MK2 100% combos
MK2 100% combos
I've been playing MK2 on the saturn for quite a while now, I was wondering if there are any 100% combos in the game?. Apart from Raiden's grab, repeat. the saturn version moves exactly the same as the arcade.

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There is no Raiden's grab infinite or 100% combo. There are some rules for that move:
1. It only works as the first hit in a combo.
2. It only works when the opponent is on the ground, during which time the move can be blocked.
Aside from that, Raiden does have an infinite combo. It is the same as Scorpion, Sub-Zero, and Reptile's infinite combo. Mileena has an infinite as well, but it is extremely difficult. Liu Kang has a 100% combo or two.
I'm talking about the arcade here. For the SNES, there are several more infinite combos and 100% combos.
1. It only works as the first hit in a combo.
2. It only works when the opponent is on the ground, during which time the move can be blocked.
Aside from that, Raiden does have an infinite combo. It is the same as Scorpion, Sub-Zero, and Reptile's infinite combo. Mileena has an infinite as well, but it is extremely difficult. Liu Kang has a 100% combo or two.
I'm talking about the arcade here. For the SNES, there are several more infinite combos and 100% combos.
Are you trying it right, basically when Raiden has the opponent in his grab move, hold HP to charge it again, then when the opponent drops to the ground, release HP. Raiden will then grab back the opponent from the ground. You must wait a split second, as releasing HP too fast would cause the grab miss frame. Believe me it is tried and tested to death, and there's nothing the opponent can do about it, can't block or jump away. You say Retile and Sub-zero have 100% combos, are you sure?, remember I'm talking about MK2 not Trilogy. Can you tell me how to do these 100% combos you're talking about.

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Woah, MK2 has infinites?! I played MK2 day and night way back and I never found any. Can someone tell me the infinites for Scorpion and Sub Zero? Keeping in mind I have the Super NES version.


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I discovered the Reptile, Sub-zero, and Scorpion infinite within minutes of tinkering with MK2 one night lol, I think it was known previously, but no one ever mentioned it to me, so I told Konqrr about it, he has since expanded on it.
There are a lot of neat combos, you'll see
Matt
There are a lot of neat combos, you'll see
Matt

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Liu Kang has also a 100% Cornerjuggle.
The opponent has to jump up in the corner, Liu has to forward jumppunch the oponnent, then airfireball, then jumppunch again, airfireball repeat.
You can end the Combo also with an uppercut.
The timing between the airfireball and the jumppunch must be very good, so that the enemy alway pop more up in the air.
It needs hard timing and is nearly not possible in a real fight of course.
The same techniq can also be done with Kitana, you can jumpunch the enemy about 3 times in a row in the corner,then jumpkick, Sai, uppercut.
Its of course damn hard to perform.
You can see that 2 combos by the way in the "Trickvid REDUX" video.
There is a 100% Combo with Kung Lao also, with the same cornerstyle.
I dont know exactly how it works, but the guy with that I maked the vid. has told me he has a KungLao 100%.
Another nearly 100% with Millena is, deep jumpkick, roll special (if you do it right the enemy realy pop up high into the air, jumpkick, shot. Its about 70-80 percent.
Maybe cou can do some more shit in the corner to get 100%
I am currently busy with playing UMK3 but I think somethink like that could be a 100% with Millena.
I am talking of course from the 3.1 Arcade version of MK2.
I dont know if maybe the SNES/MD version is broken for combos.
There is some crazy possbility with Shang/into Rep, then Forceball/ then morph into some other but the forceball is on its way.
The opponent has to jump up in the corner, Liu has to forward jumppunch the oponnent, then airfireball, then jumppunch again, airfireball repeat.
You can end the Combo also with an uppercut.
The timing between the airfireball and the jumppunch must be very good, so that the enemy alway pop more up in the air.
It needs hard timing and is nearly not possible in a real fight of course.
The same techniq can also be done with Kitana, you can jumpunch the enemy about 3 times in a row in the corner,then jumpkick, Sai, uppercut.
Its of course damn hard to perform.
You can see that 2 combos by the way in the "Trickvid REDUX" video.
There is a 100% Combo with Kung Lao also, with the same cornerstyle.
I dont know exactly how it works, but the guy with that I maked the vid. has told me he has a KungLao 100%.
Another nearly 100% with Millena is, deep jumpkick, roll special (if you do it right the enemy realy pop up high into the air, jumpkick, shot. Its about 70-80 percent.
Maybe cou can do some more shit in the corner to get 100%
I am currently busy with playing UMK3 but I think somethink like that could be a 100% with Millena.
I am talking of course from the 3.1 Arcade version of MK2.
I dont know if maybe the SNES/MD version is broken for combos.
There is some crazy possbility with Shang/into Rep, then Forceball/ then morph into some other but the forceball is on its way.
Hey! MK2kungbroken, can you tell us some of these neat kombos you're talking about, and there's no way kung lao has a 100%, he has a 90 to 95 % but not 100%, the liu kang kombo works better if you press two HP's first before the jump punch, it's also easier that way.


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klsadako Wrote: Hey! MK2kungbroken, can you tell us some of these neat kombos you're talking about, and there's no way kung lao has a 100%, he has a 90 to 95 % but not 100%, the liu kang kombo works better if you press two HP's first before the jump punch, it's also easier that way. |
I have yet to see a 100% combo for Kung Lao, but I can't wait till I do. I will forever hesitate from saying a 100% combo is impossible because people told us that a 100% one was impossible for Ermac. And now there are dozens of 100% combos, JUST for Ermac.

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Arcade MK2 Revision 3.1:
I have 100% combos for Kung Lao (only possible on Jax, he has a huge hitbox...maybe Raiden if you have good timing), Liu Kang, and Shang Tsung with Morphs using infinites.
For Kitana, Mileena, and Baraka I have up to 95% combos. The rest are around 35-70%.
SNES MK2:
I have infinite combos with Mileena, Scorpion, Liu Kang and Kung Lao.
Plus 100% combos with Kitana, Mileena, and Liu Kang.
Super Nintendo is so broken, you recover from moves faster and juggle higher.
Like Matt said, you'll all see them soon enough.
I have 100% combos for Kung Lao (only possible on Jax, he has a huge hitbox...maybe Raiden if you have good timing), Liu Kang, and Shang Tsung with Morphs using infinites.
For Kitana, Mileena, and Baraka I have up to 95% combos. The rest are around 35-70%.
SNES MK2:
I have infinite combos with Mileena, Scorpion, Liu Kang and Kung Lao.
Plus 100% combos with Kitana, Mileena, and Liu Kang.
Super Nintendo is so broken, you recover from moves faster and juggle higher.
Like Matt said, you'll all see them soon enough.

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Quirk Wrote: Woah, MK2 has infinites?! I played MK2 day and night way back and I never found any. Can someone tell me the infinites for Scorpion and Sub Zero? Keeping in mind I have the Super NES version. |
The ninjas only have the infinite on the arcade. But Scorpion has a different infinite on SNES.
Sorry for using 3 posts to say all this lol
Believe me if you get someone in raiden's grab, you can keep repeating it, remember this is the saturn version I'm playing maybe it's slightly different to the arcade version.
Oh! I almost forgot, I finally found a 100% with Kitana, on the saturn version, which I'm sure works in the arcade version, I'll reveal later.
Oh! I almost forgot, I finally found a 100% with Kitana, on the saturn version, which I'm sure works in the arcade version, I'll reveal later.


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Well in the arcade Raiden's grab is never not blockable, it's also not comboable, the only time it counts as part of a combo is if it's the initial hit. The person must be standing on the ground in order for it to connect. We're not using the Saturn version so if that works on it then there is a significant engine difference.
Matt
Matt
Okay here is Kitana's 100% kombo, there are two ways to do it. Both were done on the saturn version, but I have managed to do the first one in the Arcade once, and the crowd watching went mad.
Here's the first one.
Jump kick(super deep)/back HP-twice/jump kick/ f,f HP+LP(air)/d+HP. I performed this one on Raiden on side two. You must also understand the MK2 kombo system, in that every fourth normal hit will push you back. Meaning the second jump kick will push Kitana back, which is why you must quickly do the air fan's to keep the kombo going.
Here's the second one (Very hard, took me four hours to record it)
Jump kick/back+HP-twice/ standing HP/HCB+HP/f,f HP+LP(air)/standing HP/ HCB+HP. That is 8 Hits in a MK2 game. I also performed this one on Raiden, but on side one, on the dead pool stage. That kombo even shocked myself when I done it.
Remember in both kombos the back HP-twice must be done really fast to get the opponent as high as possible.
I've also discovered two 100% with Scorpion, I'll reveal both soon.
MK2 KOMBO KING
Here's the first one.
Jump kick(super deep)/back HP-twice/jump kick/ f,f HP+LP(air)/d+HP. I performed this one on Raiden on side two. You must also understand the MK2 kombo system, in that every fourth normal hit will push you back. Meaning the second jump kick will push Kitana back, which is why you must quickly do the air fan's to keep the kombo going.
Here's the second one (Very hard, took me four hours to record it)
Jump kick/back+HP-twice/ standing HP/HCB+HP/f,f HP+LP(air)/standing HP/ HCB+HP. That is 8 Hits in a MK2 game. I also performed this one on Raiden, but on side one, on the dead pool stage. That kombo even shocked myself when I done it.
Remember in both kombos the back HP-twice must be done really fast to get the opponent as high as possible.
I've also discovered two 100% with Scorpion, I'll reveal both soon.
MK2 KOMBO KING

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klsadako Wrote: Here's the first one. Jump kick(super deep)/back HP-twice/jump kick/ f,f HP+LP(air)/d+HP. Here's the second one. Jump kick/back+HP-twice/ standing HP/HCB+HP/f,f HP+LP(air)/standing HP/ HCB+HP. |
Very nice. They only work on Revision 2.1 arcade machines which is why I missed them
I'll add them to my vid and credit you accordingly, can't wait for your Scorpion 100% combos. Keep 'em coming.


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ChaiN Wrote: Ah yes... It's seems the Assassin roundhouse infinite in corner goes public, lol. |
LoL I found it within 2 minutes of trying to get combos for MK2 to help Konqrr's efforts. Who's Assassin?
Matt
Which means the saturn version is the arcade 2.1, which means I wasn't lying about the Raiden Grab infinite. I'm abit short on time so here's one of the Scorpion 100%. Some of you guys might already know this???, who knows?
Opponent in corner,
Jump kick(deep)/HP/b,b+LP/move
forward/b+HK/HP/b,b+LP/move forward/b+HK/HP/b,b+LP/d+HP
That's Ten f##king Hits. I performed it on Raiden on side two. It's easier doing a standing LP, but I always use HP cos it looks better.
Now here's the part you must understand. Once you've speared the opponent, if you move forward and do the roundhouse kick, standing high punch, spear, the spear will not come out?, why I hear you ask?. The reason would be that you done the roundhouse kick too fast. You see when the opponent is speared, the opponent's head will do two full spins before he can recover. So if you do the roundhouse kick during any of the first head spin, than the spear will not come out. Always wait for the start of the second head spin, then hit the roundhouse kick. Not sure if it works on the 3.1 version.
I'll reveal the other 100% later.
MK2 KOMBO KING
Opponent in corner,
Jump kick(deep)/HP/b,b+LP/move
forward/b+HK/HP/b,b+LP/move forward/b+HK/HP/b,b+LP/d+HP
That's Ten f##king Hits. I performed it on Raiden on side two. It's easier doing a standing LP, but I always use HP cos it looks better.
Now here's the part you must understand. Once you've speared the opponent, if you move forward and do the roundhouse kick, standing high punch, spear, the spear will not come out?, why I hear you ask?. The reason would be that you done the roundhouse kick too fast. You see when the opponent is speared, the opponent's head will do two full spins before he can recover. So if you do the roundhouse kick during any of the first head spin, than the spear will not come out. Always wait for the start of the second head spin, then hit the roundhouse kick. Not sure if it works on the 3.1 version.
I'll reveal the other 100% later.
MK2 KOMBO KING

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I have that Scorpion 100% combo already recorded on SNES (which has significant differences than arcade...like floating longer in juggles, recovering faster from moves)
I haven't been successful in getting a HP after a roundhouse with any character in arcade. I'll go try it on Arcade Rev 2.1 now.
Keep 'em coming!
I haven't been successful in getting a HP after a roundhouse with any character in arcade. I'll go try it on Arcade Rev 2.1 now.
Keep 'em coming!

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ok...back from testing, you cannot get a jab after any roundhouse in the game on the Arcade. The Saturn version must float characters higher like the SNES version. I also could not get the characters high enough with the Kitana jump kick b+hp, b+hp, hp, square wave combo to get a successful fan afterwards, even on Jax. They simply aren't high enough after the second b+hp for the fan to connect. I'm pretty sure that I can do it on SNES, which juggles higher.
I got 3 combos captured (all corner):
1. Jump Kick, b+HP, b+HP, Jump Kick, Fan, Uppercut (100% - Revision 2.1 Arcade)
2. Fan Lift, b+HP, b+HP, HP, Square Wave, Fan, HP, Square Wave (92% - Revision 2.1 Arcade)
3. Anti Air b+HP, b+HP, b+HP, HP, Square Wave, Fan, HP, Square Wave (100% - Revision 2.1 Arcade)
I will credit you accordingly.
I got 3 combos captured (all corner):
1. Jump Kick, b+HP, b+HP, Jump Kick, Fan, Uppercut (100% - Revision 2.1 Arcade)
2. Fan Lift, b+HP, b+HP, HP, Square Wave, Fan, HP, Square Wave (92% - Revision 2.1 Arcade)
3. Anti Air b+HP, b+HP, b+HP, HP, Square Wave, Fan, HP, Square Wave (100% - Revision 2.1 Arcade)
I will credit you accordingly.


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When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
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There are problems when you start messing around with older versions of the games, it's almost not even worth trying because anything they took out before the final version was obviously taken out for a reason. I just found a truly messed up Scorpion infinite for version 2.1 and there's no way it could have made it to the Saturn version, so Saturn's got it's own rules if there's still things that were taken out of the final version, but not in the home version. They are just approximations of the final versions usually.
Matt
Matt
the problem is probably that the screen size is different, and the original arcade game kept track by everything via pixels, and when they convert it to a home system, since the arcade resolution is so unconventional, they have to map their own pixel coordinates, it looks like they didnt do a very good job of everything though

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klsadako Wrote: Believe me if you get someone in raiden's grab, you can keep repeating it, remember this is the saturn version I'm playing maybe it's slightly different to the arcade version. |
Tested on arcade, all versions. Not possible. The move is disabled until they hit the ground, hence it's blockable and first hit only.
What you have here is a broken Saturn version of MK2...with Arcade Revision 2.1 and SNES juggling.
Matt, you're Scorpion 2.1 infinite...pimped out! Hope you like the combo I sent you.
Anyone know what version of arcade mk2 has the baraka corner blade fury repeat infinite? It's not any of the emulated ones...it's gotta be like 1.0 or something that doesn't push you out.
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