By demand and out of free will: a KABAL guide!
By demand and out of free will: a KABAL guide!
0
posted05/12/2005 01:40 PM (UTC)by

About Me
There are three rules for doing scientific research. Unfortunately, no one knows what they are.
Member Since
05/15/2003 02:22 PM (UTC)
version 2.0. 19/04/05: incorporated m2dave's tips, added some more details, added strategy section
Greetings,
As experienced Kabal player I thought it might be time to make a similar guide for my most beloved character, Kabal. Props for this guide go to Galactic and Fabio, whose Kabals I learned a lot from and am still learning from. Also thanks to m2dave for his contributions and input.
Some players may frown because they've never seen me online, but that is because I am a PAL zone player. My nick over there is Subxerox or EU-Mijin, and I play on PS2.
Of course, constructive criticism is very welcome. I am not so arrogant as to claim that I am the best Kabal player in the world, and even so, no one is so stupid you can't learn from them
.
Kabal is one of the coolest looking characters from the MK universe. He has arguably the meanest weapons – the hookswords – has returned from near-death twice, and his mutilated face is hidden by gas mask. Added to that, he has become the leader of the reformed Black Dragon, sporting a new black overcoat and he has been initiated in the principles of chaos by Havik. In other words, Kabal is one mean mofo. In terms of gameplay, Kabal does not belong to the select list of god tiers, but while he may not belong to that club, he can most certainly hang with most top tiers, or at the very least give them hell. Here follows a breakdown of Kabal per style, but first I shall begin by discussing his special moves.
SPECIAL MOVES
Eyeblast: A projectile move that is nothing out of the ordinary. Like most projectile moves, this one hits high and can be used to pin back distant opponents or stop an incoming attack. However, like most of such moves, it also leaves Kabal vulnerable to be attacked, so it would be unwise to base an entire strategy on this move only. For good measure however, or to squeeze out a victory in the last moments, this move could take an opponent by surprise.
Nomad's touch: While few players see the advantage of this move, there definitely is an advantage to be found here. This is an effective move on mid-range against some lesser turtlers, and it also tracks. The major advantage to this move however, is the confusing effect it can have on your opponent, and the fact that it brings you and your opponent closer again, while doing damage. Like the eyeblast, however, a failed nomad's touch will leave Kabal open for a counter-attack, so using it up close is pretty useless.
Spin dash: Kabal's trademark move, and his most useful one. The spin dash comes out fast, cancels many other special moves and leaves your opponent open to an attack. Many people will use their breakers instinctively after you have dashed them, so the spin dash is a great way of making them waste their breakers early on. You can also play safe and opt for a free throw or uppercut instead. Many players use this move from long-range, but that's not the way it should be used since you see it coming from a mile away at that distance. It's more effective and prone to succeed on mid- and short-range.
Even when it hits your opponent simultaneously with a move of his, your opponent will still be stunned; however, when the green energy circles aren't present around your opponent, they can sometimes still block an incoming attack, so it's better to use a throw then.
Whenever the Spin connects, go for a 50% of damage combo as they are very likely to break it (as mentioned above). In other instances, switch to first stance and do b+1. b+1 is an excellent high-planting move that should only be used after the Spin connects. Then after b+1, you can walk over to them and do your mix ups with hookswords 4, throw, or hookswords u+2. Spin, b+1 is inescapable as well.
Kabal also has the ability to buffer his Spin and make some moves partially safe with it. For example, hookswords 4 is actually quite punishable; however, buffering the Spin after it can actually interrupt some characters' punishers and give you the free damage after the Spin. Don't rely too much on this as sometimes there will be a trade of hits,not to mention you will get predictable when abusing the Spin, and thus, it will be blocked and punished for huge damage.
Throw: Kabal's throw is lame and prevents him from being a true top-tier. His throw gives him nothing,not even 50/50 mix ups. Thus,be careful after it. Some characters actually get 50/50 mix ups when he throws them. Again,be careful.
SUN BIN
Sun bin is Kabal's first stance and while it is not a great stance, it is better than most players will expect. Good moves and combos in this stance are:
* 3,3,3 (starting mid) has a slightly slower last move that is deceptive and will trick players into releasing block or trying to attack you – in either case, the last kick will hit them.
* A decent low is d+3, which, when used enough, can trick your opponent into blocking low, after which you can hit them with any of his two mids that are a pop-up.
* Kabal's first mid launcher in sun bin is (1,)u+3. The advantage to u+3, apart from being safe, is that it is Kabal's only sun bin pop-up you can use the spin dash after, which is useful for building big juggles (look for the discussion of goju ryu and hookswords for them). The disadvantage to u+3 is its very limited range.
* 1,3, his other pop-up (3 is a mid, again), has a longer range, and can be used to build an easy 33% combo that knocks opponents into a death trap if one is near: 1,3,u+3,1,1,2,CS. Again, if you want to go for raw damage you can switch to goju ryu, use 2 and then use Kabal's godly hookswords juggle.
* b+1 is a plant move that can be used after a spin dash, as mentioned before. If you do not know what a plant move is, it's any move that really pushes your opponent down. After it, you can walk up to your opponent, sidestep and throw.
GOJU RYU
Goju ryu is more powerful than sun bin, but it is also more awkward. Its good point is the fact that it possesses strong mids, its weak point is that goju ryu has lows with a very limited range, and that none of his powerful moves are safe. With goju ryu, it's important to trick your opponent into blocking low.
* His most powerful low is d+1, which does 6%, but d+3 has a slightly better range and does 4%.
* If your opponent is expecting a low attack, you can use f+2, (1,)2 or (1,)4 (the 1 being an optional first high, as in sun bin). There is also a hidden mid combo, f+2,4, that has three hits and does 29% damage (although it only indicates 20), but its last hit can be blocked. In that respect using 4 only is better because it already does about 15% all by itself, and 2 is even better because it is a pop-up.
* After this 2, you can use some of Kabal's hidden goju ryu combos (1,)2,1,1,CS,1,b+1 is one such example and delivers about 30% damage, but if you're good on timing, it's even better to use (1,)2,1,1,CS,1,4,1,1,4,CS instead. Goju ryu 2 can also be followed by a spin dash.
HOOKSWORDS
This is Kabal's best stance, and once you have mastered this one, you can be an asshole and pretty much disregard his unarmed stances.
* 2,1,4 (the last one hits mid) is the starting point for lots of damage. Although the timing is a bitch, always try following this with 1,1,4,1,1,4,CS. It will deliver 51% damage if all hits connect. It is best to try this combo after a spin dash or when your opponent is blocking low (the 4 will pop him up).
* Hookswords also excels in single moves. A move you should abuse, to the chagrin of your opponent, is u+2. It was what made Mavado great in Deadly Alliance, and it is part of Kabal's greatness in Deception. This double swing that looks like a high or mid maybe, but hits low, does 16% all by itself. u+2 can also stop some sidesteppers and barge moves dead in their tracks.
* Once you've trained your opponent into blocking low, you can use (1,1,)4. Hookswords 4 can always be followed by a guaranteed throw, delivering a total of 25% damage. By alternating between u+2 and 4 only, you can already pose a serious threat to your adversary. I have found that even when blocked
* Another mid is f+2. Luckily, it is also a pop-up. Follow it with 1,1,4,1,1,4,cs without exception. However, f+2 is rather punishable and Kabal gets more damage from his launchers in other stances, so don't use it when you think your opponent may block high.
* Two other hookswords moves worth mentioning are u+3, which is both a low and a sidestep, ideal in close quarters, and d+4, which is an incredibly fast mid.
GENERAL STRATEGIES
Of course, for now I can only share what strategies I use and have been most effective for me.
I use two main strategies for opening the match. * If I'm facing a character that is prone to open with a lunge move (Baraka, Nightwolf, Kobra, Shujinko, Darrius etc) or has telepathy (Shujinko, Ermac, Kenshi), I immediately backdash or sidestep to anticipate an incoming attack. If they do attack as expected, simply move back in after the attack has been avoided or blocked, and lay the smack, preferrably with a spin dash first, but you can also simply start with 1,3,CS,2,CS,1,1,4,1,1,4,CS (assuming you are still in sun bin). If they break that, no harm is done, Kabal is very good to make opponents waste breakers early on. * Facing characters without a lunge move (Dairou, Mileena, etc) or who are not prone to use one even if they have it (like Scorpion, Ashrah or Raiden, Noob-Smoke, Liu Kang etc), simply walk up and when you've almost reached them, do 1,3 or 3,3,3 (which has a longer range). In many cases it will hit. You can also simply walk up and throw. You will be amazed how many times this will actually work. If you expect an opponent to walk up to you and throw, you can also start with the spin dash, but that is a risky strategy.
During the match, don't forget to throw in an occasional nomad's touch on mid-range to keep your opponent on the edge and confused. Because it is a hidden combo, the weird looking goju ryu f+2,4 is also likely either to have the last two hits delivered because your opponent releases block thinking the combo is over, or to hit completely because they think it's a dial-a-combo. If they figure out the third hit can be blocked, don't use it again.
Against offensive players, use the spin dash a lot to cancel out their attacks. This may also be useful against notorious teleporters such as Raiden or Dairou, if you're fast enough. Each time after the spin dash, you have the opportunity to land a +50% combo: DO IT. Show no mercy. The only time I would recommend using a throw, uppercut or untechable move such as sun bin b+1 instead is when you're nearing the end of a round, your opponent and you are almost dead and he still has a breaker left. In that case, opt for safety instead.
Against turtlers, do not use the spin dash, or use it very rarely. The best tactic against turtlers, I have found, is to keep them under pressure by alternating between quick mids and lows (sun bin d+3 or (1,)3; goju ryu d+1 or 2), especially in hookswords. Once you have hit them with u+2, you can begin a mind game. After a u+2, tap forward quickly and do it again. If it's blocked, no harm is done because u+2 is relatively safe. If it's not blocked, chances are great your opponent will block low. If he does, use hookswords 4 (sometimes you can even use it twice) and then throw. With these simple alternations, your opponent will have lost over 50% of his health bar. Also, when not in hookswords, do not underestimate goju ryu d+1, which is really a decent and quick poke to keep an opponent in his place.
I will add more to this later....
----
Greetings,
As experienced Kabal player I thought it might be time to make a similar guide for my most beloved character, Kabal. Props for this guide go to Galactic and Fabio, whose Kabals I learned a lot from and am still learning from. Also thanks to m2dave for his contributions and input.
Some players may frown because they've never seen me online, but that is because I am a PAL zone player. My nick over there is Subxerox or EU-Mijin, and I play on PS2.
Of course, constructive criticism is very welcome. I am not so arrogant as to claim that I am the best Kabal player in the world, and even so, no one is so stupid you can't learn from them
Kabal is one of the coolest looking characters from the MK universe. He has arguably the meanest weapons – the hookswords – has returned from near-death twice, and his mutilated face is hidden by gas mask. Added to that, he has become the leader of the reformed Black Dragon, sporting a new black overcoat and he has been initiated in the principles of chaos by Havik. In other words, Kabal is one mean mofo. In terms of gameplay, Kabal does not belong to the select list of god tiers, but while he may not belong to that club, he can most certainly hang with most top tiers, or at the very least give them hell. Here follows a breakdown of Kabal per style, but first I shall begin by discussing his special moves.
SPECIAL MOVES
Eyeblast: A projectile move that is nothing out of the ordinary. Like most projectile moves, this one hits high and can be used to pin back distant opponents or stop an incoming attack. However, like most of such moves, it also leaves Kabal vulnerable to be attacked, so it would be unwise to base an entire strategy on this move only. For good measure however, or to squeeze out a victory in the last moments, this move could take an opponent by surprise.
Nomad's touch: While few players see the advantage of this move, there definitely is an advantage to be found here. This is an effective move on mid-range against some lesser turtlers, and it also tracks. The major advantage to this move however, is the confusing effect it can have on your opponent, and the fact that it brings you and your opponent closer again, while doing damage. Like the eyeblast, however, a failed nomad's touch will leave Kabal open for a counter-attack, so using it up close is pretty useless.
Spin dash: Kabal's trademark move, and his most useful one. The spin dash comes out fast, cancels many other special moves and leaves your opponent open to an attack. Many people will use their breakers instinctively after you have dashed them, so the spin dash is a great way of making them waste their breakers early on. You can also play safe and opt for a free throw or uppercut instead. Many players use this move from long-range, but that's not the way it should be used since you see it coming from a mile away at that distance. It's more effective and prone to succeed on mid- and short-range.
Even when it hits your opponent simultaneously with a move of his, your opponent will still be stunned; however, when the green energy circles aren't present around your opponent, they can sometimes still block an incoming attack, so it's better to use a throw then.
Whenever the Spin connects, go for a 50% of damage combo as they are very likely to break it (as mentioned above). In other instances, switch to first stance and do b+1. b+1 is an excellent high-planting move that should only be used after the Spin connects. Then after b+1, you can walk over to them and do your mix ups with hookswords 4, throw, or hookswords u+2. Spin, b+1 is inescapable as well.
Kabal also has the ability to buffer his Spin and make some moves partially safe with it. For example, hookswords 4 is actually quite punishable; however, buffering the Spin after it can actually interrupt some characters' punishers and give you the free damage after the Spin. Don't rely too much on this as sometimes there will be a trade of hits,not to mention you will get predictable when abusing the Spin, and thus, it will be blocked and punished for huge damage.
Throw: Kabal's throw is lame and prevents him from being a true top-tier. His throw gives him nothing,not even 50/50 mix ups. Thus,be careful after it. Some characters actually get 50/50 mix ups when he throws them. Again,be careful.
SUN BIN
Sun bin is Kabal's first stance and while it is not a great stance, it is better than most players will expect. Good moves and combos in this stance are:
* 3,3,3 (starting mid) has a slightly slower last move that is deceptive and will trick players into releasing block or trying to attack you – in either case, the last kick will hit them.
* A decent low is d+3, which, when used enough, can trick your opponent into blocking low, after which you can hit them with any of his two mids that are a pop-up.
* Kabal's first mid launcher in sun bin is (1,)u+3. The advantage to u+3, apart from being safe, is that it is Kabal's only sun bin pop-up you can use the spin dash after, which is useful for building big juggles (look for the discussion of goju ryu and hookswords for them). The disadvantage to u+3 is its very limited range.
* 1,3, his other pop-up (3 is a mid, again), has a longer range, and can be used to build an easy 33% combo that knocks opponents into a death trap if one is near: 1,3,u+3,1,1,2,CS. Again, if you want to go for raw damage you can switch to goju ryu, use 2 and then use Kabal's godly hookswords juggle.
* b+1 is a plant move that can be used after a spin dash, as mentioned before. If you do not know what a plant move is, it's any move that really pushes your opponent down. After it, you can walk up to your opponent, sidestep and throw.
GOJU RYU
Goju ryu is more powerful than sun bin, but it is also more awkward. Its good point is the fact that it possesses strong mids, its weak point is that goju ryu has lows with a very limited range, and that none of his powerful moves are safe. With goju ryu, it's important to trick your opponent into blocking low.
* His most powerful low is d+1, which does 6%, but d+3 has a slightly better range and does 4%.
* If your opponent is expecting a low attack, you can use f+2, (1,)2 or (1,)4 (the 1 being an optional first high, as in sun bin). There is also a hidden mid combo, f+2,4, that has three hits and does 29% damage (although it only indicates 20), but its last hit can be blocked. In that respect using 4 only is better because it already does about 15% all by itself, and 2 is even better because it is a pop-up.
* After this 2, you can use some of Kabal's hidden goju ryu combos (1,)2,1,1,CS,1,b+1 is one such example and delivers about 30% damage, but if you're good on timing, it's even better to use (1,)2,1,1,CS,1,4,1,1,4,CS instead. Goju ryu 2 can also be followed by a spin dash.
HOOKSWORDS
This is Kabal's best stance, and once you have mastered this one, you can be an asshole and pretty much disregard his unarmed stances.
* 2,1,4 (the last one hits mid) is the starting point for lots of damage. Although the timing is a bitch, always try following this with 1,1,4,1,1,4,CS. It will deliver 51% damage if all hits connect. It is best to try this combo after a spin dash or when your opponent is blocking low (the 4 will pop him up).
* Hookswords also excels in single moves. A move you should abuse, to the chagrin of your opponent, is u+2. It was what made Mavado great in Deadly Alliance, and it is part of Kabal's greatness in Deception. This double swing that looks like a high or mid maybe, but hits low, does 16% all by itself. u+2 can also stop some sidesteppers and barge moves dead in their tracks.
* Once you've trained your opponent into blocking low, you can use (1,1,)4. Hookswords 4 can always be followed by a guaranteed throw, delivering a total of 25% damage. By alternating between u+2 and 4 only, you can already pose a serious threat to your adversary. I have found that even when blocked
* Another mid is f+2. Luckily, it is also a pop-up. Follow it with 1,1,4,1,1,4,cs without exception. However, f+2 is rather punishable and Kabal gets more damage from his launchers in other stances, so don't use it when you think your opponent may block high.
* Two other hookswords moves worth mentioning are u+3, which is both a low and a sidestep, ideal in close quarters, and d+4, which is an incredibly fast mid.
GENERAL STRATEGIES
Of course, for now I can only share what strategies I use and have been most effective for me.
I use two main strategies for opening the match. * If I'm facing a character that is prone to open with a lunge move (Baraka, Nightwolf, Kobra, Shujinko, Darrius etc) or has telepathy (Shujinko, Ermac, Kenshi), I immediately backdash or sidestep to anticipate an incoming attack. If they do attack as expected, simply move back in after the attack has been avoided or blocked, and lay the smack, preferrably with a spin dash first, but you can also simply start with 1,3,CS,2,CS,1,1,4,1,1,4,CS (assuming you are still in sun bin). If they break that, no harm is done, Kabal is very good to make opponents waste breakers early on. * Facing characters without a lunge move (Dairou, Mileena, etc) or who are not prone to use one even if they have it (like Scorpion, Ashrah or Raiden, Noob-Smoke, Liu Kang etc), simply walk up and when you've almost reached them, do 1,3 or 3,3,3 (which has a longer range). In many cases it will hit. You can also simply walk up and throw. You will be amazed how many times this will actually work. If you expect an opponent to walk up to you and throw, you can also start with the spin dash, but that is a risky strategy.
During the match, don't forget to throw in an occasional nomad's touch on mid-range to keep your opponent on the edge and confused. Because it is a hidden combo, the weird looking goju ryu f+2,4 is also likely either to have the last two hits delivered because your opponent releases block thinking the combo is over, or to hit completely because they think it's a dial-a-combo. If they figure out the third hit can be blocked, don't use it again.
Against offensive players, use the spin dash a lot to cancel out their attacks. This may also be useful against notorious teleporters such as Raiden or Dairou, if you're fast enough. Each time after the spin dash, you have the opportunity to land a +50% combo: DO IT. Show no mercy. The only time I would recommend using a throw, uppercut or untechable move such as sun bin b+1 instead is when you're nearing the end of a round, your opponent and you are almost dead and he still has a breaker left. In that case, opt for safety instead.
Against turtlers, do not use the spin dash, or use it very rarely. The best tactic against turtlers, I have found, is to keep them under pressure by alternating between quick mids and lows (sun bin d+3 or (1,)3; goju ryu d+1 or 2), especially in hookswords. Once you have hit them with u+2, you can begin a mind game. After a u+2, tap forward quickly and do it again. If it's blocked, no harm is done because u+2 is relatively safe. If it's not blocked, chances are great your opponent will block low. If he does, use hookswords 4 (sometimes you can even use it twice) and then throw. With these simple alternations, your opponent will have lost over 50% of his health bar. Also, when not in hookswords, do not underestimate goju ryu d+1, which is really a decent and quick poke to keep an opponent in his place.
I will add more to this later....
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0
Excellent work, man. I think I had most of that down already just by practicing with him. Kabal is a brillant juggler. Every combo does 30%+ as far as I've seen.
You haven't mentioned buffering at all from what I've read.Kabal has the ability to buffer his Spin and make some moves partially safe with it.For example,4 (in weapon stance) is actually quite punishable on block;however,buffering the Spin after it can actually interrupt some characters' punishers and give you the free damage after the Spin.Don't rely too much on this as sometimes there will be a trade of hits,not to mention you will get predictable when abusing the Spin,and thus,it will be blocked and punished for huge damage.
u+2 in weapon stance is probably his best move,really.Gives advantage on hit and is quite safe.4 in weapon stance is also great.It gives you a free throw when it connects.Otheriwse,he also has that mid pop up in his second stance (b+1 or f+2?Can't remember) which can lead to huge damage.
Whenever the Spin connects,go for a 50% of damage combo as they are very likely to break it.In other instances,switch to first stance and do b+1.b+1 is an excellent high-planting move that should ONLY be used after the Spin connects.Then after b+1,you can walk over to them and do your mix ups with 4,Throw,or u+2 in weapon stance.Spin,b+1 is inescapable as well.
Kabal's throw is LAME and prevents him from being a true top-tier.His throw gives him nothing,not even 50/50 mix ups.Thus,be careful after it.Some characters actually get 50/50 mix ups when he throws them.Again,be careful.
Overall,use him in weapon stance.I think this is where he's used the best and where he's the most deadly.u+2 is the shit,4 is OK,and his Spin is great when used correctly.
u+2 in weapon stance is probably his best move,really.Gives advantage on hit and is quite safe.4 in weapon stance is also great.It gives you a free throw when it connects.Otheriwse,he also has that mid pop up in his second stance (b+1 or f+2?Can't remember) which can lead to huge damage.
Whenever the Spin connects,go for a 50% of damage combo as they are very likely to break it.In other instances,switch to first stance and do b+1.b+1 is an excellent high-planting move that should ONLY be used after the Spin connects.Then after b+1,you can walk over to them and do your mix ups with 4,Throw,or u+2 in weapon stance.Spin,b+1 is inescapable as well.
Kabal's throw is LAME and prevents him from being a true top-tier.His throw gives him nothing,not even 50/50 mix ups.Thus,be careful after it.Some characters actually get 50/50 mix ups when he throws them.Again,be careful.
Overall,use him in weapon stance.I think this is where he's used the best and where he's the most deadly.u+2 is the shit,4 is OK,and his Spin is great when used correctly.


About Me
There are three rules for doing scientific research. Unfortunately, no one knows what they are.
0
Thanks for the input everyone.
And thanks for the additions m2dave. I had forgotten all about that pop-up in hookswords... *hits himself*
VQ
And thanks for the additions m2dave. I had forgotten all about that pop-up in hookswords... *hits himself*
VQ


About Me

0
Go into more depth, vain. And also, post this in the character strategy sticky, man!!!


About Me
There are three rules for doing scientific research. Unfortunately, no one knows what they are.
0
~Crow~ Wrote:
Yes, please give me permission to post a link to your guide in my stickied topic.
DooMsDaYoFNYC Wrote:
Go into more depth, vain. And also, post this in the character strategy sticky, man!!!
Go into more depth, vain. And also, post this in the character strategy sticky, man!!!
Yes, please give me permission to post a link to your guide in my stickied topic.
[Yoda] My permission you have [/Yoda]
And Doomsday, I will edit it more with strategies and such, incorporating the advice of m2dave et al.
VQ

0
After you hit with Hookswords 4, they are forced into a standing position but can block any incoming attack...you can do a number of things like VQ and dave mentioned getting a free throw or do another 4 or u+2 in Hookswords...but you can also do 114 and if they are blocking low (or not blocking at all) expecting a u+2, you just did 20% or so and have them back in the same standing stun. You can even do a quick cs cs to Goju Ryu and make them think a 2 popup is coming then quickly cs again and do u+2 to start the whole guessing game over.
Kabal is top tier.
Kabal is top tier.


About Me
There are three rules for doing scientific research. Unfortunately, no one knows what they are.
0
@ Konqrr: Yes, I have noted the same effect after hookswords 4, but I was unsure about it so I didn't mention it. Good to see it confirmed by you.
@ CorrezZ: What system do you play on? Long time no see, by the way! :)
VQ
@ CorrezZ: What system do you play on? Long time no see, by the way! :)
VQ


About Me

0
I've just been messing with Kabal, and to tell you the truth, he is a combo monster.
I found one of the most simple 50% combos I've ever done, using one of his UNLISTED Goju Ryu combos. I'm not sure if you listed it, but here goes:
Sun Bin
U+3, CS, Walk In, 1, 1, CS, 1, 4, CS - 50% Exactly
AND it leaves you right back in Sun Bin after your done.
If you DON'T connect with the last CS above, you will STAY in Hookswords, and if your timing is prefect, like Vain said, you can hit them with ANOTHER 1,1,4,CS at the end, getting upwards of 65% damage, without the addition of any free throws.
Thats NOT including whatever extra damage you get it they have their weapon out, OR the wall tech damage.
But your timing has to be superb.
ALSO, if you do the ABOVE mentioned combo for 50%, IMMEDIATELY after the combo is complete, CS, CS, U+2 for an EXTRA 16%, making the total 2 seperate combos that take a total of 66%. When I say extra, I mean GUARANTEED, a/k/a FREE HIT. Trust me, this works. Try it out, guys.
Not bad, eh? hehe They aren't as godly as the 78% that Konqrr managed to pull off, or even higher, but hell, theyre pretty damn good, and work online. Thats also a big thing with me. :)
I found one of the most simple 50% combos I've ever done, using one of his UNLISTED Goju Ryu combos. I'm not sure if you listed it, but here goes:
Sun Bin
U+3, CS, Walk In, 1, 1, CS, 1, 4, CS - 50% Exactly
AND it leaves you right back in Sun Bin after your done.
If you DON'T connect with the last CS above, you will STAY in Hookswords, and if your timing is prefect, like Vain said, you can hit them with ANOTHER 1,1,4,CS at the end, getting upwards of 65% damage, without the addition of any free throws.
Thats NOT including whatever extra damage you get it they have their weapon out, OR the wall tech damage.
But your timing has to be superb.
ALSO, if you do the ABOVE mentioned combo for 50%, IMMEDIATELY after the combo is complete, CS, CS, U+2 for an EXTRA 16%, making the total 2 seperate combos that take a total of 66%. When I say extra, I mean GUARANTEED, a/k/a FREE HIT. Trust me, this works. Try it out, guys.
Not bad, eh? hehe They aren't as godly as the 78% that Konqrr managed to pull off, or even higher, but hell, theyre pretty damn good, and work online. Thats also a big thing with me. :)


About Me

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I found a 61% EASY combo to do with Kabal.
The idea of this combo goes to both Aldagod, for pulling off a SICK combo in Match #7 of Him vs. Moe81. I also got the idea to finish it off from Konqrr, who ended one of his combos like this.
Sun Bin
U+3, Raging Flash, CS, CS, 1, 1, 4. . . 1, 1, 4. . Nomads Touch = 61%
IF THEY HAVE THEIR WEAPON OUT, the damage INCREASES to 71%. *hehehe*
Got the rest of the combo from Aldagod, and the final move from Konqrr, so I thought I would post this sick little combo online for all to see. :)
The idea of this combo goes to both Aldagod, for pulling off a SICK combo in Match #7 of Him vs. Moe81. I also got the idea to finish it off from Konqrr, who ended one of his combos like this.
Sun Bin
U+3, Raging Flash, CS, CS, 1, 1, 4. . . 1, 1, 4. . Nomads Touch = 61%
IF THEY HAVE THEIR WEAPON OUT, the damage INCREASES to 71%. *hehehe*
Got the rest of the combo from Aldagod, and the final move from Konqrr, so I thought I would post this sick little combo online for all to see. :)


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There are three rules for doing scientific research. Unfortunately, no one knows what they are.
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Hmm goodie goodie... :)
VQ
VQ


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*hehehe*
I thought you might like. *chuckle*
Have you tried it out yet? Its a SICK combo man, it's NOT one of those "Let me do the first half of this combo for 35%, get the free throw, and finish the second half for another 35%"...
When you complete the combo, with their weapon out, it will SAY, on-screen, 71% Damage.
Its an EXTREMELY fulfilling feeling to see that beautiful number on the screen with such a "low tier" character as Kabal. *chuckle*
I thought you might like. *chuckle*
Have you tried it out yet? Its a SICK combo man, it's NOT one of those "Let me do the first half of this combo for 35%, get the free throw, and finish the second half for another 35%"...
When you complete the combo, with their weapon out, it will SAY, on-screen, 71% Damage.
Its an EXTREMELY fulfilling feeling to see that beautiful number on the screen with such a "low tier" character as Kabal. *chuckle*


About Me
There are three rules for doing scientific research. Unfortunately, no one knows what they are.
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I don't have my PS2 with me during the week but I will try it out asap. :)
By the way, I don't know if you visit the tier list thread anymore, but Kabal is now considered to be top tier by most players.
By the way, I don't know if you visit the tier list thread anymore, but Kabal is now considered to be top tier by most players.
Doomsday, Kabal has the easiest 65% combo in the world. (Sun Bin) U+3, cs, 11cs14, 114 I can't believe this didn't get mentioned, it's SOOO EASY and takes more than half the opponent's life bar. Just input it as fast as you can after the juggle, except you have to time the second 114. It's one of my favorite juggles in the game. His highest is also 94, same thing, just end it with 114cs, B+2, ss, throw......cs hits the wall. Kabal also has 48 on his 2 other juggles (Gojo Ryu) 2, cs, 114, 114 and (Hookswords) B+2, 114, 114. If the 114 ends with a wall hit, do 114, cs, B+2, ss, throw, or if you're near the wall when you do the last 114, do 114cs instead and if the cs hits the wall, B+2, ss, throw. If you're lazy or like style, you can do (Sun Bin) U+3, bf4, cs, cs, 114, 114.


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Um... Biz, I DID mention it. In the FIRST of my two RECENT posts, where I mention that your timing has to be SUPERB, so on and so forth?
Read up a few lines. :)
Read up a few lines. :)


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And also, the last combo you just posted about being lazy... I posted that one above as well, I just added the D,B+2 to the end of it to get the extra damage
DooMsDaYoFNYC Wrote:
Um... Biz, I DID mention it. In the FIRST of my two RECENT posts, where I mention that your timing has to be SUPERB, so on and so forth?
Read up a few lines. :)
Um... Biz, I DID mention it. In the FIRST of my two RECENT posts, where I mention that your timing has to be SUPERB, so on and so forth?
Read up a few lines. :)
Ur right, but the timing is rediculously EASY. You just have to make sure you miss the first hit of 11cs14cs and land the rest, the last 114 can be tricky, but if you do cs, 11cs14 as fast as you can after the launcher you'll get it EVERY TIME. The only tricky part is the last 114 as I said before and that's usually just because of pushback. If you're close to a wall, even that isn't a problem.
Imagine how much 11cs14, 114cs, B+2, ss, throw would do when the opponent jump towards you in weapon stance. That could easily do 100%, you lose 8 damage with no launcher but gain back 25% because of no damage reduction and another 25% cuz they're in weapon stance. If I'm right, it would do about 121%. Not saying this has any use in a match, but wtv.


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Now try to give us one thats a) realistic, and b) possible to do online.
:)
Its a nice combo, but frankly, 95% of the people here won't be able to land the B+2 plant move.
:)
Its a nice combo, but frankly, 95% of the people here won't be able to land the B+2 plant move.
doomsday, how can u even say that without trying it
in fact it is NOT the B+2 that is hard to land, but the 4, cs at the end
the B+2 is hard to land for Konqrr's 94%
it flows much smoother into each other with this one
but 99% of the time, youll hit the wall at the first hit of the axe kick ( 4 ) and do 67%, or get both hits of the axe kick, and have them STILL juggled too high to land the cs
i posted this combo 1) because im very proud of my work and it took me a while to learn. 2) because its his highest combo and will only make you more superior with him. 3) i thought u guys would appreciate it
it does 84%, then 16 for the throw = 100%, of course u wont be able to do this online because online mkd is a blockly, choppy POS version of the game and the push off the wall is too much to land anything online
oh well, maybe after you land it, or see a vid for it, youll appreciate all my hard work, btw, we still haven't played doom, send me a PM when u want to
in fact it is NOT the B+2 that is hard to land, but the 4, cs at the end
the B+2 is hard to land for Konqrr's 94%
it flows much smoother into each other with this one
but 99% of the time, youll hit the wall at the first hit of the axe kick ( 4 ) and do 67%, or get both hits of the axe kick, and have them STILL juggled too high to land the cs
i posted this combo 1) because im very proud of my work and it took me a while to learn. 2) because its his highest combo and will only make you more superior with him. 3) i thought u guys would appreciate it
it does 84%, then 16 for the throw = 100%, of course u wont be able to do this online because online mkd is a blockly, choppy POS version of the game and the push off the wall is too much to land anything online
oh well, maybe after you land it, or see a vid for it, youll appreciate all my hard work, btw, we still haven't played doom, send me a PM when u want to
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