~*~ Mortal Kombat: Deception High Level Gameplay Thread ~*~
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posted11/09/2004 12:13 AM (UTC)byThis obviously is going to get stickied so I won't bother emailing the staff about that....
LETS GET IT ON! NEW MK! NEW STRATS! WOOOOOOOOO! This is the place you post you're best strategies for the characters of MKD. If you don't know how it goes just check out the MKDA high level gameplay board. Don't worry if you feel your strategies aren't up to par. The worse that will happen is that they will be corrected. I'll kick start with a couple strats of my own.
~Li Mei~
Fucked around with her today, and ive come to the conclusion that she's really good this time around as far as I can tell. Mi Zong: b+4 mixed up with b+3 = 100% safe mix up. She may be boring, but she certainly wont be low tier this time around. Im yet to come up with any damaging juggles with her. Might work on that later, but Im sure you guys already have that down. Yeah im talking to you The_Truth,lol.
~Mileena~
I've been hearing nothing but negativity about her, but I honestly dont think shes that bad. Her second stance(the names of the stances arent 100% clear to me yet) is pretty damn good. b+2,2 is 100% safe on block, but duckable. I mix up her 4,3,cs branch which does 27%(more than any damaging juggle i could come with her for her) and her roll.
~Scorpion~
OH MY OH MY is Scorpion good. I haven't played him much, but rather just took notes on conversations with people who use him and have tried out a couple things. Mogai Ryu(not sure of right name) is off the fucking hook, and is most likely the best weapon in the game. f+1 hits mid and is 100% safe, while d+1 hits low and is safe as well. Mixing them up is the key. When d+1 hits i either do another d+1,hellfire or change up to f+1. If it's blocked i either stay duck and do another d+1 or block. If hellfire hits i walk in for my 50/50 mix up between f+1 and d+1. If d+1 hits as far as I can tell(post if yall true scorp players have anything stronger) the best thing to do is cs,2,2,cs,1,3,3,cs. Don't quote me on that though. My Scorp play has been limited.
~Sub-Zero~
Wow oh wow has my boy changed a lot. For the better you ask? I think so! You have to play him a lot differently however. His Shotokan jabs are no longer safe, so u cant poke up with him anymore. Dragon sucks ass due to the lack of d+3 and proper 1,1,2~bdc existing in this installment. To top things off, EVERYTHING in Shotokan and Dragon hits either high or mid(besides the uppercuts). Now you're probably thinking all is lost for Sub-Zero, but this is not the case because of the new properties of the cold shoulder and the new and improved(well atleast compared to MK4) ice clone! First and foremost Sub is without a doubt a defensive character. He's really all about setting up his damage with the clone. when clone is out you have many options. You can stand behind it and let time drain up somewhat. You can also throw them off guard with a cold shoulder. One thing im sure many Sub players have come up with early is the sweet strategy of walking in front of the clone. If they attack you they will more than likely be frozen. Heads up to MKL for showing me the greatness that is Shotokan: d+3! Since you can safely duck a LOT of things in MKD, this baby gives you plenty of options if it hits. First off, on hit this baby leaves u in PERFECT position to do the ice clone. You can also do d+3,SC(stay crouched)d+3 or d+3~cs~SCd+2 or d+3~cold shoulder or d+3,throw. Dragon is absolutely ass and should pretty much be avoided except for the OCCASIONAL quick CS into 4,b+2. Nothing like a low attack that does 13% in a mortal kombat game. Kori Blade to me is a downgraded stance. If you distance them properly Kori Blade b+2 can lead to some MAJOR MAJOR MAJOR damage. b+2,cs,1,2,4,cs,2,cs does a good 41%!(props to konqrr for that sick one), but that juggle is only good if they arent frozen when you start it because of the damage reduction when you are. I really can't think of a good way to set it up yet, but Ill find one. I know i've said this earlier, but the cold shoulder is now the shit. Comes out fast, hits MID now, does more damage, is relatively safe on block and lead to some nasty death trap shit. What more can you ask for? Just don't be too abusive with it because it can easily be side stepped.
~Sub Juggles~
When they aren't frozen
Shotokan: 1,2,4,cs,1,2,cs,cs,1,2,4,c2,cs = 35%
Dragon: 1,1,2~cs~cs~1,2,4,cs,2,cs = about 28%
Kori Blade: b+2,cs,1,2,4,cs,2,cs = 41%
When Frozen
Always switch to Shotokan and do ss,1,2,b+2,b+2,1,2,4,cs,2,cs for a solid 30%. You need to sidestep like in MKDA because when you are frozen the character hunches backward and the 1 will whiff for a crucial chunk of damage unless you side step to their side.
Lastly, if the opponent is frozen and you're near a death trap it's game over for them. Cold Shoulder their ass.
That's all I got for now guys. If you'll excuse me i'd like to unlock Raiden and Kenshi now! POST AWAY! PEACE!
LETS GET IT ON! NEW MK! NEW STRATS! WOOOOOOOOO! This is the place you post you're best strategies for the characters of MKD. If you don't know how it goes just check out the MKDA high level gameplay board. Don't worry if you feel your strategies aren't up to par. The worse that will happen is that they will be corrected. I'll kick start with a couple strats of my own.
~Li Mei~
Fucked around with her today, and ive come to the conclusion that she's really good this time around as far as I can tell. Mi Zong: b+4 mixed up with b+3 = 100% safe mix up. She may be boring, but she certainly wont be low tier this time around. Im yet to come up with any damaging juggles with her. Might work on that later, but Im sure you guys already have that down. Yeah im talking to you The_Truth,lol.
~Mileena~
I've been hearing nothing but negativity about her, but I honestly dont think shes that bad. Her second stance(the names of the stances arent 100% clear to me yet) is pretty damn good. b+2,2 is 100% safe on block, but duckable. I mix up her 4,3,cs branch which does 27%(more than any damaging juggle i could come with her for her) and her roll.
~Scorpion~
OH MY OH MY is Scorpion good. I haven't played him much, but rather just took notes on conversations with people who use him and have tried out a couple things. Mogai Ryu(not sure of right name) is off the fucking hook, and is most likely the best weapon in the game. f+1 hits mid and is 100% safe, while d+1 hits low and is safe as well. Mixing them up is the key. When d+1 hits i either do another d+1,hellfire or change up to f+1. If it's blocked i either stay duck and do another d+1 or block. If hellfire hits i walk in for my 50/50 mix up between f+1 and d+1. If d+1 hits as far as I can tell(post if yall true scorp players have anything stronger) the best thing to do is cs,2,2,cs,1,3,3,cs. Don't quote me on that though. My Scorp play has been limited.
~Sub-Zero~
Wow oh wow has my boy changed a lot. For the better you ask? I think so! You have to play him a lot differently however. His Shotokan jabs are no longer safe, so u cant poke up with him anymore. Dragon sucks ass due to the lack of d+3 and proper 1,1,2~bdc existing in this installment. To top things off, EVERYTHING in Shotokan and Dragon hits either high or mid(besides the uppercuts). Now you're probably thinking all is lost for Sub-Zero, but this is not the case because of the new properties of the cold shoulder and the new and improved(well atleast compared to MK4) ice clone! First and foremost Sub is without a doubt a defensive character. He's really all about setting up his damage with the clone. when clone is out you have many options. You can stand behind it and let time drain up somewhat. You can also throw them off guard with a cold shoulder. One thing im sure many Sub players have come up with early is the sweet strategy of walking in front of the clone. If they attack you they will more than likely be frozen. Heads up to MKL for showing me the greatness that is Shotokan: d+3! Since you can safely duck a LOT of things in MKD, this baby gives you plenty of options if it hits. First off, on hit this baby leaves u in PERFECT position to do the ice clone. You can also do d+3,SC(stay crouched)d+3 or d+3~cs~SCd+2 or d+3~cold shoulder or d+3,throw. Dragon is absolutely ass and should pretty much be avoided except for the OCCASIONAL quick CS into 4,b+2. Nothing like a low attack that does 13% in a mortal kombat game. Kori Blade to me is a downgraded stance. If you distance them properly Kori Blade b+2 can lead to some MAJOR MAJOR MAJOR damage. b+2,cs,1,2,4,cs,2,cs does a good 41%!(props to konqrr for that sick one), but that juggle is only good if they arent frozen when you start it because of the damage reduction when you are. I really can't think of a good way to set it up yet, but Ill find one. I know i've said this earlier, but the cold shoulder is now the shit. Comes out fast, hits MID now, does more damage, is relatively safe on block and lead to some nasty death trap shit. What more can you ask for? Just don't be too abusive with it because it can easily be side stepped.
~Sub Juggles~
When they aren't frozen
Shotokan: 1,2,4,cs,1,2,cs,cs,1,2,4,c2,cs = 35%
Dragon: 1,1,2~cs~cs~1,2,4,cs,2,cs = about 28%
Kori Blade: b+2,cs,1,2,4,cs,2,cs = 41%
When Frozen
Always switch to Shotokan and do ss,1,2,b+2,b+2,1,2,4,cs,2,cs for a solid 30%. You need to sidestep like in MKDA because when you are frozen the character hunches backward and the 1 will whiff for a crucial chunk of damage unless you side step to their side.
Lastly, if the opponent is frozen and you're near a death trap it's game over for them. Cold Shoulder their ass.
That's all I got for now guys. If you'll excuse me i'd like to unlock Raiden and Kenshi now! POST AWAY! PEACE!


About Me
Concept Of Love
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*repost*
Today I've been in training attempting to learn everything I possibly can about Mileena and upon my training I have realized that when tiers are in fact placed Mileena will be very high from the amazing things that I have found these last few hours.
Mainly, a semi infinite I have seem to discovered:
(Sai) B1, U2, RT, RT ... .RT . .RT ect.
Basically, the first two hits knock the enemy waaay up, the 1st rolling thunder must be done rather early, it nips the opponent, making the AI register the hit very early and instantly turning Mileena around while player 2 is still on the ground. From there you get another free RT, and as soon as it connects, tapping foward really quickly makes Mileena turn around SLIGHTLY faster, just in time for another, once it connects tap foward(in the direction that would make you face player 2) and another RT comes out. Rinse, repeat.
I say SEMI-INFINITE because:
1. The opponent is on the ground, so the combo breaker wont register.
2. It's a little tricky, and either the opponent lightens up about the 15-20th RT that connects, or I get a little careless and mess up the combo.
I've tried this in arcade mode and just as I thought. This is inescapable. This is golden news for hardcore mileena players.
I've also found some ways around combo breakers/pushbacks and invisible walls that make high damaging moves (ala 3 Ying Yeung stance U2's) break the 25% damge combo mark.
I first need to compile all this data. As soon as I find something, I run across something else. But If anyone is interested, or would like to help that would be awesome. I plan to get some of this solid info by tonight and post later tonight/early morning.
I havent even unlocked any of the hidden characters or played Konquest, and already I'm trying to do in-depth character study.
Today I've been in training attempting to learn everything I possibly can about Mileena and upon my training I have realized that when tiers are in fact placed Mileena will be very high from the amazing things that I have found these last few hours.
Mainly, a semi infinite I have seem to discovered:
(Sai) B1, U2, RT, RT ... .RT . .RT ect.
Basically, the first two hits knock the enemy waaay up, the 1st rolling thunder must be done rather early, it nips the opponent, making the AI register the hit very early and instantly turning Mileena around while player 2 is still on the ground. From there you get another free RT, and as soon as it connects, tapping foward really quickly makes Mileena turn around SLIGHTLY faster, just in time for another, once it connects tap foward(in the direction that would make you face player 2) and another RT comes out. Rinse, repeat.
I say SEMI-INFINITE because:
1. The opponent is on the ground, so the combo breaker wont register.
2. It's a little tricky, and either the opponent lightens up about the 15-20th RT that connects, or I get a little careless and mess up the combo.
I've tried this in arcade mode and just as I thought. This is inescapable. This is golden news for hardcore mileena players.
I've also found some ways around combo breakers/pushbacks and invisible walls that make high damaging moves (ala 3 Ying Yeung stance U2's) break the 25% damge combo mark.
I first need to compile all this data. As soon as I find something, I run across something else. But If anyone is interested, or would like to help that would be awesome. I plan to get some of this solid info by tonight and post later tonight/early morning.
I havent even unlocked any of the hidden characters or played Konquest, and already I'm trying to do in-depth character study.
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Has anyone beaten the Dragon King on max. I dont believe it, but i want to know if the motaro code could be something to shoot for.


About Me
Dedicated, hopeless...Li Mei fan.
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Yeah, if Mi Zong B+4 connects do her crossing paths combo... So it goes like this.
B+4, 1, 2, 2, CS. Bam, 6 hit 31% damage.
So much for a balance haha. But yeah, Mi Zong B+4 is rediculous... I love Li Mei.
B+4, 1, 2, 2, CS. Bam, 6 hit 31% damage.
So much for a balance haha. But yeah, Mi Zong B+4 is rediculous... I love Li Mei.


About Me
PS2 Tags: REPSTYLE , ShdwTear XBL GT: dj 2scoops
http://www.myspace.com/somberdjoy
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Good to se another one of these threads started :) I'll post some strats ive had sucess with later tonight/tomorrow (busy playn now, lol)

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yes my kind of thread
Good job vers.
later on I'm gonna disect Baraka, Kabal, and Raiden later on, but for now I'll leave you guys with this nice Kabal Hookswords combo
hookswords stance: 2,1,4 juggle with 1,1, b+1 for 36%
and another hookswords combo: 2,1,4, then juggle with 1,1,4, then 4 again (works on medium to large characters so far, I'll work on the timing later on to see if it works on the smaller characters) This juggle does 39%
all i have to say is that Raiden is underrated, but thats my opinions, and we all know opinions change, see you guys later
Good job vers.
later on I'm gonna disect Baraka, Kabal, and Raiden later on, but for now I'll leave you guys with this nice Kabal Hookswords combo
hookswords stance: 2,1,4 juggle with 1,1, b+1 for 36%
and another hookswords combo: 2,1,4, then juggle with 1,1,4, then 4 again (works on medium to large characters so far, I'll work on the timing later on to see if it works on the smaller characters) This juggle does 39%
all i have to say is that Raiden is underrated, but thats my opinions, and we all know opinions change, see you guys later

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though its not the safest in the world:
Sub Zero in Shotokan:
1,2,B+2, B+2,...wait...1,2,4,CS,1,2,CS
Everybody also needs to realize that juggles work a little differently than they did in DA. In DA, you could start your followups really early, but that's not the case in Deception.
The opponent flies up a little higher with each successful hit, and if you start the followup combo to early attacks will often miss.
Wait until the the opponent drops between eye and chest level (or even lower if your reflexes are good enough) to start a long combo.
Sub Zero in Shotokan:
1,2,B+2, B+2,...wait...1,2,4,CS,1,2,CS
Everybody also needs to realize that juggles work a little differently than they did in DA. In DA, you could start your followups really early, but that's not the case in Deception.
The opponent flies up a little higher with each successful hit, and if you start the followup combo to early attacks will often miss.
Wait until the the opponent drops between eye and chest level (or even lower if your reflexes are good enough) to start a long combo.
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here's some shu shu juggle most of you probably know...32% damage...
1, 1, 2, b2, b2, air shujinko(if you have it)
it's good try it if you haven't already.
1, 1, 2, b2, b2, air shujinko(if you have it)
it's good try it if you haven't already.
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I havent fucked around with Shujinko yet but right now im feelin u+4,f+4,1,1,cs,3,3,cs for 43%. Im not sure if thats the command for the branch since I havent played with him in a day, but I think that's it.
Kabal sucks ass man! Like what the hell. First day make Smoke Noob's bitch and totally take away all of his coolness, then they make Kabal low tier. What's next? All my fav chars are gettin the shaft man!
Um...HELLO STAFF. THIS IS THE BRAINCHILD OF A TOPIC THAT WAS STICKIED AND HAD HUNDREDS UPON HUNDREDS OF POSTS. IT SINGLE HANDEDLY RAISED THE LEVEL FOR MKDA PLAYERS. PLEASE STICKY THIS ASAP.
Kabal sucks ass man! Like what the hell. First day make Smoke Noob's bitch and totally take away all of his coolness, then they make Kabal low tier. What's next? All my fav chars are gettin the shaft man!
Um...HELLO STAFF. THIS IS THE BRAINCHILD OF A TOPIC THAT WAS STICKIED AND HAD HUNDREDS UPON HUNDREDS OF POSTS. IT SINGLE HANDEDLY RAISED THE LEVEL FOR MKDA PLAYERS. PLEASE STICKY THIS ASAP.


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The humility is overwhelming. 

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The only good use I've found for Kabal is to use his Raging flash correctly.
If you can consistently get it to connect, he's good, but other than that, he's S.O.L.
I usually use a juggle where you slam them down with your hookswords and then they pop up. then do raging flash. combo.
Also if your opponent completely misses their attack, it is useful because It's so fast.
Other than that, I can't find much of a use for him either. *EDIT: and if it gets blocked your officially screwed. Save them breakers
If you can consistently get it to connect, he's good, but other than that, he's S.O.L.
I usually use a juggle where you slam them down with your hookswords and then they pop up. then do raging flash. combo.
Also if your opponent completely misses their attack, it is useful because It's so fast.
Other than that, I can't find much of a use for him either. *EDIT: and if it gets blocked your officially screwed. Save them breakers

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BAH!!!!.....subzero!!!!.......
never stay in dragon unless your opponent really likes to duck alot (square, triangle, O will confuse them).....cold shoulder gets u out of close encounters with death traps......a really good thing to do is to freeze em, go for the combo that cycles through all the styles (forgot the name but its square, triangle, O, L1, square, triangle,L1) and then hit em with a strong sword juggle, give em a cold shoulder (for distance) and switch to ur first style. then just keep attacking them with branching ( or non branching) combos.....most of the time youll get a flaweless victory............having the cold shoulder and ice clone gives u a safe feeling......subzeros my FAVORITE!!!!!
never stay in dragon unless your opponent really likes to duck alot (square, triangle, O will confuse them).....cold shoulder gets u out of close encounters with death traps......a really good thing to do is to freeze em, go for the combo that cycles through all the styles (forgot the name but its square, triangle, O, L1, square, triangle,L1) and then hit em with a strong sword juggle, give em a cold shoulder (for distance) and switch to ur first style. then just keep attacking them with branching ( or non branching) combos.....most of the time youll get a flaweless victory............having the cold shoulder and ice clone gives u a safe feeling......subzeros my FAVORITE!!!!!
pseudo- easy Scorpion combo
In Hapkido, spear, 2 3, u+4 > u+ 4 > 2,3,u+4 (11 hits 33%)
if you do the last 2,3,u+4 late enough, all 4 hits will connect. Otherwise, the last kick will whff. Timing is a bit tricky
Haven't been able to combo from the Hell Fire into anything yet.
In Hapkido, spear, 2 3, u+4 > u+ 4 > 2,3,u+4 (11 hits 33%)
if you do the last 2,3,u+4 late enough, all 4 hits will connect. Otherwise, the last kick will whff. Timing is a bit tricky
Haven't been able to combo from the Hell Fire into anything yet.

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Before I start this, I want you all to know I am by no means an expert. This is all really simple opinion of what I've seen thus far.
Tanya
She seems about as good as she was in MK4, which means she's freakin' awesome. Her 2 fighting styles seem pretty good. Haven't played in them much though, so I can't really say for sure. But Kobu Jutsu just might be the best weapon stance in this entire game. I always play her with them. They seem easily comboable.
Cannon Drill: Awesome. Comes out of nowhere. Pops up for a float starter. Getting a combo to connect after it can be tricky though. It seems the farther away you are when you execute a drill, the better your chances of comboing. I've had very little luck getting any major damage from executing the Cannon Drill when right up close, which is definately the best place to use this move. It's nearly impossible to defend against if you're right on them. If it is blocked though, get ready to break. Kobu Jutsu b+2, 1 1 u+1 follows up real easily for 31% (I think). Not a very intricate combo at all, but good damage still. Sometimes a hit whiffs though, I'll experiment more to find out how to better get all hits to connect.
Rolling Split Kick: Pretty good. I think it comes out slower than the MK4 version though, and the recover isn't as good either. Still, not a very bad move at all. If used sparingly it can definately be a big surprise move. As it stands now, I'm using this mainly for wake up and combo enders. It pretty much halts any momentum you have going though, thats why i like to put it at the end of a combo though. At the very least, this move looks way coller now than in MK4.
Surging blast: as good as any other projectile i guess. I hardly ever use it.
Air surging blast: I pretty much forget about this move. The execution and recovery are slow, and since she now executes this from the ground, anyone with eyes can see you're gonna do it when Tanya jumps straight up. I guess at a distance it could probably be decent for keep aways and mabe even wake ups, but still, I just forget it.
Find Me: more awesome than i expected. Use Cannon Drills and Split Kicks in this all the time. They're hard enough to defend against when you can actually see them coming, let alone when you can't. Since I'm always in Kobu Jutsu, i don't have this problem, but: if you want to use her weapons and this move, BE IN KOBU JUTSU FIRST! if you switch to them while invisible, they are not invisible! funny to look at, but obviously it destroys the purpose. I'm not sure how the final tiers are gonna shake out in the coming weeks and months, but I definately think this move combined with the cannon drill makes her top tier no matter what.
And for that extra cherry on top-her fatalities and especially that Hara Kiri are top tier!
Tanya
She seems about as good as she was in MK4, which means she's freakin' awesome. Her 2 fighting styles seem pretty good. Haven't played in them much though, so I can't really say for sure. But Kobu Jutsu just might be the best weapon stance in this entire game. I always play her with them. They seem easily comboable.
Cannon Drill: Awesome. Comes out of nowhere. Pops up for a float starter. Getting a combo to connect after it can be tricky though. It seems the farther away you are when you execute a drill, the better your chances of comboing. I've had very little luck getting any major damage from executing the Cannon Drill when right up close, which is definately the best place to use this move. It's nearly impossible to defend against if you're right on them. If it is blocked though, get ready to break. Kobu Jutsu b+2, 1 1 u+1 follows up real easily for 31% (I think). Not a very intricate combo at all, but good damage still. Sometimes a hit whiffs though, I'll experiment more to find out how to better get all hits to connect.
Rolling Split Kick: Pretty good. I think it comes out slower than the MK4 version though, and the recover isn't as good either. Still, not a very bad move at all. If used sparingly it can definately be a big surprise move. As it stands now, I'm using this mainly for wake up and combo enders. It pretty much halts any momentum you have going though, thats why i like to put it at the end of a combo though. At the very least, this move looks way coller now than in MK4.
Surging blast: as good as any other projectile i guess. I hardly ever use it.
Air surging blast: I pretty much forget about this move. The execution and recovery are slow, and since she now executes this from the ground, anyone with eyes can see you're gonna do it when Tanya jumps straight up. I guess at a distance it could probably be decent for keep aways and mabe even wake ups, but still, I just forget it.
Find Me: more awesome than i expected. Use Cannon Drills and Split Kicks in this all the time. They're hard enough to defend against when you can actually see them coming, let alone when you can't. Since I'm always in Kobu Jutsu, i don't have this problem, but: if you want to use her weapons and this move, BE IN KOBU JUTSU FIRST! if you switch to them while invisible, they are not invisible! funny to look at, but obviously it destroys the purpose. I'm not sure how the final tiers are gonna shake out in the coming weeks and months, but I definately think this move combined with the cannon drill makes her top tier no matter what.
And for that extra cherry on top-her fatalities and especially that Hara Kiri are top tier!

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Also, I don't remember if MK:DA had this or not, but Deception will not restrict projectiles after the first pop-up hit.
This makes it possible to add a hit or two to some combos.
An example.
Scorpion:
Start in Hapkido.
U+4, Spear, Long Combo.
EDIT* And I'm not sure, but it may be possible to do a longer combo that ends in a single pop-up, then spear, then another long combo. I'll have to try that out when I get home.
This makes it possible to add a hit or two to some combos.
An example.
Scorpion:
Start in Hapkido.
U+4, Spear, Long Combo.
EDIT* And I'm not sure, but it may be possible to do a longer combo that ends in a single pop-up, then spear, then another long combo. I'll have to try that out when I get home.

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Great to see this thread started for Deception. It needs to be stickied ASAP.
Scorpion - Versatile, you are right on the $$. I whore Mugai Ryu D+1 and F+1. This is coming from MKL: "F+1, Spear, Hellfire, mixup D+1 and F+1. Try Hapkido 223cs3cs then Hellfire after the spear."
Scorpion is broken once again.
Hotaru - Holy shit...Pi Gua is not the best anymore...but this mixup is too good. I was owned by fLoE (I think that's the guy who got 2nd in the SC2 Tourney in Vegas) last night using Hotaru. He would space with Lava Burst, which even hits you if you try to techroll or sidestep it...you must block it. Then once he comboed you, he'd do this wakeup game of Pi Gua B+1 or Throw. Hotaru's throw juggles, so he'd do a combo off of it and start the mixup again as I got up. This is too good.
Keep the good shit coming.
Scorpion - Versatile, you are right on the $$. I whore Mugai Ryu D+1 and F+1. This is coming from MKL: "F+1, Spear, Hellfire, mixup D+1 and F+1. Try Hapkido 223cs3cs then Hellfire after the spear."
Scorpion is broken once again.
Hotaru - Holy shit...Pi Gua is not the best anymore...but this mixup is too good. I was owned by fLoE (I think that's the guy who got 2nd in the SC2 Tourney in Vegas) last night using Hotaru. He would space with Lava Burst, which even hits you if you try to techroll or sidestep it...you must block it. Then once he comboed you, he'd do this wakeup game of Pi Gua B+1 or Throw. Hotaru's throw juggles, so he'd do a combo off of it and start the mixup again as I got up. This is too good.
Keep the good shit coming.

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Also, on a side note, It would be good for someone to compile all of the good information in this thread into one major text FAQ.
I know that would be a big help to people looking to download and print something to take to the TV and practice.
I know that would be a big help to people looking to download and print something to take to the TV and practice.
About Me
Xbox live gametag- scoot magee
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Ok I got some really cheap broken shit!
Tanya!!!
Ok after a cannon drill you can walk up and get a free throw... Thats not all... Throw the other guy in the corner and you are right in front of him when he is waking up. As he is getting up throw again and again and again and again and again while mixing in overheads and cr lp in her second style. Its pretty hard to escape it. Its even better invisible!
Dairou... omg...
Just tombstone drop/teleport/star kick thing the entire game. Mix that shit up nice and you got one of the best in the game.
Scorpion...
in scorpions first stance after a knockdown mixup with f+3 b+3 sweep combo or d+4... When you get them blocking low do 3 into pop up juggle or hell fire to mix them up. Easy as shit... High low mixup in mkd is so damn good.
Noob smoke
Havent spent much time on him but he seems crazy good. smokes throw can be comboed off of. I do throw into u+4, ff+4, db+2 then move foward a bit and hit 4. Im trying to get more dmage out of it on the last hit but its not that easy. It does 27% which is the most damaging i got after smokes throw. You can also combo a ff+3 off of noobs throw.
raiden
Teleport throw, teleport ff+2, teleport into his chains, whip out staff and hit low all day, mix up with more teleports.
Thats about it for now!
Tanya!!!
Ok after a cannon drill you can walk up and get a free throw... Thats not all... Throw the other guy in the corner and you are right in front of him when he is waking up. As he is getting up throw again and again and again and again and again while mixing in overheads and cr lp in her second style. Its pretty hard to escape it. Its even better invisible!
Dairou... omg...
Just tombstone drop/teleport/star kick thing the entire game. Mix that shit up nice and you got one of the best in the game.
Scorpion...
in scorpions first stance after a knockdown mixup with f+3 b+3 sweep combo or d+4... When you get them blocking low do 3 into pop up juggle or hell fire to mix them up. Easy as shit... High low mixup in mkd is so damn good.
Noob smoke
Havent spent much time on him but he seems crazy good. smokes throw can be comboed off of. I do throw into u+4, ff+4, db+2 then move foward a bit and hit 4. Im trying to get more dmage out of it on the last hit but its not that easy. It does 27% which is the most damaging i got after smokes throw. You can also combo a ff+3 off of noobs throw.
raiden
Teleport throw, teleport ff+2, teleport into his chains, whip out staff and hit low all day, mix up with more teleports.
Thats about it for now!
About Me
Xbox live gametag- scoot magee
0
Oh yeah! also with scorpion. After his pop up combo hit with another u+4 and instead of juggling him with a big combo hit him with f+3 b+3. It still combos in the juggle and leaves you right in front of the guy when he is waking up for a nice mixup oprotunity. Unless they tech of course! If they do hellfire that shit.
And another thing with tanya. When she is invisible you can land random sweeps and her overhead kick move. Mix that shit up with what I said before and she is awesome.
Please correct me if im wrong about anything.
And another thing with tanya. When she is invisible you can land random sweeps and her overhead kick move. Mix that shit up with what I said before and she is awesome.
Please correct me if im wrong about anything.
About Me
Xbox live gametag- scoot magee
0
actually the sweep at the end of juggle doesnt leave them in front of you... my bad


About Me
Booyakasha Everything Iry
0
I got an Ermac guide up at Gamefaqs, pretty extensive, here is a link: http://www.gamefaqs.com/console/ps2/game/919922.html
I plan to make a Raiden one. From what I have seen Baraka (I never use him) is the best character, but I can beat anyone I have run into so far with my Ermac and pretty much everyone with my Raiden and SZ..i havent tried playing with anyone else :) Btw I got a nice Sub game here are some combos off the top of my head that I do and I seen no one esle do. SHoto: B+2, 1, 2, 4, CS, 2, CS 3?% you can do variations like (B+2)x2 or 1,2,B+2 for the pop-up. Koro: B+2, CS, 1, 2, 4, CS, 2, CS 41% Shoto: 1,1,3,2, then while they hold their face walk right up to them and you can get a garuntee throw. 3? % Kori: B+2, B+2, 1, B+1 31% I got more, he rocks in this game! Maybe I right a faq if you people want?
I plan to make a Raiden one. From what I have seen Baraka (I never use him) is the best character, but I can beat anyone I have run into so far with my Ermac and pretty much everyone with my Raiden and SZ..i havent tried playing with anyone else :) Btw I got a nice Sub game here are some combos off the top of my head that I do and I seen no one esle do. SHoto: B+2, 1, 2, 4, CS, 2, CS 3?% you can do variations like (B+2)x2 or 1,2,B+2 for the pop-up. Koro: B+2, CS, 1, 2, 4, CS, 2, CS 41% Shoto: 1,1,3,2, then while they hold their face walk right up to them and you can get a garuntee throw. 3? % Kori: B+2, B+2, 1, B+1 31% I got more, he rocks in this game! Maybe I right a faq if you people want?
0
Nah man, anytime kori b+2 hits, cs and do 1,2,4,cs,2,cs for 41%.
I'd like to post here something I just discovered with Sub, and that's the fucking AMAZINGNESS that is Shotokan: d+1.This move is fucking beautiful. hits low, stuffs moves like a champ, spaces well whether its blocked or not and is a good set up for the clone. I can post on and on about this shit, but ill stop now.
Another interesting tidbits. Im sure you guys all know if you juggle into a corner that your animation freezes up and the juggle stops. However, you can still style switch while "frozen". I like to swithc to Kori Blade and mix up between b+2 and b+4. Try to side step so they cant tech out of the way and to make it more likely to land b+2 at a spot where the juggle wont be "frozen again", but then again its all up to you. Perhaps you want to be purposely "frozen" so you can continue the mix up.
I'd like to post here something I just discovered with Sub, and that's the fucking AMAZINGNESS that is Shotokan: d+1.This move is fucking beautiful. hits low, stuffs moves like a champ, spaces well whether its blocked or not and is a good set up for the clone. I can post on and on about this shit, but ill stop now.
Another interesting tidbits. Im sure you guys all know if you juggle into a corner that your animation freezes up and the juggle stops. However, you can still style switch while "frozen". I like to swithc to Kori Blade and mix up between b+2 and b+4. Try to side step so they cant tech out of the way and to make it more likely to land b+2 at a spot where the juggle wont be "frozen again", but then again its all up to you. Perhaps you want to be purposely "frozen" so you can continue the mix up.
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