MK Gold is so broken!
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posted07/26/2003 10:02 PM (UTC)by
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
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02/13/2003 02:21 PM (UTC)
I've been playing MK Gold alot lately and man...all of my arcade memories are flooding back to me. Scorpion is way broken.

HP, HK, HK, Spear, HP, HK, D+HP, Run HP, Jump Punch, Air Throw = 47%

HP out or air, Fire Breath, Tele-Punch, Spear, HP, HK, D+HP, Run HP, Jump Punch, Air Throw = 47%

Any great combos you remember, post 'em!
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Nikodemus
07/26/2003 03:12 AM (UTC)
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Scorpion fun yay

Jump kick, teleport, Spear, HP, Hk, down+ hP, fire, run, Hp, Hp, Hk, Back+ Hk.

Hp, Hp, down + hk, spear, hp, hk, down + hp, fire, run, hp, hp, hk, back+ hk

They really needed to fix the combo system up on that game.. i dont know what they were thinkin..
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
07/26/2003 04:33 AM (UTC)
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ok...I must be a complete idiot, how exactly are you hitting with a combo after fire in an air juggle?

I would test, but I'm gonna be late for work wow
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quan_chilli
07/26/2003 05:18 AM (UTC)
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LOL @ MKG being broken
Tanya: jumping in deep high kick, f, f, lk, f, d, b, lk, run forward, hk, d+hp, jump kick, air fireball. (I actually don't remember if all that works with max damage on). Blockable but still cool when connected

Kung Lao: by opponent, jump straight up lk, u, u, lk, jump straight up hk, d+hk. It's really a treat when you finally do it. Not exactly the most powerful combo but once you master Lao's "spin" move, prepare for some cool corner combos.
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Nikodemus
07/26/2003 05:30 AM (UTC)
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It doesn't stop the combo there.. it continues even after the person hits the ground... i forgot to mention after the hellfire a smart player can block.
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BenDover
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07/26/2003 07:06 AM (UTC)
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Repost...

I used to have a lot of fun with Scorpion, here's a few tips/combos:

HP,HK,D+HK,B,B+LP,HP,HP,HK,HK,draw weapon,B+LP

There was a weird one too I really like, can't remember. It was like arm breaker throw, fire breath, then spear, then combo. Or maybe it was fire breath then arm break, can't remember.

Here's a good one. With Sword Drawn, spear, B+LP, B+LP, B+LP 60%! Or just land those 2 or 3 B+LP on their own. Long Sword owns.

D+LP is a good low attack with his sword.

Liu Kang:

HP,HP,HK,HK,draw weapon,B+LP,F,F,HK

(hold LK for 3 seconds)HP,HP,HK,HK,(release LK)F,F,HK then F,F,LP if in corner

If you want to waste the AI, Sub, Tanya, and Reptile have these low special moves that trip and go under them. Right after those moves, run in and HK,HK,B+HK and do those low special moves again, run in again and repeat the whole thing until max dam. These aren't real combos, but the AI never blocks out of them.

If it's long freaky combos you are after, choose the ice wand for various characters. I'm too lazy to post those ice wand combos now, maybe later.

There was a guy who had a cool website that had all the weird MK4-Gold combos, but I think it's dead now. It was the one with the great character graphics, anyone remember it? I knew I should have saved that entire site.
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BenDover
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07/26/2003 07:47 AM (UTC)
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With all characters; jump in HP,HP,HP,HK,HK,weapon pull,weapon throw

And don't forget to run in with HK,HK,weapon pull,weapon throw. That's pretty easy to land.

Also don't simply forget HP,HP,HK,HK,special move
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Konqrr
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07/26/2003 02:44 PM (UTC)
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Nikodemus wrote:

i forgot to mention after the hellfire a smart player can block.


That's what I thought.

BenDover wrote:

1. HP,HK,D+HK,B,B+LP,HP,HP,HK,HK,draw weapon,B+LP

2. It was like arm breaker throw, fire breath, then spear, then combo. Or maybe it was fire breath then arm break, can't remember.

3. Here's a good one. With Sword Drawn, spear, B+LP, B+LP, B+LP 60%! Or just land those 2 or 3 B+LP on their own. Long Sword owns.

4. D+LP is a good low attack with his sword.

5. Liu Kang: HP,HP,HK,HK,draw weapon,B+LP,F,F,HK

6. Liu Kang: (hold LK for 3 seconds)HP,HP,HK,HK,(release LK)F,F,HK then F,F,LP if in corner

7. With all characters; jump in HP,HP,HP,HK,HK,weapon pull,weapon throw...And don't forget to run in with HK,HK,weapon pull,weapon throw. That's pretty easy to land.


1. b+LP can be blocked

2. Nothing is guaranteed after any breaker or after Scorpions Fire Breath.

3. Only one b+LP is guaranteed after a Spear, the rest can be blocked.

4. Not it's not.

5. I think you mean this combo: HP,HP,HK,HK,draw weapon~HP, F,F,HK (39%)...your way is not guaranteed, this one is.

6. It's been too long and I have noone to test with, but I think you can block the f,f+HK. I know you can block the f,f+LP.

7. Not with all characters, only with weapons that juggle when pulled out in a combo like Sub-Zero's.

I'm not trying to say you don't know what the hell you're talking about BenDover, just pointing out things that don't work vs other people...what you posted works against the computer. So please don't take offense.

You guys know about the Instant Jump Kick? Maybe it's called something else...it's the jump straight up kick move that you start combos with, but your character doesn't actually jump, they just do the kick. You have to press up plus kick at the exact same time, almost pressing kick before up. This makes Scorpion able to do the jump kick combo starter after a spear without his opponent recovering from the stun. I would never use it in a match unless I was showing off though, too risky.
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BenDover
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07/26/2003 05:45 PM (UTC)
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Konqrr Wrote:
Nikodemus wrote:
You guys know about the Instant Jump Kick?.


Yeah, really tricky.

Since no one has mentioned it yet, there's also an air juggle trick. While they are in the air, jump up with HP then quicky hit HK(almost at the same time). Very tricky to get it to connect. I think there are variations of it too, like HP,LK or HK,LP. Can't remember.
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
07/26/2003 05:49 PM (UTC)
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Air Juggle Combo works best in the corner, but can connect without it. It is as follows:

HP, LP
HP, HK (Best for corner combos)
HP, LK
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BenDover
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175 Globes and counting...

07/26/2003 08:34 PM (UTC)
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Konqrr Wrote:
HP, HK, HK, Spear, HP, HK, D+HP, Run HP, Jump Punch, Air Throw = 47%


Some variations of that:

HP, HK, HK, Spear, HP, HP, HK, HK, B+HK 42%

HP, HK, HK, Spear, HP, HP, HK, HK, weapon pull 45%

jump in HP, HK, HK, Spear, HP, HP, HK, HK, B+HK 46%

jump in HP, HK, HK, Spear, HK, HK, weapon pull 45%
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
07/26/2003 08:36 PM (UTC)
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heh, Scorpion rules. It's so easy for him to get MD.

BenDover Wrote:

Konqrr Wrote:
HP, HK, HK, Spear, HP, HK, D+HP, Run HP, Jump Punch, Air Throw = 47%

Some variations of that:

HP, HK, HK, Spear, HP, HP, HK, HK, B+HK 42%

HP, HK, HK, Spear, HP, HP, HK, HK, weapon pull 45%

jump in HP, HK, HK, Spear, HP, HP, HK, HK, B+HK 46%

jump in HP, HK, HK, Spear, HK, HK, weapon pull 45%

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BenDover
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175 Globes and counting...

07/26/2003 09:25 PM (UTC)
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Fujin:

jump in HP,HP,HP,HK,HK,Super Knee 39%

jump straight down HK,HP,HP,HK,HK,Super Knee 43%
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
07/26/2003 09:57 PM (UTC)
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Fujin 51% - Tornado Lift, Pull out weapon, Jump HP, Tornado Lift, Slam, Throw weapon.

Diving Kick, Tornado Lift, Slam, HK, Knee

Here's a really good one when you have your weapon out:

HK, LK, Tornado Lift, Slam, Throw weapon

Fujin has always been one of my favorites in MK4.
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BenDover
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175 Globes and counting...

07/26/2003 10:02 PM (UTC)
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Fujin 51% - Tornado Lift, Pull out weapon, Jump HP, Tornado Lift, Slam, Throw weapon.

Ouch...
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