Official Vs. Mode Move/Combo List
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posted09/26/2006 12:22 AM (UTC)by
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Coheed
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06/21/2004 10:55 PM (UTC)
I've decided to make a Vs mode move list. I know it's not exactly hard to figure out which buttons correspond to what specials, but it could be nice to have a resource. These are PS2, convert to XBox as necessary.

Liu Kang
Fireball: R1+Square
Low Fireball combo: R1+Square,Square
Super Fireball:R1+Square, Square, Square
Uppercut: R1+Triangle (can do multiple uppercuts)
Flying Kick: R1+Circle
Bicycle Kick: Hold R1+Circle for 2 seconds after Flying Kick
Flame-Ender: Triangle, Square, Square
Run-Ender: Triangle, Circle, Any Attack button
Floorwipe Throw: Square, Square, Square, R2
Auto-Luancher: Square, Square, Circle, Triangle

Kung Lao
Teleport: R1+Square
Spin: R1+Triangle
Extended Spin: R1+Triangle, Circle
Hat Throw: R1+Circle
Hat Spin R1+Hold Circle 2 seconds
Hat Option: R1+Hold Circle 3 seconds
Stun-Ender: Triangle, Square, Square
Special Throw: Square, Square, Square, R2
Run-Ender: Circle, any attack button

Sub-Zero
Ice Ball: R1+Square
Slide: R1+Triangle
Ground Freeze: R1+Circle
Ice Shaker: R1+Hold Circle 2 seconds

Scorpion
Teleport Punch: R1+Square
Uppercut: R1+Triangle
Spear: R1+Circle
Spear Kata: R1+Hold Circle 2 seconds
Spear Swing: R1+Hold Circle 3 seconds
Leg Scissors: Square, Square, Square, R2
Flame Fist: Square, Square, Circle
Air Throw Combo: Triangle, Triangle, R2

Baraka
Blade Spark: R1+Square
Blade Swing: R1+Triangle
Blade Fury: R1+Circle
Blade Lift Throw: Square, Square, Square, R2
Blade Swipe: Square, Square, Circle
Blade Dive: Square, Triangle, Circle

Kitana
Flying Punch: R1+Square
Fan Lift: R1+Triangle
Fan Throw: R1+Circle
Fan Slam: Triangle, Triangle, Circle
Fan Spin: Square, Square, Circle

Johnny Cage
Energy Ball: R1+Square
Red Shadow Uppercut: R1+Triangle
Shadow Kick: R1+Circle
Ball Breaker: Square, Square, Circle

Reptile
Acid Spit: R1+Square
Slide: R1+Triangle
Force Ball: R1+Circle
Homing Force Ball: R1+Hold Circle 2 seconds
Drop Kick: Square, Square, Circle
Jumping Front Kick (chargeable): Square, Triangle, Circle


Added a couple character combos, more when I get home from school
well, lets collectivatehere are the character specific combos ive found, all listed as string combos, and some rather nasty real uninterrupted combos. jsut a couple fixes to your list as well-
bladesparkspread- do the bladespark X2 for a nifty move
JC can do 3 greenflames in a row
barakas slice and kitanas fan throw can both be done in the air
kung can do a double and triple teleport
and subzero has 3 levels of ground freeze

q-quick attack
l-launcer attack
p-power attack

baraka
3 string- q, l, p [sweep dive combo]
4 string- q, q, p [double blade slice ending]
badass 6-8 combo- q, q, p, p(bounce), bladespark X2
15 bladecrazy- q, q, q, l, l, jump, air-bladeswipe
14 - q, q, q, bladefury

cage
3 string- q, q, p(stuns) [ballbreaker!!:)]
3 string- l, l, p [roundhouse]
badasscombo- q, q, p, q, q, q, l, l, greenflame X2

reptile
3 string- q, l, p [crappy lunging foot]
9ish awesomeness- q, q, q, l, jump, air q, air l, air p, slide

kitana
3 string- l, l, p [nice rising/falling fan move]
10 badasscombo- q, q, q, l, lump, air l, air p, air fantoss
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Coheed
09/21/2005 08:15 PM (UTC)
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Nice. My friend and I are off to play right now, so more combos coming soon.
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MK_Legend
09/22/2005 12:42 AM (UTC)
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are all these combos guaranteed???
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
09/22/2005 02:31 AM (UTC)
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1 = Q = Quick Attack
2 = L = Launch Attack
3 = P = Power Attack
Grapple = R1+Throw
Toss Up = Triangle while Grappling

Kitana
1112, Fan Lift, 1113

Cage
113, 1112, Shadow Uppercut

Kung Lao
111, Hat Throw (the more stage they cover, the more damage it does)

Scorpion
1112, Spear, 1112, Air 1113, Air Throw
1112, Spear, 13, Grapple, Toss Up, Air 1113, Air Throw

Sub-Zero
111, Freeze, 3, Slide, (escape) Air 1113, Air Throw
111, Freeze, 1123, (escape) Slide, (escape) Air 1113, Air Throw

The bosses break combos when they are in the air after about the 3rd or 4th hit...is this just a cheap cpu thing or can we actually escape the combo and attack like they do?

Those with Ko-Op, test this stuff out so we know what's guaranteed and what's not.
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MK_Legend
09/22/2005 03:35 AM (UTC)
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ok... been playing a lot of mksm vs mode and its actually better then MKD lol.

right now i wanna talk about the BASIC air tech system and tech setups. it seems that for some characters its better to combo into a launch rather then do a guaranteed ground combo. like sub zero.. i do 111 freeze 22(launch) if they dont air tech, 111 throw ... if they do air tech i pause for a sec after my jump before doing the air combo. u can also do a launch combo and dash under them.. if they air tach early then its an easy jump and air combo.. if they land with no air tech u acn also throw them as they land or repeat his 111 freeze etc... the airtech setups are sooooo good. the air tech catch system alnoe adds a lot to this game. anyone with more strats combos for anyone please post and i'll comtinue to go more in depth when i get a min...
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MK_Legend
09/22/2005 03:45 AM (UTC)
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actually.. 1 quick thing..


111 on block is EASILY punished BUT u can do 111 L2+Jump or L2+Jump Jump etc etc to evade the interrupt attempt then punish THEM!!! this opens up MANY options that i'll touch on later.
kitanas and kungs cheap air dive can be evaded.
the homing forceball- block it:)
kung laos cheap hat- best projectile in the game:)
yup, its better than deception.
kung, sub, scorp appear to be the best right now. damn that teleport is good. what do you guys think. maybe kitana has some potential.

cool, its stickied
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MK_Legend
09/22/2005 07:56 AM (UTC)
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1 = quick
2 = launch
3 = strong
J = jump
R2 = throw

scorp..
111~J 1113 R2
111 111~J 1113
111 111~J 111 r2

Liu Kang...
111~J 11111 R2
111~J 11113 R2
111 111~J 11111 R2

Sub-Zero...
111 freeze J~1113 R2
111 freeze 111~J~111 R2
111 freeze 111~J~1113


knoqrr.. scorps spear can be teched. even though it may hit in a juggle, u can tech so u dont get pulled in. furious
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
09/22/2005 08:51 AM (UTC)
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Very nice MKL.

I'll record some of these when my brother can come over.
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MK_Legend
09/22/2005 06:37 PM (UTC)
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actually, scratch what i said about sub-zero and him having to use air tech setups for damage.. his 111 freeze 111~J~ 1111 R2 is half life or more depending on the enviorment and its all guaranteed.

i want to shead some light on the ground air throw "GAT".. when 2 opponants are on the ground if u QUICKLY tap J~R2 u will jump and air throw the opponent and it gives u the same throw as an air combo throw ender which allows u to throw opponants farther and into more hazards instantly.. this tactic is great and its 100%safe. there is no punishment for wiffing the GAT. if u miss, it u can evade, jump, etc from incomming attacks.
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MK_Legend
09/23/2005 03:44 AM (UTC)
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scorpion_rocks_the_nether_realm Wrote:


baraka

15 bladecrazy- q, q, q, l, l, jump, air-bladeswipe


cage

badasscombo- q, q, p, q, q, q, l, l, greenflame X2

reptile
9ish awesomeness- q, q, q, l, jump, air q, air l, air p, slide

kitana
10 badasscombo- q, q, q, l, lump, air l, air p, air fantoss



these arent guaranteed combos in vs mode...
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MrSchpfmut
09/23/2005 01:23 PM (UTC)
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Oh shit, that really Bill? hehe nice to see ya around!

Alright, so as much as i thought i wouldn't... i'm actually really enjoying the hell out of this game, (YES, its better than deception!) but i have no one to play cuz this shit aint on-fucking-line. So until i do get to play somebody i'll have no clue as to whats escapable, and i'd like whatever input you guys can give. Can you pretty much recover after any type of juggle hit?

Ive noticed, any hand attack is cancelable by jumping (not specials tho)

I recorded some combos last night, but again i'm not sure if they're guaranteed. vid link... any verdict? oh and don't really pay too much attention to #2 with the fireballs hehehe... #3 has to work, or can the recover after the uppercut? i dunno, like i said i can't really tell if something actually works or not...
peace
that first one was real nice. you can air tech from air juggles unless you havnt fallen enough. im pretty sure the first one works, but...
scorpions spear can be teched after a 1, 1, 1? is this ture, because it sure doesnt seem so.

and to mklegend- just press launcher once and the opponent flies about 4 feet off the ground. then jump and attack- i seem to be able to do it before they can tech. maybe im wrong.
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TomBrady267
09/23/2005 07:50 PM (UTC)
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ok, for whatever the reason, this game actually has an offline scene as it appears the smash community and other communities are actually PLAYING the vs mode... and heres they funny part..THE VS MODE IS ACTUALLY GOOD AND HAS SOME DEPTH!!

BUTTONS:
Quick - 1
Launch -2
Power - 3
Jump - J
R1(special)- S
R2(throw) - T
R1+R2(special throw) - ST
L2(blocking and tracking) - block lol...



SPECIAL METER:
The blue meter below the health bar is your special meter. this meter governs special moves, evadeing, air tech and can even effect blocking.
* blocking doesnt take any meter when you block but you need meter to block. if you run out of meter you cannot block untill at least a SMALL sliver of meter returns which doesnt take long at all.
* when the meter is full you cannot air tech.. to airtech you need a little less then 1/4 of meter.
* when the meter is full you cannot evade at all.
* different specials take up more/less meter depending on the move, if it was charged, etc.. same deal.. no or low meter = no specials.


EVADEING:
To evade hold L2(block/tracking) and tap J or J and a direction. doing this will have you evade attacks and projectiles. careful though, this takes meter.


AIR TECHING:
You air tech by tapping J while in the air BUT you cannot air block so after you tech you can be hit and this is where tech setups come in. a BASIC example would be: ANY time there is an air combo and the opponant goes to follow up you can air tech and get away. if the opponant air techs but u jump and dely, your attack/throw you will hit them if you time the air tech. if someone air tech FAST on a HIGH launch then its bad news for them ...


SHORT JUMP:
this is just like ssb. tappin J quickly will cause your jump to not go as high.


SHORT JUMP ATTACKS:
done by taping J~ then another attack/throw FAST. example: when both opponants are on the ground if you QUICKLY tap J~T you will jump and air throw the opponent and it gives you the same throw as an air combo throw ender which allows u to throw opponants farther and into more hazards,walls, etc instantly. this tactic is great and its 100%safe. there is no GUARANTEED punishment for wiffing J~ with a throw. if u miss, it u can evade, jump, etc from incomming attacks. this tactic with a throw 100%safe. there is no punishment for wiffing the throw. if u miss, it u can evade, jump, etc from incomming attacks but remember that the evade takes meter and if u jump and your opponant knows it they can jump and interceot with an air combo.


THROW CANCELLING AIR ATTACKS FROM SHORT JUMP:
J~ any attack button will make you quick jump with air combo attacks. if you wiff the attack you can cancel with a throw and then the same conditions that i wrote in the above section apply. Liu Kang, Sub-Zero, Scorpion, Kitana all have air power moves that dont hit the ground. for these characters you can J~3 if it wiffs throw.

INTERRUPTS:
jabs are the basic pokes in this game. 1... 11... 111... etc.. you can interrupt any character after 111.


JAB CANCEL:
you can cancel jabs with jumping and/or evade. 1~J/evade, 11~J/evade, 111~J/evade, etc... on block you MUST evade because you will get hit out of your jump. evade take smeter so dont abuse this too much.


THROWS:
throws cannot be blocked. you can throw out of attacks.. so.. whats to stop jabs to grabs??? you can interrupt all jab(s) to grab attempts.



SPECIAL THROWS:
special throws have you grab the opponant or jump on their back. at this time you can tap any attack button.



WHILE RUNNING ATTACKS:
tapping an attack or throw button while rinning executes different attacks depending on the button. running 1 will do a quick running strike, running 2 will do a running launcher, running 3 will do a running power move, and running T will do a running thow. now with running 1.. when you are running and tap 1 while at least 1 and a half to 2 character lengths away from the opponant and it hits, it will cause them to stumble over a little and guarantees a combo.


CORNER STUFF:
anytime a power move hits the opponant with their back to the wall a throw is guaranteed.

COMBOS:

KUNG LAO:
111 S3
111~3 1~T
J 1111111~T OR S2
111T
111~3~1111111 T(only guaranteed if opponant has no meter and cannot tech)
111 111~S3(only guaranteed if opponant has no meter and cannot tech)

LIU KANG:
1113~S3(corner)
111 111~S3
111 111~S111
111 111~J~11111~T
111 111~J~1111~S1~S1~S1
J~3 111~J~11111~T
J~3 111~J~1111~S1~S1~S1
1122 J 11112 11112 1~T(only guaranteed if opponant has no meter and cannot tech)

SUB-ZERO:
111 S1 111~J~11113~T
111 S1 111~J~1111~T
J~3 111 S1 (back up 2 steps)111~J~111~T
J~3 111 S1 (back up 2 steps)111~J~111~3
111 111~S1 (back up 2 steps) 111~J~11113
111 111~S1 (back up 2 steps)111~J~1111~T
111 111 111 111 111 111 111....(guaranteed if opponant has no meter and will continue untill they get enough meter to tech)
111 111 111~11113~T(only guaranteed if opponant has no meter and cannot tech)


SCORPION:
111T(wait) T on wakeup(opponant must use meter and evade or the second throw will hit)
111~J~1113~T
111 111~J~1113
111 111~J~111~T
111 1112~J~111~T
111~2~J~1113~T
J~3 111~J~111~T
J~3 111~J~111~3
1112~S3~1112~1113~T(only guaranteed if opponant has no meter and cannot tech)
111 111 111 111 111 111 111....(guaranteed if opponant has no meter and will continue untill they get enough meter to tech)
111 111 111~J~1113~T(only guaranteed if opponant has no meter and cannot tech)


JOHNNY CAGE:
113 1111~S2
111 111~J~1111~T

KITANA:
1113
1112~S1

BARAKA:
111 S3
111~J~1~T

REPTILE:
111~S3 AIR TECH SETUP
111~S2 AIR TECH SETUP
J~11 T
J~1~T
113



AIR TECH TRAPS:
right now i only really have one useful one and its with liu kang... afer running 3 do J~12 12 1~T. the 1 always wiffs when they tech but the 2 hits. if they keep teching then by the time this combo ends they will be out of meter. if they dont air tech then 12 12 1~T is STILL guaranteed only the 1s actually hit. if you get them traind and they dont air tech do 1112 then they'll probably tech then 12 1~T.. they losse some meter still and you get more damage. if you train them to not tech at all do 1112 1112 1~T for RIDICLIOUS life.
EDIT: Sub-Zero's slide is also a good tech setup. when the slide hits if they dont air tech right away then a air combo is guaranteed. because they have to tech so fast if you wait just a millisecond before you air combo you will with them in a tech catch.
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TomBrady267
09/23/2005 08:57 PM (UTC)
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scorpion_rocks_the_nether_realm Wrote:
that first one was real nice. you can air tech from air juggles unless you havnt fallen enough. im pretty sure the first one works, but...
scorpions spear can be teched after a 1, 1, 1? is this ture, because it sure doesnt seem so.

and to mklegend- just press launcher once and the opponent flies about 4 feet off the ground. then jump and attack- i seem to be able to do it before they can tech. maybe im wrong.



the spear will hit in the combo but if u tech it wont pull u in.
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TomBrady267
09/24/2005 08:37 AM (UTC)
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WOW!!! jump cancel is one of the main keys to this game...

with certain characters J~1 and J~3 is so good!! if J~1 hits its a combo same with J~3. if they block J~1 or J~3 the throw is guaranteed. if J~1 or J~3 wiffs and u throw cancel and they try to jump or punish the wiff from the front, you will throw them. this tactic is one of the keys to the game. not every character can use this tactic.


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MrSchpfmut
09/24/2005 08:47 AM (UTC)
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Nice! At least I had a good start on the combos i posted earlier...
Now let me ask you this... Why does this happen?

From what i gather, if you hold the tracking/block button through a single strike attack it puts your character back where it started. (in the vid i held, block+mod+2) I'm not sure how quickly this happens, but say you hold block and hit 3. You may get enough space and block a counter on time.... I say may cuz again i cant test it.

dunno, what do you think of this?
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
09/24/2005 09:59 AM (UTC)
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Sub-Zero is too good...good shit MKL.
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TomBrady267
09/24/2005 02:55 PM (UTC)
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MrSchpfmut Wrote:
Nice! At least I had a good start on the combos i posted earlier...
Now let me ask you this... Why does this happen?

From what i gather, if you hold the tracking/block button through a single strike attack it puts your character back where it started. (in the vid i held, block+mod+2) I'm not sure how quickly this happens, but say you hold block and hit 3. You may get enough space and block a counter on time.... I say may cuz again i cant test it.

dunno, what do you think of this?



kombat tomb is the only vs stage i dont have. this doesnt happen anywhere else for me so i think its just a glitch.
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
09/24/2005 10:27 PM (UTC)
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TomBrady267 Wrote:
KITANA:
1112~S2~1113.. credit Konqrr


Actually, they can tech very quickly after the 1112 so that combo doesn't work...haven't really found anything worth doing with Kitana yet lol

I uploded a few versus combos to my site. I'll put more later.
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Subzero2
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PSN: Eazail70x7

09/24/2005 10:54 PM (UTC)
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Coheed Wrote:
I've decided to make a Vs mode move list. I know it's not exactly hard to figure out which buttons correspond to what specials, but it could be nice to have a resource. These are PS2, convert to XBox as necessary.


Baraka
Blade Spark: R1+Square
Blade Swing: R1+Triangle
Blade Fury: R1+Circle
Blade Lift Throw: Square, Square, Square, R2
Blade Swipe: Square, Square, Circle
Blade Dive: Square, Triangle, Circle



Added a couple character combos, more when I get home from school


Add this one for Baraka!

Mount, Slash, and Kick: Triangle, R2 glasses
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Check
09/25/2005 01:38 AM (UTC)
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great combos konqrr!!! ive been waiting for those : )

thanks for all your contributions to this game, i just might test it out

really, only for the combos wink

but i haven't played this game yet, and i think mr s mentioned this but after that 12 hitter, it looks like u can hit them off the ground or maybe in the corner, oh well, just trying to help, ill break this game in in no time : ) god i hope theres more than just these combos wow

cheers
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MrSchpfmut
09/25/2005 03:26 AM (UTC)
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Brady just hold the block button, don't let go... it's not the level anyone can do this. Tho you're probably right it's just a glitch, nothing too big. Here's Liu in the pit.
So half (or so) of the characters have the J~3 launch that owns... This is not escapable, correct? I've tried mashing jump on the second controller and got no response from it.

So, is something like
J~3, 111, J~3, 111, etc an infinate?

Check, give a rent and see what you think. The story mode is pretty fun yet has horrible voice acting. Vs mode is where its at if you have friends to play. As far as the combos go, SM is far more open ended than deception when it comes to stringing attacks together. The only reason they're posting seemingly basic combos is because of air recovery. When you're juggled & have energy left in your meter, you can press jump to recover/jump out of it. If anyone lands 111, it causes a brief stun. As Brady told me the mixups are in the pokes n throws instead of 50/50 like deception.
Konqrr have you tried 111,S2 with Kitana?
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Konqrr
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About Me
MKII is a Glorified RPG...Turn Based Chip Damage!
09/25/2005 07:23 AM (UTC)
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They can tech before the fan lift hits...even on her 22 combo, they can tech before the second launcher hits...WHY DO THEY KEEP KITANA IN THE SHITPILE?!?! lol
J~3, 111, J~3, (they can tech here)
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