The attack itself is difficult to land if your opponent is moving around. Furthermore, heavy characters at low percent will recover fast enough to do something about it. The attack has its uses, but it is just as punishable and and predictable as not attacking. I don't mean to say it's bad, but rather that both aspects have their pros and cons. Use each ending as the situation allows it, and you'll get the added bonus that people won't know whether you're going to attack or pressure them.
At low percent, too, you really want to watch it. This move's base knockback is a mere 1159 mph. It gains power quickly because it has a Knockback Growth Rate of 32.33, but at low percent, you're still talking about rather small knockback, especially against heavier characters, who will take longer to get to KO range. Combine this with it's high trajectory, thus letting gravity counteract it more, and you get a rather poor knockback until well beyond 100%.
You have 2 DI tools to use and an attackable area slightly less then the top platform of battlefield. It also has almost no start-up lag, so it's really not hard to hit with IF you're practiced in the technique, regardless of whether your opponent is moving or not.
Sure, it's no less predictable (it is more predictable actually), but it's only punishable if you whiff or the opponent gets insanely lucky because you can hold it as long as you want without issue, oh yeah, really low percents too for the heavier characters.
Both exits cannot be reasonably predicted if the mk chooses a reasonable time pool to draw random exits, and DIs when going out. However, without the attack you get a couple of vulnerability frames that a really good opponent can potentially exploit, which means the best option is go right into safe Dtilt range.
It's not a bad move, but it's not much of a KOer, especially if you plan on spamming it. Feel free to find ways to work it in, though. It's a very deadly means of approach, for sure.
It's not INTENDED to Ko. Ever read
this thread? Each point of damage ultimately contributes to that KO attack.
Ultimately, it's a damage builder and only an inferior option at really low percents. That's why it's so dangerous that spamming it WILL force people to take a ledge or a high platform, which MK can exploit so well it's not even funny.
if the attack out of the cape is so good then why haven't people been using it before this tech was discovered?
Because without the infinite it had tons of start-up lag, so it was predictable and could be easily punished. Granted, you were invincible during that start-up lag, but when the attack would come out was easy to predict, and it was rare a smart opponent would fall into these.
There's a lot you can do with MK's down-B without infiniting it that people haven't bothered to look into because they all wrote off the down-B as useless. In fact, a lot of the things we're talking about here can be implemented without having to use the infinite.
Attack people on platforms.
Edge guard
Attack out of down-B
teleport behind them to get around projectiles
the infinite does improve on these but, not by much.
There's plenty a MK player would rather be doing in a match.
He has better options to attack people on the platforms if he's not in infinite. The infinite invulnerability and sheer unpredictability of the move in infinite are why being able to attack people on platforms contributes to the brokeness. Without unpredictability it's useless.
Unless he's in infinite he has better methods to edgehog, with infinite it becomes devastating.
Again, attack out of vB is incredibly predictability without this move. You could use it against a falcon punch... that's it.
The ranges it's useful to teleport around projectiles... MK has better options at that range.