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Timco
10/10/2004 11:46 AM (UTC)
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I live in europe so still waiting for the game...

What's your opinion about noob smoke? No tag advantages? How do you guys rate them overall? thx for the info
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🌮🐈
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I love Mortal Kombat, and have been a fan from the

10/10/2004 03:42 PM (UTC)
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Versatile Wrote:
Nah man, anytime kori b+2 hits, cs
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.



I could be wrong but I believe Dragon has the same "duck punch" so you can be in shoto/dragon and bust out the d+1.

Not sure why everyone hates dragon so much.
1,1,2, cs, cs, 124cs...
Shotokan
124cs12cs etc...the last cs is the delayed sword pop up, if they are ducking , they anticipate the sword delay and know to stand block the last one, I skip the last cs, and d+1, into 112 or 124.

~CYD
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Scoot-Magee
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Xbox live gametag- scoot magee

10/10/2004 05:47 PM (UTC)
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Bump

It's a fucking shame that one of the only good threads gets no attention.


BTW versatile!!! Someone did that shit to me now I do it lol. I like to switch after I get a knockdown for high low/throw mixups.
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Deadboy
10/10/2004 05:55 PM (UTC)
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Good thread. Lots of good talk on my main man Subby. So bumpity bump.
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Raidenwins
10/10/2004 06:31 PM (UTC)
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well, Raiden is my favorite as always. i am not gonna go into great lengths, just a couple og things.

Nan Chuan is the same as in MKDA except for D+Y(XBox controls).

they've made Jujutsu more powerful now thanks to Back+X being a pop-up so there is more insentive to use it.

they've also improved Staff with the B,B,A combo ending in a pop-up.

also, kudos to the MK team for giving Raiden back his teleport and his torpedo moves. hint*hint, Dragon King, Staff, teleport, B,B,B, step back, easyyyyy.

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SubScorpTile
10/10/2004 06:39 PM (UTC)
0
here's a nice SUb juggle I JUST found:

1, 2, 4, cs, 1, 1, 2, 1, 2, cs

hits for 33% damage.
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MobiusakaBorat
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Booyakasha Everything Iry

10/10/2004 07:33 PM (UTC)
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Raiden is a monster in this game. Has a crazy Nan-Chan mix-up. with B+2/B+4 (doing this off memory). Also, if you train them to block low, you can do this combo standing and it will connect on the 3rd hit(before they even know it) and it will trigger to the rest of the entire combo: 1,1,2,CS,1,3,4 -> then juggle with this: 1,1,3,CS,4,4 this does 40-something % damage.
Here are the most damaging juggles I've found for Scorpion.

(Notes)

The spear adds 5% damage and for some reason the spear counts as 2 hits.

These juggles work off a glitch in Scorpion's weapon stance.

How to do the glitch = Do his f+1 then quickly do his u+2 slash.

It will knock the opponent behind you but they will land on the air, like 5 feet off the ground at most. The sooner you do the u+2, the higher off the ground they will land.

To make stance changing easier during a custom juggle, tap L+the attack of the next style at the same time so there is no delay.

All of these juggles start off on weapon stance, you can switch to weapon stance after the spear.

Now to the Juggles (weapon stance juggles)

8 hits 29% = Spear, f+1, u+2, walk towards the opponent and get in close as fast as possible, sc+2,..., sc+1,1,4 The last part requires special timing, (delay a little longer)
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8 hits 29% = Spear, f+1, u+2, walk towards the opponent and get in close as fast as possible, sc+2,..., sc+1,1,3
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9 hits 30% = Spear, f+1, u+2, walk towards the opponent and get in close as fast as possible, sc+2,..., sc+1,1,3,3,3

Only 2 of the last 3 kicks will connect, the first and last one. It's kind of hard to time it.
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8 hits 30% = Spear, f+1, u+2, walk towards the opponent and get in close as fast as possible, sc+2,..., sc+1, 1, b+1
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8 hits 29% = Spear, f+1, u+2, walk towards the opponent and get in close as fast as possible, sc+2,..., 2, 2, 4

(Possible follow up to this juggle)

Immediately do a deep jump kick, ..., spear (catches opponent in the air), (Hapkido) 2, 2, sc, 1, 3, 3, sc.

I don't think the jump kick part of the juggle is guaranteed but give it a shot.

The jump kick part of the combo doesn't register as a continuous combo. But the actual number of hit's would be 16 with about 45% damage.
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FuzzyWhisper
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Beware the fury of the patient man.

10/10/2004 09:50 PM (UTC)
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Fantastic job so far, everyone.

Here are a couple simple, damaging Shujinko combos. Start these in Mantis:

b+2, 1,1,1,CS,4,4,CS [7 hits, 43%]
throw, u+4, 1,1,1,CS,4,4,CS [9 hits 45%]


Now then, on to the main show. After messing around for a night and part of this morning with Shujinko, I came up with this stuff. My focus at the time was to combine as many of his special moves as possible in interesting and/or aesthetically pleasing ways. The fact that some decent combos arose out of my experimentation was purely unintentional. (Please note that the following require most of Shujinko's special moves to be unlocked.)

Start these in Mantis:

u+4, b,f+1, f+4,1,2,b+2, f,f+2 [9 hits, 25% (30% with wall hit)]

Because of the f+4's built-in sidestep, this combo in particular is prime for positioning, so long as you remember that Shujinko's leading hand dictates the direction in which the auto-sidestep moves him.


u+4, b,f+1, 1,1,2,CS, f,f+2 [8 hits, 28% (9 hits, 33% with wall hit)]

Another Flying Jinko setup. Helpful for situations where your opponent's back is to a deathtrap but he's too far away to be knocked into it.


u+4, b,f+1, 1,1,1,CS,4,4, SC [10 hits, 42%]

Still running with the guaranteed-spear-into-follow-up theme, the idea behind this one was simple: create a combo that inflicts maximum damage with moderate flash and minimal effort. 42% off of a generic launcher isn't bad at all, wouldn't you say?


d,f+1, throw, b,f+1, 1,1,1,CS,4,4,CS [11 hits, 37%]

Admittedly this one is a bit impractical, but considering the fact that it involves a freeze, 37% is more than acceptable.


u+2, d,f+1, b,f+1, throw, u+4, 1,1,1,CS,4,4,CS [11 hits, 38%]

This is more or less a variant of the above. I *think* u+2 makes the freeze guaranteed.


throw, u+4, d,b+3, f,f+2 (7 hits, 27% (8 hits, 34% with wall hit)]

Yet another that incorporates the Flying Jinko for positioning purposes. (Note how a simple wall hit yields a whopping 7% additional damage.) Before I could really explore the idea of the throw as a starter, I became infatuated with incredible combo potential of the Dan Tien Dao.


Start these in Dan Tien Dao:

u+2, u+2, b,d,b+4, d,b+3, f,f+2 [8 hits, 34% (38% with wall hit)]

I love this one for pure aesthetic appeal alone. The timing for all three special moves has to be extremely precise or they'll whiff in any number of different ways, and its damage is inadequate for all the trouble you have go through to get this to connect. Nevertheless, it looks damn good.


u+2, u+2, d,b+3, f,f+4 [12 hits, 39%]

This one looks fantastic as well. The only catch is that you need to delay the f,f+4 input substantially or it won't come out and you'll get a normal 4 instead. For this reason, the second u+2 and d,b+3 must be performed as quickly as possible so the opponent doesn't hit the ground during the delay.


u+2, u+2, d,b+3, d,b+3, f,f+2 [9 hits, 47% (51% with wall hit)]

A study on the effects of d,b+3 in juggles. Rather standard fare, actually. As with any combo involving multiple d,b+3s, though, you'll need to time them well for the subsequent moves to hit correctly. If you want, you can use throw, u+4 as a starter in any stance instead of u+2, u+2 for about 7% less damage.


And finally, the pièce de résistance:

u+2, u+2, d,b+3, b,d,b+4, d,b+3, f,f+2 [10 hits, 44% (48% with wall hit)]

It's things like this that remind me why I love this game so much. As far as I'm concerned, this is the ultimate Shujinko combo. If you want, you can substitute the glorious f,f+2 finisher for an infinitely less satisfying d+2 (which changes the stats to 9 hits, 45%).


In closing, I'd just like to say that I think Shujinko has incredible potential. This character's canned strings are strong, he has plenty of good launchers and excellent setups, a strong throw that allows for juggle followups, but perhaps most importantly of all, Shujinko has a special move for every situation. He can pressure from a distance, punish up close, shepherd opponents into the range of deathtraps, avoid low moves while inflicting damage, slide straight under projectiles and follow up stuns with combos that melt almost half a life bar away.

Watch out for this guy.

Cheers,

-FW

P.S On an unrelated note, Yin Yang Island is great. If not for the pure zaniness of two Mortal Kombat warriors attempting to rip out each other's throat to the cheerful tropical soundtrack of the good version, than the fact that the coconuts that you can knock from the trees turn to skulls in the bad one. A truly inspired concept.
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Kriza
10/10/2004 10:52 PM (UTC)
0
One flashy smoke combo...

u can start with his initial launches

u+4 or f,f+4

d,b+2,1,2,4,CS,1
should take 39% and 46% respectively

i've gotten my ass kicked multiple times by about everyone that counts) now
imma go back and practice hardcore

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Kwizard
10/11/2004 12:36 AM (UTC)
0
Kenshi...

2,2,2, b +1, lift, 2, psychic flurry. 9 hits...
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Versatile
10/11/2004 12:41 AM (UTC)
0
Meh bleed, I have a pretty ok scorp and when f+1 hits, as long as there are no breakers I follow up with 2,2,cs,1,3,3,cs for like 30 something %.

This just in..predictable sub = sub that loses. Sub is only really good whne you play him in a completely unorthodox fashion.
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danadbab
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Hello

10/11/2004 12:42 AM (UTC)
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sindel~w/ the kwan do weapon, do up +1 up+1 wait till ur foe falls close to the ground then hit them w/ 4.4.1 this yeilds me 34% when u add in wall hits and falling through floors i have gotten 55% w/ this combo, havent seen it get higher then that...

if u wanna get a easy win w/ a death trap. try and catch ur foe w/ a scream, manuver urself around to face the death trap scream again (before the 1st 1 runs out) and do a quick uppercutt move...

im not gonna say im skilled at all in this game, but sindel has a ton of high low moves.. using low moves like w/ the kwan do up+2 and her AWESOME leg grab move will make ur foe try and block low alot, well when this happens quickly do the combo listed above..

when facing some 1 thats in a fast stance be sure to use her other style to match their speed...
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Scoot-Magee
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Xbox live gametag- scoot magee

10/11/2004 06:50 AM (UTC)
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bump
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Versatile
10/11/2004 12:08 PM (UTC)
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I have not fucked around with Sindel yet, but im gonna see what's up with her today.

Ermac player's waz really good? I haven't been seeing any Ermac strats here, so post them and lets see whats up with him. Im hearing hes a solid mid tier char. Me and my boy had a good 50 or so matches yesterday just getting a feel of the system, and he's pretty decent. It has come to attention that Scorpion vs Ermac seems be an EXTREMELY unbalanced match up, favoring Scorpion tremendously. Scorp's mid range game is just too safe, and Ermac can't stand in one spot in risk of eating hellfire~free 50/50. It looks as of right now Ermac will officially be my "im just fucking around" character, but I need some solid shit to work with. Let me know.

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Kriza
10/11/2004 01:53 PM (UTC)
0
Bump gah dammit

and on a side note..with Ermac...his 2,b+1 is a really fast launch attack and can intercept/interrupt most other high attacks follow up with b,f,b+4 and f,b+2 with easy 29% damage...UN-COMBO-BREAKABLE 2,b+1 hits ver instantly so most times they wont even see it to break it
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Mordolus
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There is no knowledge that is not power.

10/11/2004 02:21 PM (UTC)
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Heres my 42% combo with raiden:
Start in Nan Chuan: 1,1,2,CS,1,3,CS,4,3,u+4,f,f+4 note on f,f+4 you need to be close to a wall to get the full 42%, otherwise it will do 37%
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Versatile
10/11/2004 02:23 PM (UTC)
0
I thought 2,b+1 was good..until my friend realizes it hits high,high and ducked it and owned me. Mystic Float(MS) d+3 is guaranteed off most his juggles, so i use a lot of that.
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MrSchpfmut
10/11/2004 02:40 PM (UTC)
0
Wow some good stuff so far! Keep up the good work everyone.
I'm suprised no one has covered anything on Kobra yet. Therefore...
Ooooh, where to begin. I'll start off with the damage

Kobra:
Shorin Ryu:
  • 2,1,1,4...2,1,2,u+4 =42% beeyotch!


    He's got hella quick jabs in Shorin Ryu. 2 alone does 10%!
    2,1 or just 1 are the fastest recovering for BDC.

    Wakeups:
    Shorin Ryu
  • u+3 (hits mid...fer them duckers!)
  • 1,1,3,cs
  • 2,1,1,3,cs (alternate for vairety)

    Kickboxing:
  • b+3,3
  • b+4
  • 1,3,cs

    Kali Sticks
  • 3
  • b+4
  • 2,4,(3 or b+3)
  • 1,1,2,4,(3 or b+3)

    Straight up... The d,b+1 low fireball is awesome. Just whore up some backdashs and low balls and you'll get in your opponents head, as well as a nice chunk of life.

  • d,b+2 can become very predictable and it's punishable when blocked. Use Sparingly, backdash off screen when this connects for a free off-screen low fireball!grin

  • I stay away from d,f+2 because it seems I eat more damage than getting a knockdown. Poor range, punishable, steppable? Not worth the risk, IMO.
  • Haven't found any consistant use for d,b+4 yet, I'd rather use a normal juggle hit. But it can be used for wakeups if you've trained your hoe to block low a lot and ya can't get to (SR)u+3...
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    Omega1977
    10/11/2004 03:01 PM (UTC)
    0
    Ok Here are two, providing that they dont combo break...

    Sindel:- 8 hits = 45 - 48% damage, depending on where you hit the oppenent (e.g into a wall)

    (Zha Chuan) b+3, Banshee scream, change stance, 1,1,1,3, cs,4,1

    To get this combo, you have to do the banshee scream quickly so that it catches them in the air and not while they are on the floor. You will know because the 1,1,1,3 in Fu Jow Pai will raise them up (the punches will basically be connecting with their legs)

    Note, you can do the last hit using 3 instead of 1.. I think this bumps up the damage to 46%.

    Did this to Kobra on Konquest (when he's with kabal and kira) and had a flawless against him... he didnt like this combo

    Jade:- 9 hits = 48% damage

    Starting stance (forgot the name),3, Then hit them with your whole branch combo that goes through all 3 styles.

    Will have a look for a few more when I get in....
    Versatile Wrote:
    Meh bleed, I have a pretty ok scorp and when f+1 hits, as long as there are no breakers I follow up with 2,2,cs,1,3,3,cs for like 30 something %.

    This just in..predictable sub = sub that loses. Sub is only really good whne you play him in a completely unorthodox fashion.


    I guess that works too, but the ones I posted throw the opponent behind you.

    It's great if you have your back to a wall, You don't even have to be close to the wall, just do the combo and you will be able to throw the opponent in to a death trap that was meant for you.

    These combos are at least good for getting out of a danger zone if nothing else.

    Of course everything works better without the breaker.

    Trying to come up with fancy combos for Scorpion makes me wish that the special attacks could be used more during combos.

    Like in UMK3 and MK4, The special seem pretty useless to me for juggles in the new MKs.
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    JoRdANMan
    10/11/2004 05:05 PM (UTC)
    0
    I got a good combo 4 Li Mei thats really simple but does 40%

    ( D,B,4) (F,F,2)
    (In Mi Zong) Back+4 , Flipping Heel Kick, Flying Flurry

    U have to be able to hit the buttons fast for this to work.

    Or another easy combo that does 41% with Jade

    (In Bojutsu) 2,1,Up+3 ... 2,1,Up+3

    Ill try to come up with sum better 1s later smile

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    JoRdANMan
    10/11/2004 07:38 PM (UTC)
    0
    Heres 1 4 Ashrah 42-44%

    Up+4 ... Up+4, 2,2,1 SS 2,2 SS

    and then after that u can do Back+3 which is a nice way to end it but doesnt count towards the combo
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    Omega1977
    10/11/2004 07:53 PM (UTC)
    0
    Danadbab

    Here is another one that I have just come up with for Sindel.

    Its not very damaging (32%) but its great for taking the piss out of someone when they have no Combo breakers :D

    15 hits = 32% damage.

    (Fu Jow Pai) 1,1,1,3 cs,4,1, u+3, cs,cs, 1,1,1,3 cs,4,1

    I think you have to hold forward when doing the double chance stace, but you have to be quick!!!!!!

    What do you think of her?
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    Konqrr
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    MKII is a Glorified RPG...Turn Based Chip Damage!
    10/11/2004 11:43 PM (UTC)
    0
    Raiden death trap lure - get close to the edge of a death trap...when they approach, teleport and throw them. They will be kicked into the death trap if they don't break out of the last part of the throw.
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