed by players from MortalKombatEmpires.com

Thank you all for your contributions. :china:

Great info here! Thanks!

Some old stuff here. Breaker to ground pound isn’t guaranteed for darkseid even on air breakers same is true of superman air breaker to gp.

IMO more important shit should be stuck… not MKDC stuff. :slight_smile: Just my .02 :coffee:

:lol:

MKvDC is uttery broken on-line - it’s why it failed so badly. Tier listings have no relevance… assuming they ever do, of course.