About Me
Xbox live gametag- scoot magee
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Yo versatile!
What system do you have mk for? I'm on xbox as scoot magee. We need to play bro as we can figure out some shit by playing eachother. I'm just looking to have some fun with this game and break it at the same time :)
What system do you have mk for? I'm on xbox as scoot magee. We need to play bro as we can figure out some shit by playing eachother. I'm just looking to have some fun with this game and break it at the same time :)

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I was fooling around with Noob-Smoke and found this cool combo. It's kinda hard to do, and does more damage if you just start the combo at Smoke's throw (44% to be exact).
Click Here
Click Here


About Me
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Just played around with Diarou a bit. I actually really like him. He has very good recovery time on most of his moves and he can play one hell of a wake up game. As for long dial up combos, he has very very few. Highest juggle I have gotten with him so far is (Escrima) B+1, B+1, 2,3,4,cs 7hit 30%
Also fooled around with Kira and MAN does she have pop up potential out the poon. Just fiddled around with her one time and before I knew it within 40 secs had a 10 hitter. I am betting she has a lot more. (Xing Yi) 1,1,4,cs,U+1,1,1,cs,B+2 10 hit 30%
Will play around some more


Also fooled around with Kira and MAN does she have pop up potential out the poon. Just fiddled around with her one time and before I knew it within 40 secs had a 10 hitter. I am betting she has a lot more. (Xing Yi) 1,1,4,cs,U+1,1,1,cs,B+2 10 hit 30%
Will play around some more

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ok, since I played some online games i'm gonna give some good things about kabal:
Sun Bin:
the lows:
d+4 is a good spacing move, kinda like Sub's Shoto d+3, gives you enough space so it keeps you safe whem blocked or not. so if they relatliate you can backdash and counter them with an atack of your own. You can even hit them with a Cyberdash for combo opporitunities.use d+3 if you wanna move foward stagger the person for throw setups and mixups, but don't use it too often cause the recovery sucks.
the mids:
3 hits mid so you can mix it up with other low attacts to keep them honest, This also opens up oporitunies for throwing.
a good combo from this stance is u+3,1,1,2,cs for 31% damamge, which takes you right into.....
Gojuryu:
d+3 is a low attack that coms out very fast and has good recovery, you can mix this up with some mid hitting attacts, and Gojuryu has alot of them.
the mids:
f+2 is a headbutt that knocks the opponent down, which sets you up for 50/50 games.
3 hits mid and pushes the the oponent back, good for death traps
4 is a mid that hits twice and pushes the opponent far back to give you some room to work with and comes out farly fast
2 is the best mid in this stance, comes out quick and it juggles, which leads to a nasty combo which is 2, then 1,1,cs,b+1 for 39% damage, which brings us now to...
Hookswords:
the lows:
u+3 is a sidesteeping low that has good range and avoids most attacks. Only use this mid ranged attack to help you get in closer to your opponent.
u+2 is a low that hits twice, first low then high for a 2 hit combo that staggers the opponent. Use this move also in mid range.
d+4 is his best low of all the styles. It comes out very fast and it looks more like a mid then it does a low, which confuses a lot of people. it recovers really fast also. use this attack up close.
the mids:
4 is a mid that hits twice. This stance has a lot of good low so throw this into the mix to keep them guessing
in the 2,1,4 combo, the last hit is a mid which lauches. use this when you gave your opponent a good dose of lows so they 'freeze" because the combo by itself is really fast.
a good combo from this stance is 2,1,4, then 1,1,b+1 for 36% damage and 2,1,4, then 1,1,4, then 4 again for 39% damage. The timing is tricky on that last combo as far as juggling the 4's are concerned.
Specials;
use the plasma ball for those SUb's and Nood smoke turtlers that like to hide beind there clouds/statues.
only use cyberdash when you bait out a move that whiffs like a sweep or an uppercut, you won't be using this move that often.
Nomad's touch is a great move to get your spacing back. I use this move against people that wanna sit back and throw projectiles all day. this move is more usfulthen it looks.
Final word is that Kabal is a very unique and deep character who requires alot of thinking and patience to roll with the top dogs. kabal is all about spacing. he either has to be close to you or mid range. And his Nomad touch is useful to get you back into this attack ranges.
Hope I help some of you would-be kabal players out there. Now I'm off to bed
Sun Bin:
the lows:
d+4 is a good spacing move, kinda like Sub's Shoto d+3, gives you enough space so it keeps you safe whem blocked or not. so if they relatliate you can backdash and counter them with an atack of your own. You can even hit them with a Cyberdash for combo opporitunities.use d+3 if you wanna move foward stagger the person for throw setups and mixups, but don't use it too often cause the recovery sucks.
the mids:
3 hits mid so you can mix it up with other low attacts to keep them honest, This also opens up oporitunies for throwing.
a good combo from this stance is u+3,1,1,2,cs for 31% damamge, which takes you right into.....
Gojuryu:
d+3 is a low attack that coms out very fast and has good recovery, you can mix this up with some mid hitting attacts, and Gojuryu has alot of them.
the mids:
f+2 is a headbutt that knocks the opponent down, which sets you up for 50/50 games.
3 hits mid and pushes the the oponent back, good for death traps
4 is a mid that hits twice and pushes the opponent far back to give you some room to work with and comes out farly fast
2 is the best mid in this stance, comes out quick and it juggles, which leads to a nasty combo which is 2, then 1,1,cs,b+1 for 39% damage, which brings us now to...
Hookswords:
the lows:
u+3 is a sidesteeping low that has good range and avoids most attacks. Only use this mid ranged attack to help you get in closer to your opponent.
u+2 is a low that hits twice, first low then high for a 2 hit combo that staggers the opponent. Use this move also in mid range.
d+4 is his best low of all the styles. It comes out very fast and it looks more like a mid then it does a low, which confuses a lot of people. it recovers really fast also. use this attack up close.
the mids:
4 is a mid that hits twice. This stance has a lot of good low so throw this into the mix to keep them guessing
in the 2,1,4 combo, the last hit is a mid which lauches. use this when you gave your opponent a good dose of lows so they 'freeze" because the combo by itself is really fast.
a good combo from this stance is 2,1,4, then 1,1,b+1 for 36% damage and 2,1,4, then 1,1,4, then 4 again for 39% damage. The timing is tricky on that last combo as far as juggling the 4's are concerned.
Specials;
use the plasma ball for those SUb's and Nood smoke turtlers that like to hide beind there clouds/statues.
only use cyberdash when you bait out a move that whiffs like a sweep or an uppercut, you won't be using this move that often.
Nomad's touch is a great move to get your spacing back. I use this move against people that wanna sit back and throw projectiles all day. this move is more usfulthen it looks.
Final word is that Kabal is a very unique and deep character who requires alot of thinking and patience to roll with the top dogs. kabal is all about spacing. he either has to be close to you or mid range. And his Nomad touch is useful to get you back into this attack ranges.
Hope I help some of you would-be kabal players out there. Now I'm off to bed


About Me
Send me a pic of hotaru, a nice small one that I can use for display pic on MSN or something. (Lucas_337@hotmail.com)
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Raiden: Interesting 42%
k im not 100% sure about the AMOUNT of hits, i think it says 10 hits but its really 12.
You do the normal 1,1,2,cs,1,3,cs,4,b+2 (shocky or sparky, whatever its listed as) now if you left it, it lists the combo as a 10 hit 37% dmg.
but heres the tricky part: theyre up in the air for a short while, if you hold away and keep tapping 2, you get the extra hit but the combo thing shows up and says "10 hits 40% dmg". even though you hit 11 times.
if you time it right, and dont HOLD away but wait a split second to press b+2 again you'll land both hits from the b+2 but it still says "10 hits 40% dmg" RIGHT before the last hit hit lands (doing another 2 damage. says practice mode) so in theory its a 12 hit 42% damage with no juggling involved, cept maybe waiting for that last move. (sorry if i confused anyone, please feel free to try it and rewrite it yourself)
k im not 100% sure about the AMOUNT of hits, i think it says 10 hits but its really 12.
You do the normal 1,1,2,cs,1,3,cs,4,b+2 (shocky or sparky, whatever its listed as) now if you left it, it lists the combo as a 10 hit 37% dmg.
but heres the tricky part: theyre up in the air for a short while, if you hold away and keep tapping 2, you get the extra hit but the combo thing shows up and says "10 hits 40% dmg". even though you hit 11 times.
if you time it right, and dont HOLD away but wait a split second to press b+2 again you'll land both hits from the b+2 but it still says "10 hits 40% dmg" RIGHT before the last hit hit lands (doing another 2 damage. says practice mode) so in theory its a 12 hit 42% damage with no juggling involved, cept maybe waiting for that last move. (sorry if i confused anyone, please feel free to try it and rewrite it yourself)
ok cats . new to this site but i love mk . what are you guys dpoing sorry . im not getting it . can anyone explain to me glitches and . those numbers you guys are using as well as i mean i got xbox. so i dont know what b-2 or 112244 means. but i would like to know and join the party .. can any one help?
Here are some random Sub-Zero combos.
Shotokan
1,2,b+2...1,2...1,2,b+1 (8 hits 34%)
You need to do the 1,2 early, or the rest will miss.
For more damage after the 1,2 use 1,2,4,cs,2,cs (10-11 hits 40-43%) depending on what hits.
One thing that is interesting about the corner freeze is that it seems to shorten recovery time on attacks, allowing you to land attacks you couldn't outside of the corner.
Here is an example corner combo.
Shotokan
1,2,b+2...1,2,b+1...d+2(7 hits 33%)
You have to time the 1,2,b+1 so that the opponent is high enough to uppercut, but not too early as to where Sub-Zero is facing sideways when he finishes it.
Shotokan
1,2,b+2...1,2...1,2,b+1 (8 hits 34%)
You need to do the 1,2 early, or the rest will miss.
For more damage after the 1,2 use 1,2,4,cs,2,cs (10-11 hits 40-43%) depending on what hits.
One thing that is interesting about the corner freeze is that it seems to shorten recovery time on attacks, allowing you to land attacks you couldn't outside of the corner.
Here is an example corner combo.
Shotokan
1,2,b+2...1,2,b+1...d+2(7 hits 33%)
You have to time the 1,2,b+1 so that the opponent is high enough to uppercut, but not too early as to where Sub-Zero is facing sideways when he finishes it.
Omega1977 Wrote:
Danadbab
What do you think of her?
Danadbab
What do you think of her?
sindel is killer.. i love what they done w/ her. her kwan do style has to be 1 of the top styles in the game!!
thanx for that 49% combo. thats what i get out of it when ever the kick does hit.. i make sure when i scream i catch them at her knee level.

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I don't hae much since I haven't played anything other than puzzle the last few days, but here goes:
Kobra:
D,F + 1 is useless, or rather, slower, and easier to dodge / punish than D,B+1
D,B+1 seems free (I've yet to see anyone block it) after his throw, and his throw is unbreakable. It also goes under high projectiles, and sets up d,b+2 if they try to sidestep it.
On some knockdowns (like after (SR) 1,1,3,cs) you can get mix up with D,B+1 or D,B+4, but it's much better to go (KS) 3, or B + 3.
D,B+4 is unpunishable on block, DTs on hit, and is tough to sidestep from anything but point blank (which you should never do, unless they're grounded because you'll get stuff by a jab).
I've yet to come up with a good juggle for (SR) 4, or 1,1,4 except 4, u+4, u + 4 or cs,cs,1,1,2,4,b+3 which won't work in the corner.
A note on u+4, u+4, though never use it as a juggle, as Kobra actually recovers slightly slower than the opponent (dangerous against Hellfire, Lightning or character with Inviso).
Outside of B+3,3 or B + 4, I can't find anything good about (KB) stance.
Oh yeah, D,B+2 is projectile punishment only, otherwise, pointless since it misses if the opponent moves forward and gets raped on recovery.
Still working on applications of D,F + 2, seems to beat most "rush" specials, like Darrius' b,f+4, Li Mei f,f+2 BRC f,f,2 (?), and such or punishing laggy projectiles like Spear, or Dairou's foot thing.
I hate Scorpion.
-F.
Kobra:
D,F + 1 is useless, or rather, slower, and easier to dodge / punish than D,B+1
D,B+1 seems free (I've yet to see anyone block it) after his throw, and his throw is unbreakable. It also goes under high projectiles, and sets up d,b+2 if they try to sidestep it.
On some knockdowns (like after (SR) 1,1,3,cs) you can get mix up with D,B+1 or D,B+4, but it's much better to go (KS) 3, or B + 3.
D,B+4 is unpunishable on block, DTs on hit, and is tough to sidestep from anything but point blank (which you should never do, unless they're grounded because you'll get stuff by a jab).
I've yet to come up with a good juggle for (SR) 4, or 1,1,4 except 4, u+4, u + 4 or cs,cs,1,1,2,4,b+3 which won't work in the corner.
A note on u+4, u+4, though never use it as a juggle, as Kobra actually recovers slightly slower than the opponent (dangerous against Hellfire, Lightning or character with Inviso).
Outside of B+3,3 or B + 4, I can't find anything good about (KB) stance.
Oh yeah, D,B+2 is projectile punishment only, otherwise, pointless since it misses if the opponent moves forward and gets raped on recovery.
Still working on applications of D,F + 2, seems to beat most "rush" specials, like Darrius' b,f+4, Li Mei f,f+2 BRC f,f,2 (?), and such or punishing laggy projectiles like Spear, or Dairou's foot thing.
I hate Scorpion.
-F.
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What ups Vers. I haven't had much time to play the game since I bought it last week, so all I've really done so far is unlock the necessities (Characters, arenas) from Konquest. I guess next week I will look for some good combos. One thing I did notice so far is how Kenshi has been raped in terms of his cheapness. No more 50% juggles for me unless I find another way. He has been changed dramatically!
What else I've noticed so far....
Jade is very fun to play with b/c she has a lot of long, powerful ground combos. She also has a good amount of juggles, so she is deadly against the computer but not sure against humans since I still have to get online hookup.
Subby is much better in my opinion now
Scorpion still kicks major tail as well! This may come to a shock to many of us who thought he would tame down some. All of his stances are strong and balanced! Unlike DA where he had the single best stance to use, now you can use all of them.
Raiden played identicle as DA so he should be pretty strong.
Liu Kang is quick, cheap and dirty. Just the way I like him! Good and quick launchers both horizontal and vertical.
What else I've noticed so far....
Jade is very fun to play with b/c she has a lot of long, powerful ground combos. She also has a good amount of juggles, so she is deadly against the computer but not sure against humans since I still have to get online hookup.
Subby is much better in my opinion now
Scorpion still kicks major tail as well! This may come to a shock to many of us who thought he would tame down some. All of his stances are strong and balanced! Unlike DA where he had the single best stance to use, now you can use all of them.
Raiden played identicle as DA so he should be pretty strong.
Liu Kang is quick, cheap and dirty. Just the way I like him! Good and quick launchers both horizontal and vertical.


About Me
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What about NIghtwolf?
He is easily the best character in the game. Val Tudo has a mix up of low, mid, and hi attacks. I love his d+2 hit that is a good addition to the game. Nothing like old school uppercuts.
Any way his Taekwondo is awesome and practically the same as sonya's style. I like his 1,1,b+2 combo. Very safe.
The tomahawks are absolutely amazing. I can't remeber the combonations off the top of my head but he has his uppercut and smasher are perfect. He also has 1,2,3,4. Beautiful.
His special moves list is superb. Arrow, shoulder charge, reflecting aura. His lightning is useless. It is hard to connect and leaves you open for attack. His grab is a juggle starter what more can you ask for?
He is easily the best character in the game. Val Tudo has a mix up of low, mid, and hi attacks. I love his d+2 hit that is a good addition to the game. Nothing like old school uppercuts.
Any way his Taekwondo is awesome and practically the same as sonya's style. I like his 1,1,b+2 combo. Very safe.
The tomahawks are absolutely amazing. I can't remeber the combonations off the top of my head but he has his uppercut and smasher are perfect. He also has 1,2,3,4. Beautiful.
His special moves list is superb. Arrow, shoulder charge, reflecting aura. His lightning is useless. It is hard to connect and leaves you open for attack. His grab is a juggle starter what more can you ask for?
Let's bring this back to the front page with a big Kira combo... :)
Kenpo- f+3, f+3, 1,1,CS,b+2 for 7 hits 47% damage. The timing can be a bit tough and one of the slashes on the b+2 will miss but I guess that doesn't really matter when you've already dealt that much damage. ;)
Kenpo- f+3, f+3, 1,1,CS,b+2 for 7 hits 47% damage. The timing can be a bit tough and one of the slashes on the b+2 will miss but I guess that doesn't really matter when you've already dealt that much damage. ;)
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Sick Sub-Zero shit, Vers. You've covered a lot on him, but I'd like to add one thing to your Dragon strat.
I have been playing Sub-Zero quite a bit at my friend's, and have come up with a few things.
Dragon:
Dragon is shit. As Vers stated, it is only good for the occasional 4, b+2. But what if they get conditioned to it?
I have not extensively tested this, but I think b+4 hits mid, because when a conditioned opponent blocks low for 4, b+2 , it always hits. I only use this if they block low for a while, in case I were to throw out another low, though not as much as Cold Shoulder. That is all b+4 should be used for. Nothing else. It's SS properties are crap, and should not be used as a substitute for SS~punish.
Also: Until the opponent's breakers are gone, I always throw whenever the opponent is frozen. The throw cannot be broken like some others, and leaves you at good distance for Cold Shoulder (...Though not advisable to use it. People almost ALWAYS block after getting KD'd, leaving you open for punishing after a blocked Cold Shoulder. Rather, take advantage and control of your distance by throwing out Kori Blade b+2, and following up with Shotokan 1,2,4,5,2,5,, if they walk toward you. Distance yourself and set up an Ice Clone game if the opponents SW's.)
Edit: Also, u+4 works sometimes against sidesteppers that abuse SS. Seeing as Sub-Zero has shit to none anti-ss moves, this should suffice if used sparingly.
Dragon should have more KD and Launcher attacks with mad damage, that hit mid.
I have been playing Sub-Zero quite a bit at my friend's, and have come up with a few things.
Dragon:
Dragon is shit. As Vers stated, it is only good for the occasional 4, b+2. But what if they get conditioned to it?
I have not extensively tested this, but I think b+4 hits mid, because when a conditioned opponent blocks low for 4, b+2 , it always hits. I only use this if they block low for a while, in case I were to throw out another low, though not as much as Cold Shoulder. That is all b+4 should be used for. Nothing else. It's SS properties are crap, and should not be used as a substitute for SS~punish.
Also: Until the opponent's breakers are gone, I always throw whenever the opponent is frozen. The throw cannot be broken like some others, and leaves you at good distance for Cold Shoulder (...Though not advisable to use it. People almost ALWAYS block after getting KD'd, leaving you open for punishing after a blocked Cold Shoulder. Rather, take advantage and control of your distance by throwing out Kori Blade b+2, and following up with Shotokan 1,2,4,5,2,5,, if they walk toward you. Distance yourself and set up an Ice Clone game if the opponents SW's.)
Edit: Also, u+4 works sometimes against sidesteppers that abuse SS. Seeing as Sub-Zero has shit to none anti-ss moves, this should suffice if used sparingly.
Dragon should have more KD and Launcher attacks with mad damage, that hit mid.
Bo Rai Cho:
This is something I came with.
Combo:
1, 2, SS, 3, 2 xx Throw
(SS = siwtch style)
Stop in the middle of the combo. I think it MIGHT be 3,2,2 but I believe it's 3,2. But what happens is Bo hits them and stops and you are able to throw them.
After the throw, either do a ground stomp for extra damage OR if it is in the corner or back against the wall, do a Belly Flop (forward, forward, 4) and it WILL connect right AFTER the throw for 3 hits.
Why this will work:
1) Normally people don't expect you to stop out of a combo and then throw them. Keep the mix up game tight, because if you do this to much, they will be able to advoid it if they try (possibly).
2) After the throw, you are far enough away to throw down his stomp. Since you can't block it, it will hit them.
3) After the throw, in the corner, do a belly flop. This will connect for 3 hits and they can't block it.
Why this will not work:
1) Breakers
2) I believe you can advoid the throw, not 100% on it, but it seems there is enough time to advoid it.
3) The player can jump when you before a stomp. But like I said before, they aren't expecting it.
This does about 60% some odd damage since if you do it twice, they are dead. So I hope this can help out with some Bo players.
- sixtymhz
"Stay drunk!"
This is something I came with.
Combo:
1, 2, SS, 3, 2 xx Throw
(SS = siwtch style)
Stop in the middle of the combo. I think it MIGHT be 3,2,2 but I believe it's 3,2. But what happens is Bo hits them and stops and you are able to throw them.
After the throw, either do a ground stomp for extra damage OR if it is in the corner or back against the wall, do a Belly Flop (forward, forward, 4) and it WILL connect right AFTER the throw for 3 hits.
Why this will work:
1) Normally people don't expect you to stop out of a combo and then throw them. Keep the mix up game tight, because if you do this to much, they will be able to advoid it if they try (possibly).
2) After the throw, you are far enough away to throw down his stomp. Since you can't block it, it will hit them.
3) After the throw, in the corner, do a belly flop. This will connect for 3 hits and they can't block it.
Why this will not work:
1) Breakers
2) I believe you can advoid the throw, not 100% on it, but it seems there is enough time to advoid it.
3) The player can jump when you before a stomp. But like I said before, they aren't expecting it.
This does about 60% some odd damage since if you do it twice, they are dead. So I hope this can help out with some Bo players.
- sixtymhz
"Stay drunk!"


About Me
TonyTheTiger - Forum Director
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
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Nintendo is comprised of three Japanese words. Nin, Ten, Dou, and when combined it means we kicked the holy shit outta Atari.
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Is anyone else seeing a weird formatting error with some posts where the text goes down in one straight column? I want to know if it's just me.
Anyway, I've been toiling with Liu Kang a bit and I like what I'm seeing. He seems nicely safe and there are a few situations where his low fireball is guaranteed like after a throw. I haven't found anything that does major damage yet but he's a deathtrap monster that's for sure. I'm thinking he's going to be my new main with Shujinko in second since there's no Kung Lao. Ermac's probably going to be my third. Axe is pretty lame. Nothing is safe and the damage isn't worth it. 4 is the only really nice thing about it since it interrupts many things. There are some decent juggles you can do but since the launchers are so punishable I find it best to stay away. Also, Sub is really nice this time around. I never really played him much in DA but now I find myself using him in matches online quite a bit though my record still says I only played seven matches in total. Whatever the counter is screwed up.
Anyway, I've been toiling with Liu Kang a bit and I like what I'm seeing. He seems nicely safe and there are a few situations where his low fireball is guaranteed like after a throw. I haven't found anything that does major damage yet but he's a deathtrap monster that's for sure. I'm thinking he's going to be my new main with Shujinko in second since there's no Kung Lao. Ermac's probably going to be my third. Axe is pretty lame. Nothing is safe and the damage isn't worth it. 4 is the only really nice thing about it since it interrupts many things. There are some decent juggles you can do but since the launchers are so punishable I find it best to stay away. Also, Sub is really nice this time around. I never really played him much in DA but now I find myself using him in matches online quite a bit though my record still says I only played seven matches in total. Whatever the counter is screwed up.
About Me
Xbox live gametag- scoot magee
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Liu kang strats...
liu's standing 3 in his first stance is awesome. It beats a lot of shit, it's safe if blocked and also if it hits the guy falls back a bit and you have the option for a back+4 sweep, foward+2 overhead or throw. Great mixup from my boy liu. If you juggle follow up with a bycicle kick for some decent damage. Just be carefull when you use his f+2 overhead because if it's blocked it's not very safe.
Short but sweet. Anyone who uses liu should use this tactic.
Oh shit edit! Also with liu kang in the same mixup situation! his starter for his chain 1,1 cannot be blocked low and can be very safe if you stop the combo after 1,1,3. This is awesome for that mixup especially if you made the other dude franticly use all his combo breakers.
liu's standing 3 in his first stance is awesome. It beats a lot of shit, it's safe if blocked and also if it hits the guy falls back a bit and you have the option for a back+4 sweep, foward+2 overhead or throw. Great mixup from my boy liu. If you juggle follow up with a bycicle kick for some decent damage. Just be carefull when you use his f+2 overhead because if it's blocked it's not very safe.
Short but sweet. Anyone who uses liu should use this tactic.
Oh shit edit! Also with liu kang in the same mixup situation! his starter for his chain 1,1 cannot be blocked low and can be very safe if you stop the combo after 1,1,3. This is awesome for that mixup especially if you made the other dude franticly use all his combo breakers.
About Me
Xbox live gametag- scoot magee
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Some more!This time Scorpion!
Scorpions standing 2 in hapkido is awesome. Instead of starting a combo with it you can wiff that shit over peoples heads as they are waking up and go right into f+3 b+3 sweep combo for mixup. The move actually leaves scorpion safe. You can also use it ro make the other guy block then go nuetral for a split sec and axe kick (3) the bitches into a launcher for a juggle or just f+3 B+3 them. Just randomly throw that shit out when in close and you can even go nuetral a sec and throw another one to keep the guy blocking. Mix in hellfires and throws too and this mixup is the shit.
Scorpions standing 2 in hapkido is awesome. Instead of starting a combo with it you can wiff that shit over peoples heads as they are waking up and go right into f+3 b+3 sweep combo for mixup. The move actually leaves scorpion safe. You can also use it ro make the other guy block then go nuetral for a split sec and axe kick (3) the bitches into a launcher for a juggle or just f+3 B+3 them. Just randomly throw that shit out when in close and you can even go nuetral a sec and throw another one to keep the guy blocking. Mix in hellfires and throws too and this mixup is the shit.
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