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danadbab
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05/21/2004 12:44 PM (UTC)
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well i remember a kitana combo in the corner from v1.4 arcade... i think.....i dont feel like checking it.... but its easy fan wave in corner then walk up and press hphphphphphphphphphphp over and over lol 100%

i thought that baraka 1 is from v 1.4 arcade but i guess not....
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KLSADAKO
05/21/2004 02:40 PM (UTC)
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It's great that other ppl are making MK kombo vids, I really thought I was the only one.

I wish it was like snes juggling, A example would be liu kang's jump kick, air fireball, thurst kick, outside the corner.
On the snes it's very easy to do this kombo on any of the male ninja's, but on the saturn version, it works mainly on Jax and Raiden.

About the Kitana kombo, you have to jump super deep, I mean kicking the opponent just before you touch the ground. Then as soon as you land the b+HP must come out straight away. The second b+HP must come out so fast that kitana is still standing in the same spot from the first b+HP. I performed it on Raiden, not on Jax, so you might want to give that a try. Also it took me hours to perform it, I didn't like do it after two or three tries. I, like you kept on missing the fans, after the square wave punch. So just keep on trying cos I'm sure you can do it.

Here's the second Scorpion 100% kombo, not sure if anyone here has seen it yet???
It must be done in the middle of the screen.
Cross-up kick/ d,b+HP/b,b+LP/move back slightly b+HK/d,b+HP/b,b+LP/move back slightly/b+HK/d.b+HP/b,b+LP/d+HP. That's another 10 f##king hits with scorpion outside the corner.
I performed this on Jax.
Here's the understanding part. Once you spear the opponent you must move slightly back, cos if you don't, the teleport punch will not hit the opponent. Also like the first 100%, you have to wait for the opponent's head to start the second spin, before you do the roundhouse kick. Or the spear will not come out.

Here's another kombo from my vid, to add to your's, it isn't 100% but very flashy.

With Kitana do her fan lift/ jump punch/jump punch/ air fans/ square wave punch. The first jump punch you must hit as low as possible. remember this is outside the corner. so when you start the kombo always be in the corner, and just watch the square wave punch travel. I performed this on Raiden.

As I don't play MK2 anymore, all these kombos are taken from a vid I made two years ago.

I've also discovered two 100% with Liu kang, I'll reveal them later.

MK 1 on the snes has the easier's 100%, all characters jump kick, jam on HP till they die, opponent in corner of course.

MK2 KOMBO KING

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Khaddafi
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05/21/2004 04:18 PM (UTC)
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plzz anyone upload some mk2 combo vids
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
05/21/2004 04:58 PM (UTC)
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klsadako Wrote:
About the Kitana kombo, you have to jump super deep, I mean kicking the opponent just before you touch the ground. Then as soon as you land the b+HP must come out straight away. The second b+HP must come out so fast that kitana is still standing in the same spot from the first b+HP. I performed it on Raiden, not on Jax, so you might want to give that a try. Also it took me hours to perform it, I didn't like do it after two or three tries. I, like you kept on missing the fans, after the square wave punch. So just keep on trying cos I'm sure you can do it.

As I don't play MK2 anymore, all these kombos are taken from a vid I made two years ago.


I don't need explanations on how to do these combos, believe me...but thanks anyways. I'll try that Kitana combo some more. The Scorpion one sounds interesting. Any way I can get a copy of your old MK2 combo vid?
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MK2KungBroken
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The Prophet - R.I.P. 1979-2006www.kombatnetwork.com
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When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
05/21/2004 10:08 PM (UTC)
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Konqrr Wrote:
I don't need explanations on how to do these combos, believe me...but thanks anyways. font>

Yeah really lol. These combos remind me of when I was making the first couple UMK3 videos with DreemerNJ, and Ninja Grinder started giving us combos to put in, but they only worked on the N64 version. The N64 version of MKT is very broken and a lot of rules are different, making it easier to get bigger and more flashy combos, we didn't have direct access to and N64 copy at the time so we weren't going to be able to do anything about that. This sounds like it's the same deal with the Saturn version. Hearing about these great combos only to find out (even though we really already know) they aren't possible for any arcade version. It got to the point where I told Ninja Grinder to keep all his combos for his own video, then I hosted it for him on my website.

Matt
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KLSADAKO
05/23/2004 02:36 AM (UTC)
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Here's the Liu Kang 100%, opponent in corner.

Hold LK/jump kick(super deep)/air fireball/jump up and kick/air fireball/standing HP/ release LK. I performed this on Raiden.
Credit should go to my brother, cos I saw him do it on the snes. But it's definitely harder to perform on the saturn.

Here's the other one. opponent near the corner, Liu Kang next to the opponent.
Have the opponent jump up on the spot/ Then with Liu kang while holding LK/Do two standing HP's, make sure that the second HP doesn't make the opponent touch the corner, cos then it will push you back/jump kick/air fireball/HP/release LK/HP/f,f +HK.
The bicycle kick must hit the opponent's foot, in order to do a standing HP afterwards. The aim at the start of the kombo is to get the opponent as high as possible. I used Jax as the opponent.

This is another kool kombo, not 100%, but flashly.

You must be roughly one jump away from the corner, with the opponent standing next to you.

Cross-up kick(super deep)/jump punch/air fireball/ f,f +HK. The corner then helps the thrust kick to connect. Performed on Raiden on the saturn

I'll later reveal a 100% kombo for Mileena

Ultimate MK2 KOMBO MASTER
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Konqrr
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05/23/2004 03:35 AM (UTC)
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Again, very nice. I got the first Liu combo on my first try on arcade. The second seems possible on arcade, but I haven't got the last ff+hk to connect yet.

Keep them coming. I don't have any 100% arcade Mileena combos yet, very close though. Although I do have about 9 100% Mileena SNES ones.
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dreemernj
05/23/2004 05:35 AM (UTC)
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Konqrr, I IMed you with a 100% corner combo for Mileena in the arcade, let me know if you get it. Its a tough one :)

Also, are there any other characters you need 100% combos for? I could try finding combos for them specifically. I didn't look for one for Mileena until I read that you needed one. I like to troubleshoot when it comes to combo making.
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RepTiLeStyLe
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05/23/2004 01:13 PM (UTC)
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All i gotta say, Konqrr showed me some of these vids, and they are fuckn sick!!!!!!! I cant wait to see the whole video! When can we expect the final release?
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BustaUppa
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AIM BustaUppa if you're up for some Kaillera (after 6 PM Eastern... can't slack off THAT much while I'm at work)

05/24/2004 06:55 PM (UTC)
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bcrt2000 Wrote:
in the saturn version can you jump kick and then have an opportunity for an unblockable spear because the opponent floats in the air longer? if so then its probably similar to the PSX version


Maybe I'm misunderstanding the context, but can't you always do that?
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KLSADAKO
05/26/2004 02:27 AM (UTC)
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Since someone already sent you a Mileena 100%, I’ll leave her out and move on to a Cage 100%.
The opponent must be near the corner and jumping.
HP, HP/ Jump Punch/ Hp/ Shadow Uppercut/ HP/ Shadow Uppercut/ HP/ Shadow Uppercut/ Shadow Uppercut/ That is 10-Hits.
I’m sure no-one has seen this one before

MK2 KOMBO MASTER
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Konqrr
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05/26/2004 05:27 AM (UTC)
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klsadako Wrote:
Cage 100%:
The opponent must be near the corner and jumping.
HP, HP/ Jump Punch/ Hp/ Shadow Uppercut/ HP/ Shadow Uppercut/ HP/ Shadow Uppercut/ Shadow Uppercut/ That is 10-Hits.
I’m sure no-one has seen this one before


That's because nobody has the Saturn version of MK2...that is in no way possible on the arcade.
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MK2KungBroken
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When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
05/26/2004 05:49 AM (UTC)
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This is becoming gross. It's Ninja Grinder 2.0

Matt
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
05/26/2004 08:24 AM (UTC)
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lol, yes it is...
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KLSADAKO
05/26/2004 09:10 AM (UTC)
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But have you tried it yet?, if so what happens after the shadow Uppercut?
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Konqrr
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05/26/2004 10:34 AM (UTC)
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In the arcade...gravity is much greater. They fall faster, not allowing for such combos.

I did happen to get two HP, Shadow Uppercuts in the SNES version, but don't see getting three any time soon. This Saturn MK2 seems to be in a world of it's own. I wish I had one to see for myself.
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KLSADAKO
05/26/2004 02:21 PM (UTC)
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There’s no way this will work on the snes. It would only work on the Saturn and the Arcade. I’ve managed to do it on the arcade a few times but not sure which version it was. Here’s the secret part which all masters should know.
This kombo will only work on the Dead Pool, and the Pit II, because as the fighters are standing on a bridge they are higher on the screen. Meaning when Cage performs his Shadow Uppercut, the move is unable to travel the full height, so when the Uppercut reaches the top of the screen, it will bounce off the top causing Cage to recover quicker, then it normally would on a background without a bridge. This is why it cannot work on the snes as the fighters are smaller then the Saturn and the Arcade, which means even on the Dead Pool and the Pit II, the Shadow Uppercut will still reach it’s full height. I should have mentioned this with the kombo, but I wanted to test you masters. I performed this on Jax.
You can also do this:
Opponent in the corner/ Jump kick/ d+LP/ d+LP/ HP/ Shadow Uppercut/ LP/ Shadow kick. I done this on Sub-zero on the Pit II stage.

MK2 KOMBO MASTER
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MK2KungBroken
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When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
05/26/2004 08:55 PM (UTC)
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Please understand that the Johnny Cage multiple Shadow Uppercut combo is not possible on any stage of any version of MKII for the arcade. I already know about the different heights for stages making certain combos easier, even for Ultimate. The Shang Tsung double Fire Eruption to corner juggle is easier on the Pit 3 than any other stage because of the extra height you have to play around with after the 4th fireball/jump kick.

What you are dealing with in the Saturn version is like the Special Olympics of MKII. It is easier to get big combos because the rules are less strict on gravity. After getting all the ridiculous stuff we did for UMK3, then trying the buggy PSX MKT and N64 versions, I realized it was pointless because there was just too much you could do with them and it was no longer a matter of creativity, the game was already broken for us., *we* broke UMK3. Some people tend to feel that means the home ports are better than the arcade, cause they like more broken combos, but the arcade is still official, that's what we like to go for (usually).

Matt
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MENTHOL
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05/27/2004 11:24 AM (UTC)
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send me these combo videos please.
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Konqrr
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05/27/2004 12:47 PM (UTC)
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MENTHOL Wrote:
send me these combo videos please.


In due time.
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ninjagrinder
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-The more I learn, the more ignorant I am...

05/28/2004 05:27 PM (UTC)
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well, this is becoming more & more interesting... that's what I always meant: it is imperative to do an all revs and plattforms mk games kombo vids. I got your point. OK arcade is the original but why deny the power of other versions of the game? snes, and saturn (I've never played it) versions of mk2 aren't worse than arcade version, they're just another version, with other rules, shits and stuff... but let's not start a controversy here again. I'm here to help; I don't know if you know this, but is tested on arcade 3.1, snes so here it goes: kung lao: (in corner) jk, hop kick, dive kick, hop kick, dive kick. that's 85% aprox. the 2nd dive kick pushes you back, but in the air u can drop again (it pushes you back again, so I don't think you can do another hit) I really like this kombo, 'cause when kung lao lands, the opps energy bar is still draining, it looks so kool! if you like it, use it (please name me :D)

Ps: really, when is it gonna be released? I can't wait!!!!! I LOVE MK2
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MK2KungBroken
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The Prophet - R.I.P. 1979-2006www.kombatnetwork.com
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When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
05/28/2004 08:47 PM (UTC)
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Ninja, Konqrr already has several 85/90%, and a 100% for Kung Lao in MK2 Arcade 3.1. The dash kick isn't what pushes you back, it's the regular kick, by doing the dash kick, it brings Kung Lao out of the push back (mid air Ice Skate similar to the corner push back)

Matt
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
05/28/2004 10:48 PM (UTC)
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There are some special moves that cause pushback the same as regular moves if they are the 4th hit or beyond in a combo.

The ones off the top of my head are:

Kung Lao - Hat, Dive Kick
Mileena - Sai
Reptile - Acid Spit
Liu Kang - Flying Kick
Cage - Shadow Kick, Projectiles
Shang - Fireballs

I'm not sure about Jax's Projectile, but I'm sure it pushes out as well.

Ninja Grinder, I may be able to make that combo bigger..95% maybe. I'll give you credit too.
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MK2KungBroken
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The Prophet - R.I.P. 1979-2006www.kombatnetwork.com
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
05/29/2004 03:23 AM (UTC)
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Konq, by missing the dash kick in the combo you take Kung Lao out of the air push back, I think you knew what I meant, almost all moves cause push back of sorts in MKII, they did it almost in the same light as they did Maximum Damage in MK4.

Matt
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
05/29/2004 05:19 AM (UTC)
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Oh, I thought you meant that the Dive Kick didn't push out when it hits (which it does). If it misses it cancels the jump kick pushout, that's what you meant. This makes an UMK3 style Kung Lao infinite possible on SNES and Arcade Jax.
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