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Cetrion Mortal Kombat 11: Aftermath artwork

Cetrion Mortal Kombat 11: Aftermath moves


Tier Ranking: 3rd MK11 Tiers Popularity: 22nd
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Seph1985 posted May 3, 2019

One of the best ways to play her is as a Zoner, and her tournament variation, Force of Nature, is ideal for this style of fighting (although I am partial to the Bouncing Boulder, but we're talking about tournament variations here because that's all anyone cares about :-D).

Earthquake can be useful to catch your opponents off-guard as well as provide a little pushback. She slams the ground twice, so even if they're jumping and the first slam misses, the second one can potentially disrupt their flow as the second one will almost always land by the time the opponent lands from their jump. If they're smart, they'll block as soon as they land. The Delayed Boulder Bash is primarily good for jumpers (Shattering Boulder is also good for this, the enhanced Shattering Boulder will ignite them for a couple of seconds as well as provide some pushback). If they happen to be close while jumping, simply uppercut or use Natural Barrier (enhanced optional, but it provides pushback just like enhanced Shattering Boulder. I typically uppercut because it's just quicker and does more damage).

Hell's Wrath and its enhanced version can be used for great mix-up and playing mind games, because you can use it while jumping.

If they get in close, use Tendril Pull. Enhance it to open them up for a combo, which a decent go-to in this instance is the Fire-Nado combo (2, 1, 2), which provides further pushback. Another decent combo I've had success with up close is Lifecycle (<-3, 2) + Enhanced Tendril Pull + Fire-Nado.

If they're blocking high, use either a low-jab as a poke, then transition into Imminent Eruption (1, 1, 4) or throw them (I usually go for throws, because that can grab them even while they're blocking low and plus, three throws during the match are required for a Brutality).

If they are blocking low, either throw them or use an overhead (her overheads are usually unsafe to perform unless they are part of a combo, which is another reason why I throw)

Just a side note for Tendril Pull specifically... if you do not plan to enhance it, it's not worth doing unless you're at a great distance from your opponent. Which if they are, you have better options to use instead of Tendril Pull. So using the un-enhanced Tendril Pull is pretty much pointless... unless you want to get punished. By all means use it, if you feel it's worth the risk. I just haven't had much luck with it. The whole point of Zoning is to maintain distance as much as possible. The un-enhanced Tendril Pull pulls the opponent in a little bit, which is counter-intuitive to Zoning by default.

As always, block block block. It's pretty much key for Zoning. Be extra wary of teleporters, especially Noob Saibot, Scorpion, or Kung Lao.

I found videos displaying her combo capabilities. What I provided here are the very basics for people wanting to learn Cetrion. If you're interested in more advanced combos, check them out (note: I do not own these videos)

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