Style-branching AIR combos
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posted11/02/2006 05:01 AM (UTC)by
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SynjoDeonecros
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"Is it so important that you win one last argument with him?" "No, it is not, but it is true that I will miss the arguments; they were, finally, all that we had."

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06/08/2004 02:30 AM (UTC)
Yes, apparently, there's a way to change stances while in the middle of an air combo, and - if you've got a KAK with different air combo sets for each stance - there's a way to link those styles together.

Here's how it works: once you start an air combo, make sure that the first combo ends with a move that pops the opponent back up; the delay will allow you to switch to your other stance, and - if you're able to pop your opponent high enough and are extremely quick - you can now nail them with one of the other combos in the new stance. I'm able to do it, albeit inconsistently, so I know it works. Gives a slightly more interesting edge to the fighting mechanic, I think.
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Shinnox
11/01/2006 07:32 PM (UTC)
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yea dude, thats real old news.
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mkdfan
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11/01/2006 07:42 PM (UTC)
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I didnt know that, thanks. I'll go try it out.
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prodigy004
11/01/2006 09:13 PM (UTC)
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I believe you but how come this wasnt put in the moves list???
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slimjimSLIM
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r.i.p nujabes

11/01/2006 09:40 PM (UTC)
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Everyone who has 2 styles and air combos could do it. The timing differs depending what move you did last.
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Ermacsmainman
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how bout a cup of shut the hell up.

11/01/2006 11:39 PM (UTC)
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i knew too
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SynjoDeonecros
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"Is it so important that you win one last argument with him?" "No, it is not, but it is true that I will miss the arguments; they were, finally, all that we had."

11/02/2006 02:06 AM (UTC)
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because technically, the transition is a separate move that was apparently NOT meant to be used; it's very hard to transition between the two fighting styles AND keep the combo going.

And Scorpio, please don't be an ass; if this knowledge was as old as you say it is, then why haven't I seen it used in ANY of the air combo videos available, hmm? I can see if it's because timing the move is so difficult, people choose to not do it, but honestly, I haven't even HEARD people talk about it, so how can it be 'old' knowledge?
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ShingoEX
11/02/2006 02:48 AM (UTC)
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Glitch #12,377

One of these days, the MK crew will know not to give PCP as payment to their bug testers and quality control crew.
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Shinnox
11/02/2006 03:07 AM (UTC)
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SynjoDeonecros Wrote:
because technically, the transition is a separate move that was apparently NOT meant to be used; it's very hard to transition between the two fighting styles AND keep the combo going.

And Scorpio, please don't be an ass; if this knowledge was as old as you say it is, then why haven't I seen it used in ANY of the air combo videos available, hmm? I can see if it's because timing the move is so difficult, people choose to not do it, but honestly, I haven't even HEARD people talk about it, so how can it be 'old' knowledge?



how is sayin somethin is old news being an "ass" ? i posted it weeks ago (just after a few days of playing) in the gameplay thread (and other places). it hasn't been used in high level gameplay vids because it isn't very useful...much like air kombat its self.

timing isn't hard at all. you can do it right before you jump..or as you are jumping. its useless after the plant (bounce) because anything after they hit the ground is useless unless you're fighting the computer...and depending on the cpu difficulty, they go into wakeup 90% of the time.

theres also a big glitch that happens if you attempt to change it (in air kombat) during a throw ender, which can give an extra chance at longer combos with certin characters.

prodigy004 Wrote:
I believe you but how come this wasnt put in the moves list???

well, theres a lot of combos and moves left out of a lot of the characters moveslists...but the main reason its not on the moves list as combos, is because they're manual combos..not pre programmed auto branching combos.
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SynjoDeonecros
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"Is it so important that you win one last argument with him?" "No, it is not, but it is true that I will miss the arguments; they were, finally, all that we had."

11/02/2006 03:44 AM (UTC)
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scorpio Wrote:<



how is sayin somethin is old news being an "ass" ? i posted it weeks ago (just after a few days of playing) in the gameplay thread (and other places). it hasn't been used in high level gameplay vids because it isn't very useful...much like air kombat its self.

timing isn't hard at all. you can do it right before you jump..or as you are jumping. its useless after the plant (bounce) because anything after they hit the ground is useless unless you're fighting the computer...and depending on the cpu difficulty, they go into wakeup 90% of the time.


Because while you may have known it a long time, I and at least two other people on here don't, and most likely a bunch more. I also haven't seen any of your posts about it, so to me, this is brand new shit that I learned on my own. So, unless people are talking about it left and right, especially with a game as brand-new as this, don't say it's 'old news'.

And how can the computer 'wakeup' from an air combo bounce? Unless that bounce doesn't pop them back up for more air combos (in which case the combo is done, already), I see no way that one can 'wakeup' from it.
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J3rsey_D3vil
11/02/2006 04:02 AM (UTC)
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Yes, I did know about this. It's not the easiest thing in the world to do, but it's doable.

But to me it's not really that effective, because switching styles for an air combo really doesn't change much -- except the style your in. So it seems pretty superflous when you think about it.
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Shinnox
11/02/2006 05:01 AM (UTC)
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you would have seen my post about it if you would have read the GAMEPLAY THREAD stickied at the top of this forum. and like i said, and the user above me, it has no real use other then preference.

"And how can the computer 'wakeup' from an air combo bounce? Unless that bounce doesn't pop them back up for more air combos (in which case the combo is done, already), I see no way that one can 'wakeup' from it."

anything that knocks the opponent down, forcing them to bounce back up can be escaped by holding the block button, going into wakeup.

example: (in air)1-1-2--1-1-3-4,( or 1-1-4--1-1-2, etc)..for instance...after the 1-1-2 the opponent will fly down, hitting the ground, then pop back up in the air...form there you can do 1-1-2 again, or 1-1-3-4. after the beginning 1-1-2 the opponent can just hold block as they hit the ground, going into wakeup, and leave you up in the air open for attack.
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