0
wow i tried the parry with throw and if you parry fast at the right moment, you will block and stun the opponent!!!!! wowowow! great! death to throw abusers!!! :D
wowowwowowow interesting :D
however boys, few minutes ago i was learning Quan Chi and i really think that he is a top tier!
both Escrima and Broadswords are:
-very fast
-very powerfull (2,3,1,b+2 (pop up).....2,3,4,4,cs = 43%
-various high,mid and low attacks (expecially in broadswords style)
and the special moves are very powerfull!
-the flying skull is a normal projectile....but is good and fast
-the low pop up kick is fast and good
-the teleport with kicks is good and fast
....but the cooler and most bastard special move in mkarmageddon is imho, his Magnet Force!!!
if you use it on an opponent that don't block, and is in the weapon style, expect for Kitana ,Baraka,Drahim,Mokap,Smoke,Blade,Onaga,Moloch,Motaro.....he will cancel his weapon style for the entire round.....he can use only the fighting style!
obviously he can use again the weapon style in the next round....but you can cancel it again :D
is very good! you can fuck any opponent that is in the weapon style, leaving him with only the fighting style!!!
works with everyone expect for those that i called....infact kitana use her fans for the Fan Lift special moves, baraka and drahim have their weapons as a part of their body, mokap and smoke don't have weapon styles and the 4 boss don't have any style (and weapon))
wowowwowowow interesting :D
however boys, few minutes ago i was learning Quan Chi and i really think that he is a top tier!
both Escrima and Broadswords are:
-very fast
-very powerfull (2,3,1,b+2 (pop up).....2,3,4,4,cs = 43%
-various high,mid and low attacks (expecially in broadswords style)
and the special moves are very powerfull!
-the flying skull is a normal projectile....but is good and fast
-the low pop up kick is fast and good
-the teleport with kicks is good and fast
....but the cooler and most bastard special move in mkarmageddon is imho, his Magnet Force!!!
if you use it on an opponent that don't block, and is in the weapon style, expect for Kitana ,Baraka,Drahim,Mokap,Smoke,Blade,Onaga,Moloch,Motaro.....he will cancel his weapon style for the entire round.....he can use only the fighting style!
obviously he can use again the weapon style in the next round....but you can cancel it again :D
is very good! you can fuck any opponent that is in the weapon style, leaving him with only the fighting style!!!
works with everyone expect for those that i called....infact kitana use her fans for the Fan Lift special moves, baraka and drahim have their weapons as a part of their body, mokap and smoke don't have weapon styles and the 4 boss don't have any style (and weapon))
0
From what i've gathered here the cancel parry means:
R2+Block--IMMEDIATELY--do another move such as throw, attack, duck, jump, etc.
If this is wrong please correct and forgive me.
~peace
R2+Block--IMMEDIATELY--do another move such as throw, attack, duck, jump, etc.
If this is wrong please correct and forgive me.
~peace
Heres a combo wit Subzero2 that can do 36% damage.
B+2, jump and cs, 1,1,4,cs,1,1,3,4 = 36% damage.
P.S. - You can add an extra B+2, in the beginning if you want to, it will still yield out 36% damage.
P.S.S.S. - I never used yield before 0_0
B+2, jump and cs, 1,1,4,cs,1,1,3,4 = 36% damage.
P.S. - You can add an extra B+2, in the beginning if you want to, it will still yield out 36% damage.
P.S.S.S. - I never used yield before 0_0
kilnkilagn Wrote:
From what i've gathered here the cancel parry means:
R2+Block--IMMEDIATELY--do another move such as throw, attack, duck, jump, etc.
If this is wrong please correct and forgive me.
~peace
From what i've gathered here the cancel parry means:
R2+Block--IMMEDIATELY--do another move such as throw, attack, duck, jump, etc.
If this is wrong please correct and forgive me.
~peace
Ya you got it Kilnkilagn. Just think of the cancel as a just-frame slide input and you'll get the idea.
Here's some more combos...
Fujin
DF+1,cs, U+2, cs,2, DU+2, DB+4 5hits 35%
Weapon> U+2, cs,2, DU+2, DB+4 4hits 32%
DF+1,cs, U+2, cs,2, DU+2, jump, 1,1,2, 1,1,3,4 12hits 31%
Weapon> U+2, cs,1,1,3,cs 5hits 30%
Weapon> U+2, 2,2,4 4hits 29%
Weapon> U+2, 2,2,3,3 5hits 28%
Weapon> U+2, cs,2, cs,2,2,4 5hits 28%
2, jump, 1,1,2, 1,1,3,4 9hits 26%
Frost
Weapon> B+3, jump, 1,1,2, 1,1,3,4 9hits 36%
U+1, cs,jump, 1,1,2, 1,1,3,4 9hits 33%
DB+4, cs,jump, 1,1,2, 1,1,3,4 9hits 31%
Weapon> B+3, 2,B+2 3hits 29%
Hotaru
2,B+1, D+1, 2,2,4 6hits 35%
DB+1, 2,2,U+1 5hits 33%
2,B+1, 2,2,cs 6hits 32%
Throw, 2,2,U+1 6hits 30%
2,B+1, D+1, FF+4 8hits 27%
Goro
B+1, cs,B+1, 2,2,1 5hits 35%
B+1, cs,B+1, 4,3 4hits 34%
Weapon> B+1, B+1, 4,3 4hits 34%
Weapon>B+1, 2,2,1 4hits 34%
1,2, 1,1,3 5hits 33%
Weapon>B+1, B+1, DF+2 5hits 33%
UD+3, 1,1,3 4hits 28%
Sheeva
2,1, 2,2,cs,4 40%
1, 2,2,cs,3 39%
1, 2,2,cs,4 38%
2,2,cs,1, jump, 1,1,3,4 9hits 38%
2,2,cs,1, 1,2,3 7hits 37%
2,2,cs,1, 1,2,4 7hits 37%
Weapon> 2,1, cs,2,2,cs,3 6hits 37%
Weapon> 2,1, cs,2,2,cs,4 6hits 37%
Weapon> F+2, cs,2,2,cs,4 5hits 35%
2,1, jump, 2, 1,1,4 7hits 32%
Kintaro
1,4, DB+1, cs,4,3,1 8hits 37%
Weapon>3, DB+1, 4,3,1 7hit 35%
DB+1, B+2, 1,2 6hits 31%
1,4, DB+1, 2 6hits 30%
Weapon>3, 4,3,1 4hits 29%
DF+1, D+4 2hits 21% (escaped by wakeup attacks)
DF+1, D+3 2hits 20% (escaped by wakeup attacks)

0
Well guys, I have two questions of my own
I use Kai and I'm pretty sure he's mid-low tier but does anyone find him good to use? Everytime I win with him, its always difficult because of the lack of damage he uses and a crappy weapon as well.
Also, I'm planning to learn another character on top of my 20 known already, will Hsu Hao suffice?
I use Kai and I'm pretty sure he's mid-low tier but does anyone find him good to use? Everytime I win with him, its always difficult because of the lack of damage he uses and a crappy weapon as well.
Also, I'm planning to learn another character on top of my 20 known already, will Hsu Hao suffice?
Dark_Schneider84 Wrote:
mklegend....a question please...
how can throws be parried if timing correctly? can't you only avoid them crouching or sidestepping?
maybe there is something new that maybe involves the Parry to block the throws?
tnx :D
mklegend....a question please...
how can throws be parried if timing correctly? can't you only avoid them crouching or sidestepping?
maybe there is something new that maybe involves the Parry to block the throws?
tnx :D
I'm not sure what you mean,but throws are parriable like any other physical attack that makes contact with the opponent UNLESS the attack is unblockable.However,there seem to exceptions even with that.For example,Moloch's unblockable Ball is parriable while Jax's Ground Pound doesn't seem to be parriable.
Also,you can break any throws (to my knowledge) as if they were normal attacks.
Anyway,for the disppointed Dairou players in MK:A,Jax seems to be the closest character (so far) that kind of resembles MK:D Dairou's game.I might write a Jax guide soon,but until then,here is some nice Jax stuff...
-b+2,b+1, b+2,1,1,u+1
*damage = 42%
-b+2,1,1, free throw, Ground Pound (not sure if it's free after the throw but you might have a nice 50/50 mix up if you substitute the Ground Pound with the Sub Machine Gun because I think there's only a couple of ways to jump away from the Ground Pound).
PS:Attempting to make the Ground Pound free after the throw is hard.However,when you try it let them fall a little first,and then buffer the Ground Pound.
*damage = 48%~50%
-b+1, d+2, Ground Pound (free) or b+1, d,f+1 (Pistol Punches), Ground Pound (free) PS:Both unbreakable upon the inital hit.
*damage = 19%-22%
-ALWAYS side step before you use the Machine Gun.It will track better and easily knock down jumpers
Alexei09 Wrote:
Well guys, I have two questions of my own
I use Kai and I'm pretty sure he's mid-low tier but does anyone find him good to use? Everytime I win with him, its always difficult because of the lack of damage he uses and a crappy weapon as well.
Also, I'm planning to learn another character on top of my 20 known already, will Hsu Hao suffice?
Well guys, I have two questions of my own
I use Kai and I'm pretty sure he's mid-low tier but does anyone find him good to use? Everytime I win with him, its always difficult because of the lack of damage he uses and a crappy weapon as well.
Also, I'm planning to learn another character on top of my 20 known already, will Hsu Hao suffice?
Yea,I heard Kai was crappy.One of the worst characters in the game.
But Hsu Hao has two fucking great projectiles.d,f+1 and d,b+2.You can do d,f+1,and then when the opponent blocks it,immediately buffer d,b+2.If the opponent tries to move or attack they will get hit by d,b+2 from what I've done to people.
Hao has also damage.
-1,2,CS, CS, b+1, 1,2,2
That's like 47%.About 68% when you're powered up.And that's massive from a just a damn jab.
You just need to find set ups for this (if they exist for this).If you can find set ups,he may be one of the best characters in the game because his disance game seems to be quite decent.You just need high advantageous pokes to whore,so you can set up the damage.If I discover more,I'll let ya know.
PS:Anyone know if his Stomp is unblockable?
If it is,shit like:
1,2,CS, CS, b+1, (air) 1,1,2, walk up a little, d,u+4
might be guaranteed, especially in corners.
0
tnx m2dave but i already found that you can use the new parry with throws :D
and is very good and funny.....death to throw abusers!!!!! :D
however is useless to use a breaker during a throw because all damage is given at the beginning of the combo.....expect for the fact that you can use a breaker during a pop up throw, to avoid the pop up....like for shujinko's throw :)
about Kai....i don't remember well but i tried him in the pratice mode and he doesn't seemed to be that crappy.....he seemed to be good and fast....i must check again.......however i'm about the idea that all chars are good....if used correctly....for example: if you use an high tier char and i use a mid/low tier...but i'm very good to parry your attacks and counter you....use special moves at the right moment.....sidestep/block/jump your attacks etc....probably i will win....
and is very good and funny.....death to throw abusers!!!!! :D
however is useless to use a breaker during a throw because all damage is given at the beginning of the combo.....expect for the fact that you can use a breaker during a pop up throw, to avoid the pop up....like for shujinko's throw :)
about Kai....i don't remember well but i tried him in the pratice mode and he doesn't seemed to be that crappy.....he seemed to be good and fast....i must check again.......however i'm about the idea that all chars are good....if used correctly....for example: if you use an high tier char and i use a mid/low tier...but i'm very good to parry your attacks and counter you....use special moves at the right moment.....sidestep/block/jump your attacks etc....probably i will win....


About Me
I made this! Yay!
Guess who's back!
0
For Sub-Zero.......
1,1,B+2(take a step foward)B+2,(jump at opponent) 1,1,4(when opponent bounces back up) 1,1,3.
We should post all the good combos in the first post on the FIRST page of this thread.
1,1,B+2(take a step foward)B+2,(jump at opponent) 1,1,4(when opponent bounces back up) 1,1,3.
We should post all the good combos in the first post on the FIRST page of this thread.
Excel Wrote:
I think that the last bit can be blocked(if I'm reading the combo correctly). Its a jumping 1, 1, 4, then it slams them to the ground and back up, then there is the final 1, 1, 3, 4? If the opponent just holds down, they will remain grounded.
I think that the last bit can be blocked(if I'm reading the combo correctly). Its a jumping 1, 1, 4, then it slams them to the ground and back up, then there is the final 1, 1, 3, 4? If the opponent just holds down, they will remain grounded.
Yeah, but you have a better chance of connecting this whole thing then the other one mentioned in this thread.
His weapon stance air combo, 1,1,2 is extremely hard to continue after the opponent hits the ground. At least with 1,1,4 you have a better shot at continuing the combo
More Combos...
Nitara
Weapon> 3,4, 1,1,F+4 7hits 41%
Weapon> 3,4 1,1,4 5hits 35%
Weapon> 3,4, F+4 5hits 33%
Weapon>4, cs,2,3,cs 6hits 33%
Weapon> 3,4 3,4 4hits 32%
Weapon> 3,4, 1,1,1 31%
B+1, cs,jump, 1,1,2, 1,1,3,4 9hits 27%
(Back near a wall) B+2, B+1, 2,3,cs 7hits 27%
B+1, 2,3,cs 6hits 26%
B+1, cs,1,1,F+4 6hits 26%
Kai
Weapon>(near wall)D+2, DF+1, jump, 1,1,2, 1,1,3,4 10hits 35%
Weapon>(near wall)D+2, DF+1, 1,1,3 5hits 31%
Weapon>(near wall)D+2, 1,1,3 4hits 30%
Weapon>(near wall)D+2, 1,1,4 4hits 30%
DF+1, cs,jump, 1,1,2, 1,1,3,4 9hits 29%
UD+3, cs,jump, 1,1,2, 1,1,3,4 9hits 29%
Weapon>(near wall) D+2, DF+1 5hits 29%
B+2, cs,jump, 1,1,2, 1,1,3,4 9hits 28%
DF+1, jump, 1,1,2, 1,1,4 27%
UD+3, jump, 1,1,2, 1,1,4 27%
B+2, jump, 1,1,2, 1,1,4 8hits 25%
B+2, 4, 1,1,B+1 5hits 25%
Onaga
(near wall) 4,B+1, 1,1,B+2 7hits 38%
(near wall) 4,B+1, 4,3 6hits 37%
(near wall) 4,B+1, 1,1,1 7hits 36%
B+1, 1,1,B+2 6hits 35%
4,B+1, B+1 7hits 34%
B+1, 1,1,1 6hits 32%
4,B+1, 1 5hits 30%
2,2, 4,B+1 6hits 24%
Onaga's DB+2 and DB+4 are decent against wakeup, the former clips prone and attacks, while the later clips tech rolls.
Nitara
Weapon> 3,4, 1,1,F+4 7hits 41%
Weapon> 3,4 1,1,4 5hits 35%
Weapon> 3,4, F+4 5hits 33%
Weapon>4, cs,2,3,cs 6hits 33%
Weapon> 3,4 3,4 4hits 32%
Weapon> 3,4, 1,1,1 31%
B+1, cs,jump, 1,1,2, 1,1,3,4 9hits 27%
(Back near a wall) B+2, B+1, 2,3,cs 7hits 27%
B+1, 2,3,cs 6hits 26%
B+1, cs,1,1,F+4 6hits 26%
Kai
Weapon>(near wall)D+2, DF+1, jump, 1,1,2, 1,1,3,4 10hits 35%
Weapon>(near wall)D+2, DF+1, 1,1,3 5hits 31%
Weapon>(near wall)D+2, 1,1,3 4hits 30%
Weapon>(near wall)D+2, 1,1,4 4hits 30%
DF+1, cs,jump, 1,1,2, 1,1,3,4 9hits 29%
UD+3, cs,jump, 1,1,2, 1,1,3,4 9hits 29%
Weapon>(near wall) D+2, DF+1 5hits 29%
B+2, cs,jump, 1,1,2, 1,1,3,4 9hits 28%
DF+1, jump, 1,1,2, 1,1,4 27%
UD+3, jump, 1,1,2, 1,1,4 27%
B+2, jump, 1,1,2, 1,1,4 8hits 25%
B+2, 4, 1,1,B+1 5hits 25%
Onaga
(near wall) 4,B+1, 1,1,B+2 7hits 38%
(near wall) 4,B+1, 4,3 6hits 37%
(near wall) 4,B+1, 1,1,1 7hits 36%
B+1, 1,1,B+2 6hits 35%
4,B+1, B+1 7hits 34%
B+1, 1,1,1 6hits 32%
4,B+1, 1 5hits 30%
2,2, 4,B+1 6hits 24%
Onaga's DB+2 and DB+4 are decent against wakeup, the former clips prone and attacks, while the later clips tech rolls.
I dont think using air juggles that bounce the opponent off the ground for additional hits is ever going to work at high level, so we should only post GUARANTEED combos in this thread.
I personally use SubZero exclusively online and i think that SubZero is better off without air combos. His ground combos do much more damadge and leave you in perfect position for mixups.
I personally use SubZero exclusively online and i think that SubZero is better off without air combos. His ground combos do much more damadge and leave you in perfect position for mixups.

0
i did a 64% damage with hso hao charge up with his special move then start with sumo hit 1,3,,L1,B,1,B,3
I agree... Or if you wanna post combos with air juggles, atleast kinda divide the combo, like say the first part, how much damage it does, and then maybe inlude it after with the total amount of damage.
Half the time when my friends and I play, if he forgets to hit down, I'm caught by suprise XD And I'm sure SZ has a guarenteed combo that does more then 28%, lemme play with him a bit.
Half the time when my friends and I play, if he forgets to hit down, I'm caught by suprise XD And I'm sure SZ has a guarenteed combo that does more then 28%, lemme play with him a bit.
0
Dark, Sc yeah M2dave already beat me to the punch but yeah it's all about timing dude.
Ai... I might have to retract what I said, I can't really think of any good Sub Zero combos that will guarentee more then 28%. The best I could get was:
Shotokan>1, 1, b+2; CS, b+2, jump 1, 1, 3, 4 for 29%
I was playing with a few others, I think that:
Kori Blade> b+2; Icy Pillar; CS, 1, 1, 3, CS could do 30%, but its rediculously hard to connect with all the hits of 1, 1, 3, CS.
That being said, I did think of a few really impractical ones that could do 30+ that involve using the ice clone, but unless your opponent is a complete n00b it probably wouldn't work.
I'll leave this one to the real experts =S
Shotokan>1, 1, b+2; CS, b+2, jump 1, 1, 3, 4 for 29%
I was playing with a few others, I think that:
Kori Blade> b+2; Icy Pillar; CS, 1, 1, 3, CS could do 30%, but its rediculously hard to connect with all the hits of 1, 1, 3, CS.
That being said, I did think of a few really impractical ones that could do 30+ that involve using the ice clone, but unless your opponent is a complete n00b it probably wouldn't work.
I'll leave this one to the real experts =S
0
Not sure if it’s been brought up, but notice Nightwolf's 2 attack (Razor Elbow) does no damage?
Sub-Zero:
kori: b+2,cs,1,2...1,2,4, b,f+4 (7 hits 40 damadge)
I personally wouldnt recommend any combos off an icy pillar until someone can guarantee a good setup for the move. Icy pillar is a useless move that leaves you open for an attack for like 3 seconds!! I dont find that move useful in actual gameplay, particularly when the time that the opponent is frozen is so short.
kori: b+2,cs,1,2...1,2,4, b,f+4 (7 hits 40 damadge)
I personally wouldnt recommend any combos off an icy pillar until someone can guarantee a good setup for the move. Icy pillar is a useless move that leaves you open for an attack for like 3 seconds!! I dont find that move useful in actual gameplay, particularly when the time that the opponent is frozen is so short.
© 1998-2025 Shadow Knight Media, LLC. All rights reserved. Mortal Kombat, the dragon logo and all character names are trademarks and copyright of Warner Bros. Entertainment Inc.