Fav Old School Combo or Juggle.
2D Kombat Klassics
Pages: 1
Fav Old School Combo or Juggle.
0
posted07/27/2003 07:54 PM (UTC)by
Post your fav. combo or juggle from MK - MK 4.
Sub Zero (mk3) - Hp, Hp, back Lp, Lk, Hk, back Hk.
Noob Saibot (UMK3) Down Up, foward+down lp, lk x4, foward+foward Hp, Hp, Hp, Lp, Hk
Sub Zero (mk3) - Hp, Hp, back Lp, Lk, Hk, back Hk.
Noob Saibot (UMK3) Down Up, foward+down lp, lk x4, foward+foward Hp, Hp, Hp, Lp, Hk
Rain: jumpkick, lightning, Rain ball, lightning, high/low punch, roundhouse, uppercut
Rain ball, lightning, Rainball, lightning, high/low punch, roundhouse, uppercut
lightning, Rain ball, Rain ball, lightning, high/low punch, roundhouse, uppercut
kick combo (hk, hk, lk, hk, b+hk), uppercut
and the list goes on....
Rain ball, lightning, Rainball, lightning, high/low punch, roundhouse, uppercut
lightning, Rain ball, Rain ball, lightning, high/low punch, roundhouse, uppercut
kick combo (hk, hk, lk, hk, b+hk), uppercut
and the list goes on....

0
I love the kombos for the cyborgs in MK3,UMK3 and MKT, mix the small kombos to get bigger.
Smoke:Air Kick + Teleport + Spear + HP + HP + LK + HK + LP, repeat. [8 Hits Base][Infinite]
Cyrax:(In a corner)Far Bomb + Close Bomb + Net(optional) + HP + HP + HK + HP + HK + Back + HK [9 Hits]
Sektor: Homing Missile + HP + HP + HK + HK + Back + HK + Teleport Uppercut + Double Missile(MKT) or Single Missile (MK3 or UMK3) [9 Hits MKT - 8 Hits MK3/UMK3]
=X
Smoke:Air Kick + Teleport + Spear + HP + HP + LK + HK + LP, repeat. [8 Hits Base][Infinite]
Cyrax:(In a corner)Far Bomb + Close Bomb + Net(optional) + HP + HP + HK + HP + HK + Back + HK [9 Hits]
Sektor: Homing Missile + HP + HP + HK + HK + Back + HK + Teleport Uppercut + Double Missile(MKT) or Single Missile (MK3 or UMK3) [9 Hits MKT - 8 Hits MK3/UMK3]
=X


About Me
TheProphet, GGs my friend. Give'em Hell.
0
Reptile UMK3:
full screen slow force ball, run in, HP, HP(misses cause ball hits) d+lp (causes extra high popup), force ball, hp, hp, b,f,lk dash, hp, hp, dash, lp, uppercut.
Raiden MKT:
Reverse lightning, air kick starter (right against opponent so it hits on the way up right after reverse lightning hits), popup combo, teleport, hp, hp, jump kick, superman.
Stryker MKT:
Jump kick starter to hk, hp, hp, lp, riot gun, baton dash, hp, hp, riot gun (repeat as often as necessary), and end it off with hp, hp, double grenade.
MK2 Kung "the Broken" Lao in MKT:
jump kick starter, popup combo, jump kick, dash kick (goes under opponent), hp, hp, jump kick, dash kick, jump kick superman.
And the classic infinite MK3 Kung Lao:
spin in corner, jump kick, spin, jump kick, spin, jump kick, spin, etc etc etc
Other combos to be featured in an UMK3 Arcade combo vid soon-
Ermac: 2 different 100% damage combos
Shang Tsung: 100%
Sindel: 100%
Kabal: 99%
Cyrax: 98%
Jade: 79%
H. Smoke: 85%
Scorpion: 71%
etc...etc...etc
full screen slow force ball, run in, HP, HP(misses cause ball hits) d+lp (causes extra high popup), force ball, hp, hp, b,f,lk dash, hp, hp, dash, lp, uppercut.
Raiden MKT:
Reverse lightning, air kick starter (right against opponent so it hits on the way up right after reverse lightning hits), popup combo, teleport, hp, hp, jump kick, superman.
Stryker MKT:
Jump kick starter to hk, hp, hp, lp, riot gun, baton dash, hp, hp, riot gun (repeat as often as necessary), and end it off with hp, hp, double grenade.
MK2 Kung "the Broken" Lao in MKT:
jump kick starter, popup combo, jump kick, dash kick (goes under opponent), hp, hp, jump kick, dash kick, jump kick superman.
And the classic infinite MK3 Kung Lao:
spin in corner, jump kick, spin, jump kick, spin, jump kick, spin, etc etc etc
Other combos to be featured in an UMK3 Arcade combo vid soon-
Ermac: 2 different 100% damage combos
Shang Tsung: 100%
Sindel: 100%
Kabal: 99%
Cyrax: 98%
Jade: 79%
H. Smoke: 85%
Scorpion: 71%
etc...etc...etc


About Me
TheProphet, GGs my friend. Give'em Hell.
0
Malice Wrote: Post your fav. combo or juggle from MK - MK 4. Sub Zero (mk3) - Hp, Hp, back Lp, Lk, Hk, back Hk. Noob Saibot (UMK3) Down Up, foward+down lp, lk x4, foward+foward Hp, Hp, Hp, Lp, Hk |
Just so you know for future gameplay, if you leave the LP out of the Sub Zero combo you have listed there it actually does more damage. One of the things that kills him as a character is that the damage from hits drops dramatically as the combo goes on.


About Me
0
Ermac UMK3/MKT: lp, lk, jump kick, teleport, lift, run to them, lp, lk, walk forward, lk
Easily my favorite combo to do on people that haven't seen it before. I just did it to some poor kid today at the arcade.
Easily my favorite combo to do on people that haven't seen it before. I just did it to some poor kid today at the arcade.


About Me
TheProphet, GGs my friend. Give'em Hell.
0
quan_chilli Wrote: Ermac UMK3/MKT: lp, lk, jump kick, teleport, lift, run to them, lp, lk, walk forward, lk Easily my favorite combo to do on people that haven't seen it before. I just did it to some poor kid today at the arcade. |
lol Yeah getting the knee lift starter out of the TK slam is always an eye catcher. But if you want big damage try to come up with a combo that doesn't use the teleport. Any moves that happen after a ninja teleport are cut down in damage severely. So the lp, lk, walk forward lk you get in there probably does half the damage it would do if you didn't have a teleport in it. There fun little way of trying to limit the damage because of the teleport.


About Me
0
dreemernj Wrote: quan_chilli Wrote: Ermac UMK3/MKT: lp, lk, jump kick, teleport, lift, run to them, lp, lk, walk forward, lk Easily my favorite combo to do on people that haven't seen it before. I just did it to some poor kid today at the arcade. lol Yeah getting the knee lift starter out of the TK slam is always an eye catcher. But if you want big damage try to come up with a combo that doesn't use the teleport. Any moves that happen after a ninja teleport are cut down in damage severely. So the lp, lk, walk forward lk you get in there probably does half the damage it would do if you didn't have a teleport in it. There fun little way of trying to limit the damage because of the teleport. |
Hmm what the hell I meant lk,lp lol. But yeah I know. It's just more fun to do as many hits as you can

0
dreemernj Wrote: One of the things that kills him as a character is that the damage from hits drops dramatically as the combo goes on. |
Thus is the story of MK: DA...
My favorite combo is in MK4 with Scorpion:
Opponent jumps, HP out of air, Fire, Teleport Punch, Run LP, Jump Punch, Air Throw.
Kicks A$$!
Another with Mileena in MKG:
Jump Kick, Roll, Run LP, Tele-Kick...old school
Fujin MK4:
Near corner, (with weapon or without), HK, LK, Tornado Lift, Slam, HK, Jump Punch, Dive Kick, HP, Rising Knee (7 Hits - 46% MD)
Tornado Lift, Pull Out Weapon, Jump HP, Tornado Lift, Slam, Throw Weapon (5 Hits - 51% MD)
Kitana MKG:
Fan Throw x4 (4 Hits - 48% MD) LOL
HP, HP, HK, Fan Throw, Run up, HP, HK, D+HP, Fan Throw, Jump Kick, Fan Throw (10 Hits - 46% MD)
Those are a couple among several with Kitana.
I was just messing around with Trilogy last night, remembered this old glitch Scorpion combo.
LP rapid fire a few times while they are close, when they begin to fall back quickly spear them, then combo 43%+
I think this works with Cyber and Human smoke too, and I think you can start it with HP rapid fire too.
LP rapid fire a few times while they are close, when they begin to fall back quickly spear them, then combo 43%+
I think this works with Cyber and Human smoke too, and I think you can start it with HP rapid fire too.


About Me
TheProphet, GGs my friend. Give'em Hell.
0
BenDover Wrote: I was just messing around with Trilogy last night, remembered this old glitch Scorpion combo. LP rapid fire a few times while they are close, when they begin to fall back quickly spear them, then combo 43%+ I think this works with Cyber and Human smoke too, and I think you can start it with HP rapid fire too. |
Yeah thats CPU or non-blocking only. Pressing block stops it.


About Me
TheProphet, GGs my friend. Give'em Hell.
0
In MK3, UMK3 and MKT there are a lot of times when things will combo, as in they will add to the combo meter and the damage will accumulate but they are actually blockable. For instance you can get uppercut, telekenetic slam, uppercut, telekenetic slam, repeat with Ermac and it can keep adding to the combo but if the opponent holds block, the TK slam is blockable after an uppercut. Likewise there are moves you can do that are unblockable but that do not add to the # hits in the combo, like if you HP someone out of air with Sindel and catch them in air with a scream, you can get HP, scream, HP, scream, HP, scream a few times but any of the HPs that are done in air while the opponent is in the scream do not add to the # of hits of the combo.

0
keam02 Wrote: Kabal: Jump Kick; tornado spin; ground saw; run in; lk, lk, hp, hp, d+hp; jump kick; eye spark - 66% damg (around 50% damg on UMK3) |
Ground Saw is like any stun in MK: DA, they can block anything you do no matter when you do it while the saw is hitting them.
I can tell nobody has any comp, all this cpu only shit.


About Me
TheProphet, GGs my friend. Give'em Hell.
0
keam02 Wrote: Well, your right. I know no one who owns (and likes) MKDA. I know no one who likes MKas much as I do. I know no one as good as me at any other MKs. But, If you take off the groundsaw, the combo still does like 55% damg. |
Yeah, that is one of the few good combos that Kabal has besides crazy juggle corner combos. Groundsaw being blockable or not, its still a good one to know.
Konqrr Wrote: I can tell nobody has any comp, all this cpu only shit. |
Yes, it is sad isn't. I can't wait until fighting games go online, this AI stuff definately makes you develop bad habits. And it's either that our fighting game challenged friends or relatives, no real comp there either.
If MK6 goes online, it's going to change the MK scene, and really the entire fighting scene. Everything is going to be different.


About Me
TheProphet, GGs my friend. Give'em Hell.
0
BenDover Wrote: Konqrr Wrote: I can tell nobody has any comp, all this cpu only shit. Yes, it is sad isn't. I can't wait until fighting games go online, this AI stuff definately makes you develop bad habits. And it's either that our fighting game challenged friends or relatives, no real comp there either. If MK6 goes online, it's going to change the MK scene, and really the entire fighting scene. Everything is going to be different. |
Yeah, its a shame that MK AI was always so bad that it provided no valuable gameplay practice at all. But, I have seen things like that in other games even at tournies.
I remember at Univ Pinball in Philly a friend of mine was playing in an MvC2 tourny and a guy constantly called out an assist move like the berserker barrage, then jumped over you and attacked from the other side. My friend knew that you blocked by holding away from your opponent regardless of where the assister is and he continued to block through the crossup. The guy flipped out saying it wasn't possible, just because he didn't understand how simple blocking worked in the game. Sad.
Also, I remember someone trying the human Smoke AI infinite of lk, d+lp (tiny pause), d+hp, jump kick teleport, spear, repeat. It breaks after the d+lp but the guy thought it was still unblockable because the computer never blocked it. Its just a shame to see stuff like that.
Pages: 1
© 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.