MKDA high level gameplay
0
posted08/12/2004 11:47 PM (UTC)by
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SalvidonBlak
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'Son i've made a living, out of reading people's faces...
knowing what their cards said, by the way they held their eyes...

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02/09/2003 02:26 PM (UTC)
im posting this abridged version of the old thread in here, seeing as it can't be transplanted by the mods.

this info is too good to be wasted out in general chat where no one cares.

i'll be posting the good stuff in segments.

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konqrr wrote:
Here's a cool Jax combo I got from MK Legend:
Start in Muay Thai
2,2,5,4,b+2, b+2, 4,4,5,f+4, f,f,d+4

If all hits connect it's 59% damage, unescapable. It's a real bitch to get all hits though, but you're still looking at 50%+ damage.

Bo' Rai Cho...any time you hit or juggle with Drunken Fist 3,2, immediately go into the stomp and they can't escape. Even if they techroll the landing. Do that 4 times in a match and it's over

Here's another Nitara combo I just got from TZ on a post by MK Legend - 100% from anywherere on the screen, Power Up then start in Leopard - 1,1,1,5,1,1,3,5, 2, 5~(1,1,1),5,1,1,3,3.

The first 3 hits of the second string must miss, but I still can't get it. I miss the last 3 hits, but it's still close to 100%.

Drahmin - His backdash is the best in the game and he plays best from far away. Both his fly projectile and ground pound start out the same so it's a guessing game for your opponent which you are going to do. They will either sidestep or jump and if you can guess them right they will be in a world of hurt. Any time you hit with the flies, do a ground pound then d,b+1 uppercut for easy damage. He doesn't have much for combos, but when you power up (in Iron Club) and do his Propeller Clock, it opens up 50% combo opportunities. Drahmin is top tier, learn him.
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CYDVicious wrote:
That Jax connects better with the more upright styles...but like Mavado, or Shang and some others where they are leaning back, it tends to miss a hit.

>>Bo' Rai Cho...any time you hit or juggle with
>>Drunken Fist 3,2, immediately go into the stomp >>and they can't escape. Even if they techroll >>the landing. Do that 4 times in a match and >>it's over

Not bad. This is my big Bo' Rai Cho combo:
Drunken Fist:
2-2-1-1-SS-2-SS-2-(Pop-up) SS-1-1-1.
If against a wall then:
2-2-1-1-SS-2-SS-2-(Pop-up) SS-2-2-1-1-1.

That' Nitara is similar to the 79% I do after a powerup which is:
1,1,1,5,1,1,3,5, 2, B+4-B+2.
I think Nitara also has some of the best short combo mixups:
1-3-4.
3-4
B+4-B+2.

I don't doubt drahmins usefulness as a highlevel fighter, but I think he may be above my skill in the game as of yet. The only level 5 character I can handle is Subzero...and I think he seems more like a 3 or 4.

I haven't found much use out of Johnny Cage, what do you have with him?

Aside from his basics, I was working on a juggle with him last night, I can't seem to remember the buttons.

First stance, style switch combo.
1-2-ss?? or 1-1-ss?? I forget exactly, but it goes to Jeet Kun Do, after a pop-up,
then do the 2nd style pop up move, then start the 1-2-3-4 combo, or 2-2-3-3. I will try this tomorrow and get the exact buttons down. I might be way off.

I honestly believe other than the 1-1-1-1 or whatever Cage's nunchucka combo is, he has no other legit combo string for his weapon.

The ones listed in the move list menu, have never worked for me, the first two strikes hit and the third Cage does fancy whirly twirl around his back and nothing but a delayed strike. have you had any luck?

I know cage's style switch combo from 2nd style to weapon also leads to a pop up, from that, I SS again to first style and do the U+3-U+3 kick combo.

~CYD
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Venezuela wrote:
with Kenshi 11-hits in Katana 4,1,1,3 , slam,(hold the last (b) in the slam and then.. ,3, slam, d+1 , slam, d,b+4
if you press 3 without holding back kenshi will walk under and the 3 wont connect... this is a 53% damage natural combo , if you power up will be 67%, if you connect this after evade or block will be 65% if you power up + evade will 74% and the insane one after pwer up + interuption it can be 80% or 85%.


13- hits in tai chi 2,2,2,L,1,L, slam,(hold the last (b) in the slam and then.. ,3, slam, d+1 , slam, d,b+4
if you press 3 without hold back kenshi will walk under and the 3 wont connect...this is a 52% damage natural combo , if you power up will be 67%, if you connect this after evade will be 65%
and finally the insane one if you power up + evade will 74%


P.D: works the same walls or without walls (the best combos in the game)and guaranteed
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konqrr wrote:
Venesuela, those are well known...not that they aren't good, mind you

Try this mixup with Kenshi in Tai Chi:
(Courtesy of MK Legend)

Do b+4 a couple of times to train them to block low, then hit 3~b,d,b+1, b+1, b,d,b+1, b+1, b,d,b+1, 3~b,d,b+1, d,b+4. That's 55% damage and 69% on power up. Don't have evade damage.
,
the 3~b,d,b+1 is guaranteed. You just have to be good at timing and fast. I've found another good mixup with the same idea...in Tai Chi, do b+1. If it hits then you can mix up with b+4 or 3. If it's blocked you recover fast enough to sidestep...the only downside is that it doesn't have much range. The same goes for his Katana stance, do 4,1,1 and as you are doing it watch for if it hits or not. If it hits, then finish with 3 to juggle or if it's blocked then stop the string and block, they have to be real fast to get a guaranteed combo in retaliation.

On the Katana 4,1,1,3, slam combos...I find it sometimes unreliable to use 3 to re-juggle them, so in a tight situation, use d+1 instead to be safe. It still does 40%+ damage, so it's all good.

You can combo Kenshi's Tai Chi b+1,3 in a juggle and quickly switch to San Shou to power up or stay in Tai Chi and do his taunt to get life back. You can do this after the d,b+4 slam, but it's easier after b+1,3.
, I listed b+1 with Kenshi for use in mixups and b+1,3 in combos...

I meant b+2 and b+2,3...sorry
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Venezuela wrote:
"I find it sometimes unreliable to use 3 to re-juggle them, so in a tight situation, use d+1 instead to be safe."

if you do that d+1 after the first slam, in the second slam the 3 will be the last move in the combo ,if you do d+1 again will be less damange

thats reason why I hold the last back in the slams is some kind of buffering and then 3
P.D sorry for the spelling but Im not from around here
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konqrr wrote:
I know it takes away one of the slams from the combo, but even if you hold back after 4,1,1,3, slam, sometimes you still miss. All I'm saying is in a tight situation (close battle, this combo had better work or I'm dead...or, I've been impaled and my combos better count), use this combo instead:

4,1,1,3, slam, d+1, slam, d,b+4

Safe and damaging. But, if you don't have a problem (I usually don't, but I get nervous when I play good people) use the "safe" combo

---------------------
Quick backdash - b~block~b,b

It gives you a little more space.
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cydvicious wrote:
Just to throw in some more insight.

I have been studying Shang Tsung alot lately. I find he has the easiest set of combos to learn, and has a great variety to choose from.

From his First stance:
1-1-2-B+1
1-1-2-2
1-1-2-B+3
1-1-2-B+4
Are his basic combos, but
1-1-2-B+3 is good for knocking away to taunt or setup for the next attack. If I am wanting to stay in the stance, its what I use.
I don't use much of the others.
His style change combo, only goes to his second style into a pop up.
1-1-2-ss. (into pop-up) from here, I will throw in another pop-up attack to keep them airborne a little longer I think its U+2 (Kick Pop-Up), then
1-1-1-ss. This ss combo is also a good mixup because the last strike is a low sword attack coming from 3 mid attacks.

I don't know if this is a 100% Legit combo, cause I haven't tried on human, only AI, but it works 100% against AI for me so far:
U+2, B+2. I use this combo more as a humiliation to the opponent. Its fun to watch too.

From Second stance, I use the basic long combo or pop up starter:
3-3-3-1-1-1-SS
3-3-U+2 (I think) then 1-1-1-SS.

His Sword, has a a couple nice moves and one decent combo, that doesn't always connect :(
And I recommend avoid using the sword against Jax's first style, 90% of the time it doesn't connect comepletely.
2-4-3-B+3, which is a good mix up combo, that goes High/Mid to low.

Two great mix up moves I use with his Sword are the U+2 and D+2, its great because its the same button. The U+2, he does a circular high face strike that makes them hold their face and walk back...and has good recovery.
I tend to pull a soul steal after this attack.
The D+2, his best mix up, its a two hit combo, low-high, quick sword flick at the wrist.

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that was edited highlights from page 1.





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SalvidonBlak
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'Son i've made a living, out of reading people's faces...
knowing what their cards said, by the way they held their eyes...

02/15/2003 08:42 PM (UTC)
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now page 2
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konqrr wrote:
cydvicious Wrote:
The U+2, he does a circular high face strike that makes them hold their face and walk back...and has good recovery. I tend to pull a soul steal after this attack.

Be careful with this because you can block any attack while you are stunned. If they happen to block your soul steal, they get a free combo. And I think the juggle in stance 2 (Crane?) is just 2. If you want to get some health back, juggle them with that and do the soul steal while they are airborne

Plus you can run a complete circle around them in crane stance by using the sidestep cancel (ss~block~ss...) and you can do it in less than a second. Not that that's useful, going completely around them, but it shows you how useful Shangs sidestep is in crane.

Woohoo! A gameplay/strat post is at two pages! I can't believe it.
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cydvicious wrote:
Oh to add to Shang Tsung one last thing,

A good opener I like to use is:
B+2 (or B+4) I forget which, is the Shoulder Slam...

If you are close enough at the start of the round, its very quick and sends them flying down.

~CYD
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devilgene wrote:
nitara's face slash (kama) i think it's b+1; stun kd and guarantees a free unicorn kick on hit, maybe more(?)
can someone test this for more follow-ups? BTW, her kama stance is da shiznit!
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konqrr wrote:
devilgene Wrote:
nitara's face slash (kama) i think it's b+1; stun kd and guarantees a free unicorn kick on hit

uh, you can block anything after that move. And it's f+1.

Here's the deal people, Any move that stuns them in any way, ALL FOLLOWUPS CAN BE BLOCKED!.

Scorpion's Summon Hellfire is an exception because it's unblockable.
-----
Kung Lao, approaching corner (1/3 screen from it) start in Shaolin Fist:

SM, 5~5, 1,1,1,5,4,4,5, b+3, 2,4,d+4
13 hits - 69% damage

You could just make it easier on yourself and do SM, 5~5, 1,1,1,5,4,4,f+2 for an easy 59% damage. The b+3 in the above combo is a little tricky to time and you can be anywhere for this one.
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devilgene wrote:
if you watch the animation, the person is stunned and then they FALL back straight to the ground. you can already be in the unicorn kick animation BEFORE they hit the ground...but unfortunately, i don't have someone to test this so i will default to you... :) i will test this more tonight...
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konqrr wrote:
Sorry devilgene, I'm just tired of telling people that you can't combo off stuns. You test it out when you can and will be enlightend like I was.

Nothing is guaranteed after a stun.
---
ok...kickass Reptile mixup:

Crab - b+3 hits low and recovers fast and mix it up with b+2. A simple combo is b+2, b+2, b+3, 3 for 28%.

Also in Hung Gar - f+4 hits low and recovers fast.

Hsu Hao mixup - (Wrestling):
d+4, f+SM
d+4, 1
If you think they are going to retaliate:
d+4, SM (reversal)

Other characters who have good low attacks:
Frost - (Tong Bei) b+4
Quan Chi - (Tang Soo Do) d+4 (stance has reversal)
Kenshi - (Tai Chi) b+4

All info in this post is credit MK Legend

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cydvicious wrote:
Just to add some spice..
Be wary when pulling long string combos, that are not juggles, against a blocking opponent.

It is very easy to counter mid-combo that is being blocked. A simple quick attack or throw move, will get someone who is trying to complete a combo against you while you are blocking.

As in all MK's Timing is the Key. I love using this tactic against noobs that learn one massive string combo, and that's all they do...ha ha ha

~CYD
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devilgene wrote:
yeah. since the majority of long hit strings start out with high hits i usually block high then quickly low and poke 'em out of it and start my own stuff...
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Raidenwins wrote:
well, no one mentioned this so i'll say it, it's not that good but i am proud of myself for finding it. if you know it already don't flame me ok. it's with Raiden in his first style (controls are for XBox version):

X, X, Y, back+Y, back+Y, forward forward+X

it's 8 hits but i don't know hom much percentage
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Konqrr wrote:
Some really good Raiden combos can be found on the Tekken Zaibatsu - Chit Chat Cafe forum under the MKDA strat thread...really good stuff.

But if you want useful, just do 1,1,2,5,1,3,5,4,4, then do b+3 or a mid weapon attack for a mixup...you need nothing else with Raiden.

I was messing around with Scorpion and Reptile today and found that you can block Reptile's Crab b+2 low (it goes over his head)...so that mixup may be trash. But he has a good one in Hung Gar with f+4 and b+3...seriously good stuff.

As for Scorpion...this kicks ass...sweep then hellfire, then try sweep again, if it hits switch to Pi Gua and shove them (SM) then hellfire again! Two guaranteed hellfires! Too good. All started from the Hapkido 2,2,4 setup.

This is why Scorpion is the best

Drahmin...throw, pound, d+3, insert attack here.
or from far away, Power up -> flies -> pound -> uppercut = 60%+ damage I think.
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cydvicious wrote:
Ok, I got my PS2 back and MKDA, and my skills are ready to tryout some of the suggestions in this post.

When I get a chance, I will start posting some interrupt locations for the characters I know.

i.e. Subzero:
Shotokan Combo:
1-2-(interrupt)
(i.e. 1-2-B+2)

From shotokan after style change in combo:
5-2-(interrupt)
(i.e. 1-2-4-5-2-3)

You will have to know the attacks of the styles, to be able to time the interrupts. As all highlevel gameplay goes, timing is the key.

For several of the fighters, that have fast throws (Scorpion, Kenshi, Frost, etc.), the throw will counter/interrupt really well.

I haven't searched for moves that work as good interrupts yet. I need more time to play I guess.

~CYD
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devilgene wrote:
i need information WRT reversals...
1)are they 'universal' reversals? ie., does hit data matter? low vs high? or can ANYTHING be reversed regardless of hit properties?
2)after a successful reversal, are follow-up strikes guaranteed?
Thanks for the information
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cydvicious wrote:
WRT? WTF?...Anyway, For the most part they are universal. If it is a leg or hand strike of some sort, it can be reversed. I haven't been able to reverse weird moves like BO RAI CHO's belly Slam. But any regular attack, special moves involving a kick or punch (Kitanas, Sonya, etc..) can be reversed with a reversal. High/Low make no difference.

After a successful reversal, a follow Up strike is gauranteeed, given there is a limited window of opportunity. while you hold the arm or leg. Also note, after a reversal damage increases for the next attack(s). i.e. Larger combo damage after a reversal.

~CYD
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devilgene wrote:
WRT=with respect to... :)
thanks for the info..i didn't realize damage increases after successful reversals, but it makes sense...
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cydvicious wrote:
Yep,

To increase damage of a combo or attack:
1) Neijin (Power Up) move.
2) Reversal
3) Evade and Counter
4) Counter (i.e. Mid combo poke etc...)
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konqrr wrote:
you can interrupt Kano/Hsu Hao's weapon combo of b+1,b+2 after the 2nd hit is blocked...I think you can even sidestep out of it and hit them from the side/back.

Also, thx for the clarification on the Kenshi/sidestep thing
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cydvicious Wrote:
I wonder if any of scorpion/kenshi sword combos can be reversed.
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konqrr wrote:
Come to think of it...the computer hit me out of Scorps 4,1,1,3 combo! I think it was inbetween 4,1 and 1,3.


All MK games allow you to block something and immediately retaliate, a good example of this is when you are scorp/kenshi fighting moloch and you block his ball punch thing...you can wait until it pushes you back before you attack, or you can attack right after you block it and be in range for an easy 4,1,1,3 combo. If you wait, you have to move forward a little to hit him and by that time he can block.

Keep this in mind when you are interrupting blocked strings. Using this can net quick sidesteps into combos that do more damage, any combo you start after an evade sidestep (big whooshing sound, bigger sidestep) does more damage
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that was edited highlights from page 2


Avatar
SalvidonBlak
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About Me

'Son i've made a living, out of reading people's faces...
knowing what their cards said, by the way they held their eyes...

02/15/2003 09:03 PM (UTC)
0
and now page 3
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rayrokka wrote:
well i have to say that this discussion is interesting, to say the least. i wish i could play you . because i knew about all that stuff four months ago. and if this is the best you guys got, you are doomed i tell you. because real strategy isnt about how big the combos are. mix ups obviously and then charachter matchups. those big combos are harder to get off against any experienced plyer. i guess this is all talk but mobster4christ played me on new years day and never beat me. he can vouch for my prowess. the specials on attack five have a huge impact on the game and with how each charachter plays. at one time scorpion had a power up! that meade him far too strong. but his shove is even worse! free flames after the shove rediculous. any way pm me if you like.
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cydvicious wrote:
Hey hey, of course its not about big combos, but juggles if your caught in one...ha ha ha...

No really, good to hear from ya again Ray!
Seen that video Mr.Whitefolks...from Pimp Productions put up? Some nice juggles.

This thread has become less about combos, and more about counters/reversals/evades. Afterall that's what demands skill in this game. Anyone can lob out a 14 hit string combo, but if its blocked and countered...world of hurt.

I could take you Ray. :) May take 50 rounds, but I could get ya.

Cheers,

~CYD
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|-|3ll0-]IRbY wrote:
WOW!!
70+ Damage kombos?!
You guys are great!!
lol I got the game like 3 weeks ago and the best I got was with Scorpion, Ninja Sword (38 % I think):
4, 1, 1, 3, 3, 4, 1, 1, 3 (cheap though...)

In his Hapkido style I do:
(* 2, 2, 4 *) 3, Up+4, Up+4, 3, Back+1 (around 25 %) (***I don't always start with this)

In Pi Gua I suck, I only do "2, 2, 1" or "2, 2, 3"...

I havent learned how to combine special moves with kombos yet.

With Sub Zero, I mostly do this Shotokan kombo :
1, 2, Back+2, Back+2, 1, 2, Back+2
Or this Kori Blade one:
3, 3, 1, Back+1

With Frost, in Chuan something (I forgot ^^;), I do :
4, 4, 1, 1, Up+3, Up+3, 1, 1, Up+3

That's about it...I guess I need help. lol. And I never use neijins...
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konqrr wrote:
rayrokka Wrote:
1. i knew about all that stuff four months ago. and if this is the best you guys got, you are doomed i tell you.

2. because real strategy isnt about how big the combos are.

3. those big combos are harder to get off against any experienced plyer.

1. Most of us aren't as lucky as you who played the game before it came out and against various other people to test moves/strats/combos on...We have to either figure it out on our own, without little or no competition, and rely on people like you to share your knowledge of the game. Something I haven't seen you do much of, why don't you share something?

2. Well, you had be prepared to do big damage (combos) when the opportunity arises or you will never win against good opposition. So I think it's vital to know how to do that.

3. True...but in case you forgot, once a combo starts it can't be interrupted.

If I ever played you, I'd do to you like I do to the rest of the world when I play people better than I am...get better and beat you. I'm notorious for this

Plus, I don't care if I lose 1000 times in a row...I want some competition!
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YADONTWANNAMESSWITMAY wrote:
I'm getting into this game more and more everyday, so I would just like to post some stuff on my top 3.

3. Johnny Cage

*Karate*

1. 1,2,3,4 is always a good punisher in this stance. It does a clean 20%.

2. f+2,2,3,4 is decent, but if you are near a wall, go for the full f+2,f+2,1,2,3,4 for a solid 28%.

*Jeet Kune Do*

1. 2,2,3,3,cs,b+2,2,4 is flashy and does a solid 30% damage.

2. the b+1/b+4 mix up is probably the thing that makes JKD so deadly. Abuse it.
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cydvicious wrote:
I was working lastnight on some juggles. The scorpion combo I figured out on my own. But I searched I think I saw it in a Mr.Whitefolks video...The frost combo, is similar to one Mr.Whitefolks posted, but I couldn't get his button combinations to work, so this is my variation of it.

Scorpion
10hit 25%
Spear, 2,3,U+4,U+4,5,2,2,5,4,4.

Frost
20Hit 45% / 65% (powerup)
1,1,2,2,5,4,4,1,1,U+4,U+4, 4,4,1,1,5,1,1,1,1.


The frost combo is a nice long string combo, but it won't work against the wall...you need to be away from the wall, and you should get to the wall just after the knock up for it to work. Otherwise I believe it can be tech rolled out.

But if you do...its awesome.
---
I was working lastnight on some juggles. The scorpion combo I figured out on my own. But I searched I think I saw it in a Mr.Whitefolks video...The frost combo, is similar to one Mr.Whitefolks posted, but I couldn't get his button combinations to work, so this is my variation of it.

Scorpion
10hit 25%
Spear, 2,3,U+4,U+4,5,2,2,5,4,4.

Frost
20Hit 45% / 65% (powerup)
1,1,2,2,5,4,4,1,1,U+4,U+4, 4,4,1,1,5,1,1,1,1.


The frost combo is a nice long string combo, but it won't work against the wall...you need to be away from the wall, and you should get to the wall just after the knock up for it to work. Otherwise I believe it can be tech rolled out.

But if you do...its awesome.
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Unico wrote:
Who is that MK Winkle or what? Where I can find his videos?
And one (or two) more questions:
If I cannot play against live oponent (cos i CZ no one have MKDA), so how you think is the main diffrent between men ond computer stlye? Where I can wait the main differences?
And second: Are there another long juggle kombos 4 Kesnhi, then this?
Thai Ti
2 2 2 b+1 SLAM 3 SLAM TOSS (40%)
2 2 2 CS 1 CS SLAM sidestep 3 SLAM D+1 SLAM TOSS (53%)
SAN SHOU
B+1 B+1 3 SLAM TOSS (33%)
Katana
4 1 1 3 SLAM sidestep 3 SLAM D+1 SLAM TOSS (52%)
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cydvicious wrote:
You can find Mr.Whitefolks videos here:
http://www.pimp-productions.com/videos/index

Here is the MKDA video: http://www.pimp-productions.com/videos/MKDA.avi

Yes there are longer kenshi combos. much longer.

When you do a move that "Stuns" the opponent,(Where the opponent grabs their face and staggers backward.) the AI will not BLOCK an attack while stunned. However, if a human opponent is stunned, they can still block any oncoming attacks, so they aren't really stunned, it just looks that way.

And when you are doing a long string combo against the wall, and they computer AI is bouncing off the wall. At any bounce against the wall, you can "tech roll" which is, to roll along the wall out of the way. So those combos don't work.

Good luck with Kenshi, I am not using him too much.

~CYD
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konqrr wrote:
ScorpionKingMishima Wrote:
Is ANYTHING "gauranteed" in this game, or is it all about reaptitive generic strings?!?

There is so much to this game...sure strings are an essential part, but proper use of regular moves are the key to winning. If you're playing somebody who doesn't know which way is up, sure you can use strings and kill them with your eyes closed, but against someone who knows what they're doing, it will be much harder to get that string to connect.

Several characters (if not all) have excellent mixups. Scorpion is a perfect example...his Hapkido stance has the greatest one of all: 2,2,4. After doing 2,2,4, if they block it you can sidestep almost any move they throw at you and hit them with an u+4, Spear combo...but if it hits you can do just about anything you want. Like 3,u+4 which starts out mid and juggles them or you can sweep and followup with a guaranteed Summon Hellfire...I could go on and on with this one setup. Plus Scorpion can backdash cancel out of every single move in Pi Gua stance.

Some other moves that guarantee a Summon Hellfire with Scorpion are Hapkido d+2; d+4; f+3,b+3; d+3; u+4; 3,b+1; and Pi Gua b+1; b+2; SM;

With Drahmin, you can get a guaranteed Ground Pound by hitting them with: Iron Club b+3; b+2; f+SM; Deep jump kick;

There are much more.

Other mixups include Reptile's Hung Gar stance...do f+4 which is a low kick that recovers almost instantly, abuse it...once they start blocking, unleash a ... what's that word? ... STRING! There goes 30%+. Mix it up (f+4) with 3 or b+3. In Crab stance the low kick is b+3, mix it up with an up close b+2 for an easy juggle.

Sonya's Tae Kwon Do 2 and b+4...If you get them in the corner, keep doing b+4. When they block that, do 2 (which tracks sidesteps) and quickly switch to Kali Sticks and juggle them with 2,4,b+3 for an easy 47% damage combo.

If you sidestep right after you block an attack, you get the Evade Sidestep (bigger sidestep, whooshing sound) which causes your followup to do more damage. You can just sidestep right as they attack to do the ESS, but blocking is easier.
----
I was messing around with Sub-Zero today and here's a few combos:

DJK = Deep Jump Kick (ankles )
A = Anywhere on screen
C = Corner only

Shotokan:
(A) 1,2,b+2, 5,d+2, 5,1,b+1 - 6 Hits 25%/35%
(A) 1,2,b+2, 5,d+2, 1,2,5 - 7 Hits 29%/41%
(C) 1,2,b+2, 5,d+2, d+1, 1,b+1 - 7 Hits 25%/34%
(C) 1,2,b+2, 5,d+2, d+1, 1,2,5 - 8 Hits 30%/42%
(C) 1,2,b+2, b,d+2, 5, DJK, 1,2,5 - 8 Hits 31%/38%

Dragon:
(A) 1,1,2, 5, 3, 5,5,d+3, 5,2 - 6 Hits 19%/26%
(A) 1,1,2, 5, 3, 5,5,d+3, b,f+4 - 6 Hits 19%/26%

He doesn't have the damage that some characters have, but he does have style. I think he has the worst powerup in the game...% wise.
--------------------------------------------------

scorpio wrote:
there are no garentees in this game (or life for that matter) people see a combo and say "thats not a "real" combo, blah blah blah it can be blocked, true combos cant be blocked after the first hit connects"

yes, a combo CAN be blocked after the first hit connects. a combo is a combo as long as it works. sure, there might be certin elements of it that may be blocked, but its still worth going for if it means victory. instead of posting combos, i'll post something a little more useful.



i timed every one of scorpions attacks both in my head, and with a stop watch. attack describes the attack. recovery time tells how long it takes you to recover after you connect with or miss the attack. opponent recovery time is the same as recovery time. but the time is how long it takes your opponent to fully recover before they are able to block.

heres 10 of them. 3 for each style and 1 special attack. i would post them all, but i hate typing. if i didnt post a move that you want timed im me and ill post it (or them)



Hapkido

Attack Recovery Time Opponent Recovery Time

1 0.5 1.0

B+1 1.0 2.0

SM (taunt) 2.0



Pi Gua

Attack Recovery Time Opponent Recovery Time

1 0.5 2.0

F+2 0.5 1.0

4 0.5 1.2





Ninja Sword

Attack Recovery Time Opponent Recovery Time

4 1.0 0.5

3 0.5 3.0

D+2 0.5 1.0





Spear

Recovery Time (if blocked) Opponent Recovery Time

2.0 2.0

if the spear is blocked, scorpion is left open for 2.0 sec.
if thrown from full screen distance, it takes 1.5 sec to reach the opponent.
after the spear connects, you have 2.0 sec to attack (or get to saftey) before your opponent is able to block.
each character can jump a half screens distance. if you see the opponent is gonna jump in (from full screen) throw the spear. it will connect with them right before they land, or as they land. if they are closer than full screen, you can catch them with the spear in mid air.
--------------------------------------------------

devilgene wrote:
scorpio Wrote: there are no garentees in this game (or life for that matter) people see a combo and say "thats not a "real" combo, blah blah blah it can be blocked, true combos cant be blocked after the first hit connects"

i believe it's universally accepted that a combo is defined as 'a series of strikes during which the opponent is incapable of retaliation' and that said strikes are guaranteed...
i understand your idea of what you think constitutes a 'combo', but i would say that your notions are really 'strategy' as in if i do X then i would probably try Y which might flow easily into Z or maybe back to A for a mix-up....you might be able to loosely string these moves together into a useful 'combination' but this is tactics/strategy and does not fit the accepted definition of 'combo'...

-yes, a combo CAN be blocked after the first hit connects. a combo is a combo as long as it works.-

no not according to what's universally accepted and to 'work', most people have to have a guarantee..and in your system/nomenclature, there is no guarantee..i guess it's just an accepted part of the vernacular that a 'combo' must consist of a series of guaranteed strikes....

BTW, are you sure after a spear connects it's two seconds? does this go for anywhere on the screen say maximum distance to U+4 spear distance? maybe you could add on one second for maximum distance spear?
--------------------------------------------------

that was edited highlights from page 3







Avatar
SalvidonBlak
Avatar
About Me

'Son i've made a living, out of reading people's faces...
knowing what their cards said, by the way they held their eyes...

02/15/2003 09:26 PM (UTC)
0
and now page 4
--------------------------------------------------

cydvicious wrote:
Someone was asking for some combos with Shang Tsung. One of the biggest flaws I see with Shang, is that he is weak. Don't get me wrong, is one of the best fighters, especially that Crane stance, but it seems I always hit a retarded barrier of 20% with his combos. Maybe I am not doing the right combos, but here are the variations I worked out: When I say "before corner", it means you have to start it before the corner and get through the Crane style attacks before the wall, otherwise the opponent cna techroll away.

Juggles:
Crane/Straight Sword
8Hit/5hit juggle |27%
3,3,2,2,1,1,1,5

Snake/Straight Sword (Before Corner)
10hit/4hit juggle |20%
1,1,2,5,2,5,4,2,1

Snake/Snake (Before Corner)
9hit/4hit juggle |20%
1,1,2,5,2,5,5,1,1,4,2

Snake/Straight Sword
9hit/5hit juggle |20%
1,1,2,5,F,2,1,1,1,5

Peace,

~CYD
--------------------------------------------------

scorpio wrote:
the way i see thing is like this. some people dont consider certin combinations combos cause they can be blocked at one point. but every character has at least 1 "garenteed" combo that can be blocked right in the middle.

also, in my view, if you do your job right, strategy becomes a combo. sure some of them could get blocked...but i dont know of too many people that sit around waiting to block something. like i said before...some say "what if it gets blocked?" and i say "what if it doesnt?" i dont care if it gets blocked or not, cause if it doesnt, then that means victory.

BTW, are you sure after a spear connects it's two seconds? does this go for anywhere on the screen say maximum distance to U+4 spear distance? maybe you could add on one second for maximum distance spear?

yep. you dont start counting until the opponent has been pulled in. they stagger for 2 sec. and its the same time no matter where you are. but, the difference in the distances is from a full screens distance it takes 1.5 sec to reach the opponent.

so if you are full screen and you do the spear, it takes 1.5 sec to connect to the opponent. you pull them in and as they are staggering you have 2 sec to attack before they can block.

if you do U+4 after the spear, you would have 0.5 sec recovery time, and the opponent has 3 sec before they fully recover. giving you enough time to get to saftey.

on a side note, there is 1 sec between back dashes. since you cant do them in a row, hit b-b then count to 1 then do it again.

and i'll get the rest of those typed up later tonight for you guys. i hate typing, other wise id have a huge scorpion faq. but i will get the timing typed up. shouldnt take that long.
--------------------------------------------------

konqrr wrote:
You're in luck...I was just working on some:

DJK - Deep Jump Kick. Kick them as right before you land.
A - Combo can be performed anywhere on the screen.
C - Combo can be performed in the corner only.
x%/y% - x = Regular combo damage. y = Power Up combo damage.

Shotokan:
(A) 5 Hits 21%/30% - 3,b+2, b+2, 3,f+3
(A) 5 Hits 22%/31% - 3,b+2, b+2, 5~5~1,b+1
(A) 6 Hits 26%/37% - 3,b+2, b+2, 5,1,2,5
(C) 8 Hits 28%/40% - 3,b+2, b+2, 1,2,4,5,b+1
(C) 9 Hits 33%/47% - 3,b+2, b+2, 1,2,4,5,2,5
(C) 5 Hits 22%/31% - 3,b+2, 5,d+2, 5~5,3,f+3
(A) 5 Hits 22%/31% - 3,b+2, 5,d+2, 5,1,b+1
(A) 6 Hits 27%/37% - 3,b+2, 5,d+2, 1,2,5
(C) 7 Hits 28%/36% - 3,b+2, 5,d+2, d+3, 1,2,5
(C) 7 Hits 28%/34% - 3,b+2, b,d+2, 5, DJK, 1,2,5
(A) 6 Hits 24%/34% - 1,2,b+2, b+2, 3,f+3
(A) 6 Hits 24%/34% - 1,2,b+2, b+2, 5~5~1,b+1
(A) 7 Hits 29%/41% - 1,2,b+2, b+2, 5,1,2,5
(C) 9 Hits 30%/43% - 1,2,b+2, b+2, 1,2,4,5,b+1
(C) 10 Hits 36%/50% - 1,2,b+2, b+2, 1,2,4,5,2,5
(C) 6 Hits 24%/34% - 1,2,b+2, 5,d+2, 5~5,3,f+3
(A) 6 Hits 25%/35% - 1,2,b+2, 5,d+2, 5,1,b+1
(A) 7 Hits 29%/41% - 1,2,b+2, 5,d+2, 1,2,5
(C) 8 Hits 30%/42% - 1,2,b+2, 5,d+2, d+3, 1,2,5
(C) 8 Hits 31%/38% - 1,2,b+2, b,d+2, 5, DJK, 1,2,5

Dragon:
(A) 4 Hits 22%/31% - d+2, d+2, 5,1,b+1
(C) 5 Hits 27%/38% - d+2, b,d+2, DJK, 1,2,5
(A) 6 Hits 19%/26% - 1,1,2, 5, 3, 5~5~d+3, 5,2
(A) 6 Hits 19%/26% - 1,1,2, 5, 3, 5~5~d+3, b,f+4
(C) 6 Hits 26%/37% - d+2, d+2, d+3, 1,2,5
(A) 7 Hits 25%/35% - 1,1,2, 5, 3, 5~5~1,2,5

Kori Blade:
(A) 4 Hits 15%/21% - 3, 3, 1,b+1
(A) 5 Hits 19%/27% - 3, 3, 5~5~1,2,5
(C) 5 Hits 20%/28% - 3, b,d+2, 5, DJK, 3,f+3
(A) 5 Hits 20%/27% - 3, 5,b+2, 5,1,2,5
(C) 6 Hits 22%/30% - 3, 5,b+2, 5,d+3, 1,2,5
(C) 7 Hits 25%/36% - 3, 5,b+2, 1,2,4,5,b+1
--------------------------------------------------

cydvicious wrote:
Shang Tsung is as weak as an ant compared to QUan Chi, where it's so easy to break 30% damag in combos/juggles.

When I was working out combos, I always came up with a dilemma whether to go with most powerful or most hits. Because most hits doesn't necessarily mean most damage.

I found a bad ass combo with Kung Lao, and timing is very CRUCIAL...
After the style change to his weapon, its a pop up, I found you can add one hit more with the sword pop up before you change style to complete the juggle, however, at that point is where timing is crucial. So IF you add the extra pop up with the sword, than if you miss the next hit, the opponent can tech roll out. If you don't add one extra sword pop up, then he can't tech roll if you botch the timing of the next hit.

Here is the combo:
(Before Corner Juggle)
14hit/7 hit juggle |51%/82% Power Up
1,1,1,5,4,4,5,5,1,1,1,5,4,4,3.

1,1,1,5,4,4,5, (HERE) 5,1,1,1,5,4,4,3.
At this point (here) opponent is knocked in the air. YOu can add one more sword pop up hit B+3) and continue. However, if you miss the timing of the next hit, they can tech roll.

So my tip is:
If your going for the MASSIVE corner juggle, leave the extra hit out...
Otherwise, if you do the hit, then follow up with Kung Lao's triple kick for a gaurantee. (This is a well know combo)
1,1,1,5,4,4,5,B+3,D,B+4.

~CYD
--------------------------------------------------

cydvicious wrote:
rayrokka Wrote: "there is a way to interrupt combos by the way, i can count frames,"

Ray,

If you are blocking/ducking a combo string, you can interrupt between the frames with a poke or throw, or some other counter/reversal.

If you are against the wall, and are being hit by a combo, and are being knocked against the wall, you can tech roll out.

Do you know of any other ways to break a combo Ray?

~CYD
--------------------------------------------------

rayrokka wrote:
yes, you can actually break out of a combo that is hitting you, by counting the frames while being hit. do a move immediately after a combo string is being started. combo interrupt basically. shang is good at this because of his speed and high priority. also have you noticed how much damage his standing roundhouse in crane does?
--------------------------------------------------

haasjin wrote:
Regarding Kung Lao, he has a nice 8-hit juggle combo, which seems also to me his most damaging combo:

8-hit > U+A4, U+A4, A1, A1, A1, CS, A4, A4

Does:
35% normal
57% (within 1-2secs after power-up)
49% (3-4secs after power-up)
--------------------------------------------------

unico wrote:
Here are some combos 4 Rayden. It's nathink excelent, but more than nothink:o)

1st style
1 1 2 b+2 CS CS 4 4 b+2 (23%)
1 1 2 b+2 (b+2) cs 3 4 (21%)
1 1 2 CS 1 3 CS 4 4 DASH (32%)

2nd style
1 1 b+1 d+4 (19%)
1 1 3 CS 4 4 DASH (20%)

3rd style
3 u+4 (15%) if you need more place
3 4 4 b+2 (24%)
4 4 b+2 SM (32%) (BLOCKABLE with low block before SM; if oponent stend up with sidestep, you miss)
SM 3 4 4 b+2 (41%) (BLOCKABLE with block before 3; if oponent stend up with sidestep, you miss)
--------------------------------------------------


Johnny_cage_win wrote: No offense or anything, but Scorpion is a level 1 character, and he's really easy to use. I wouldn't need an FAQ on him. However, I applaud your efforts.
--------------------------------------------------

scorpio wrote:
no offense taken. sure scorpion is easy to use..my faq is about the timing of his moves. which is something that you must learn with every character to be effective. every character has different timing. their learning level doesnt have anything to do with timing moves.
btw, there maybe a few spelling errors here and there. i typed it around 2:00 this morning, so my vision wasnt very clear..lol. if you have any problems with anything let me know
http://www.boomspeed.com/scorpio224/timing_faq1.rtf
--------------------------------------------------

unico wrote:
I found new and easy combo for Shang Tsung
SNAKE u+2 CLOSE FIREBALL (23%)
--------------------------------------------------

devilgene wrote:
anybody have good set-up strategy for Kung Lao U+4 (launching kick) and B+4 (sweep)? i am trying to better incorporate these into some sort of mix-up...any strats?
--------------------------------------------------

rayrokka wrote:
for kung lao try power up double style change into mantis u+4,u+4,1,1,1,cs,4,4,cs,

basically double launch into full branch with a power up. this combo will break the 60% barrier with ease, and i prerer to end the combo with shaolin forward fist because it knocks the opponent away and you can taunt for free.
--------------------------------------------------

konqrr wrote:
A couple of things I noticed while playing Sub-Zero (vs cpu...no comp here). His Shotokan 2 is a very good move and is hard to retaliate on block and if it hits it stuns them. If they block it, you can sidestep any move that doesn't track you and get extra evade damage. Which leads me to my next point...evade damage is about 24% more than base damage. So it looks like this:

1,2,b+2, b+2, 5,1,2,5 - 7 Hits
It is a 29% combo, with 41% on power up. On evade, it's 36% and 51% on power up.

Nice to know! Plus, if you're fast enough, after you evade you can get a b,d+2 then power up and do the combo of your choice and still get your evade damage
--------------------------------------------------

devilgene wrote:
konqrr:
not sure if this is in your big Sub-Z list but it's quick, easy and does decent damage:
Dragon: 1,1,2 (bounce) 1,2,CS for 25%, powered up does i think high 30's.
4 of those and it's PeAcE oUt!
---
rayrokka Wrote:
for kung lao try.....

ok....but i guess what i really wanted were 'set-up' strategies for the (Mantis) U+4 and B+4! AFAIK, there are no small combo strings that lead smoothly into these, that's why the original inqury, as in what set-ups everyone else is using to transition into these moves..also, (Shaolin) B+4 (low leg strike that is kd on hit), would like any strategies for setting this up...
--------------------------------------------------

that was edited highlights from page 4













Avatar
SalvidonBlak
Avatar
About Me

'Son i've made a living, out of reading people's faces...
knowing what their cards said, by the way they held their eyes...

02/15/2003 09:57 PM (UTC)
0
and now page 4
--------------------------------------------------

konqrr wrote:
devilgene Wrote:'set-up' strategies for the (Mantis) U+4 and B+4

I don't play Kung Lao much, if at all...so I really can't help you. hehe

I think that u+4 is faster than it looks, the computer pulls it out of nowhere...maybe I just suck, who knows. Try it after an evade and it will work wonders for you, do that combo rayrokka posted with it after an evade/power up and you'll have a 75% combo on your hands!
--
devilgene Wrote: Dragon: 1,1,2 (bounce) 1,2,CS for 25%

I only listed double launcher combos or launcher/freeze. The list is far from complete and has doubled in size now...I plan on making a Hit Properties FAQ sometime, but I have 30+ games waiting for me to finish them so...hehe

And BTW, Sub-0...his powerup sux rox. Only 40-45% damage increase I think. Maybe his is the same as everyone elses (not Nitara's), but his combos aren't as good.
---
I agree that Sub-0's powerup is low cuz he had launchers in every stance...but most moves will be the end of you if they are blocked, you have to play defensive to win with subby. Don't forget that his b,f+4 comes out of block really fast, like Kano's ball. If you don't think you'll have enough time to retaliate with a combo, use that instead.
--------------------------------------------------
rayrokka wrote:
im not sure i understand about setting up for u+4 and b+4. these are not kunglao's best set ups or strategies.

when i play with him...i constantly jab with attack 1. not just jab but sidestep jab. keep applying pressure. only throw one to two punches to avoid punishment, when a punch does connect you need the rflexes to understand this and proceed to finish the branch combo. kug lao has superb speed, sidestep, jab streagth.
--------------------------------------------------

konqrr wrote:
Bluff Wrote: 1 - Somebody posted in another thread a combo like this:

Kenpo 1,1,4,d,b+1,1,1,4,d,b+4...

and i was wondering about the second d,b+1 can you really get it cause i think there is a cooldown time after the first where you can't use it.

2 - What would be the best thing to do after a revesal in Tae Kwon do just 2 and then into combo?

3 - Is there any place I can get match videos of top tier players?

1 - You have to do that combo like this:

Kenpo, 1,1,4, d,b+1, Power Up, 1,1,4, d,b+1, 1,1,5,4,5

You do the Power Up to give yourself time to "cool down" from the first kiss If you're fast enough, it's all guaranteed.

2 - After a reversal, you can do a simple Tae Kwon Do 2, 5~2,4,b+3 for 41% damage. Just do whatever you want...use Tae Kwon Do b+4 which hits low, then you can go into her mixups from there. OR...While they are stunned, use what little time you have to push them towards the corner while switching to Kenpo, then do 1,1,4, d,b+1...keep pushing them into the corner then do b+4. Once they try to block low, they are in the corner and you can do Tae Kwon Do 2, 5~2,4,b+3 and get 47% damage.

3 - No. I wish.

If you find yourself trapped in the corner, you can do b+4 (I think? Kick's them over your head switching you places), into kiss then b+4 mixups.

Sonya is great a character
--------------------------------------------------

scorpio wrote:
i have a sub-zero timing faq done. if you want it, im me
--------------------------------------------------

SalvidonBlak wrote:
devilgene Wrote:
anybody have good set-up strategy for Kung Lao U+4 (launching kick) and B+4 (sweep)? i am trying to better incorporate these into some sort of mix-up...any strats?


--------------------------------------------------

as always, nothing gaurenteed against human opponent...
but the mantis punch combo 1,1,2,b+2 is a good lead into the b+4sweep if it connects. move in and catch them off guard with the sweep...

also seems like if d+4 connects i have a good shot at an u+4 launcher, but it is not even remotely unblockable, just a change up (d+4 is low,u+4 is high). throw it at them and then try it again with a b+4sweep instead of the u+4launch.

the b+4 sweep and u+4 launcher work well in alternation...

lay on the high attacks thick...
1,1,2,b+2... if it connects or if they dont counter, b+4...
with that in play lay the damage low...
if the sweep connects, throw a second... if the second sweep connects or is bloocked without counter, they may be open for the u+4 launcher, then punnish them in the air as you please... i prefer to switch to broadsword and 4,f+1. (f+1 somtimes won't connect, but i like it)
or try 2 sweeps then b+2 for that high downward slam, and start trying to sweep them again

keep in mind that this is all sort of hit and move stuff, so it's use is purely intended to lull an opponent into a false block while chipping away health.

this is actually just a variation of an old MK2 sweep/mind-trick strategy we used to use back in the arcade days,
but it works well for me against human kombatants... also obviously compatable with any character with a sweep.
hope it is of some use, and that im not pages behind everyone on this stuff.
--------------------------------------------------

Flawless wrote:
I aint shure if anybody posted anything similar to my combo , cuz i dont really feel like reading all 5 pages , but anyways heres wat i have found.I've had this game for some time now. I masterd scorpion in my opinion and just moved on to kenshi. Here are some combos i came up with( timing is very important for these) anyways here gos:
( i have also tryd these combos on max mode and they work and i kno that the comp on max mode will use an opening if there is one in a combo to attack you)

1. Tai chi- 10 hits, 42%
- triangle, triangle, triangle, L1, X, X, Telekinetic Slam , dodge, telekinetic Toss Note: you have to be very quick with the dodge and tele toss, and even if you do screw p on da dodge and tele toss part youll stil do 32% damage. Iv also seen this combo do 53 % damage on the computer b4 , and im not shure y is dat , im thinkin dat its because they might of been in their wepon stance , cuz some characters , if not all , take more damage in wepon stance.
2. San Shou- 7 hits, 34%
- triangle, square, L1, X, X, tele slam, dodge, tele toss

iv got few more , but i have to do more testing with them, id really like to kno how somebody on this forum posted that they had done 85 % damage, if its really possible den damn dats amazing, but what i have realized is that the more hits a combo has the less damage it does
--------------------------------------------------

devilgene wrote:
Deflator Wrote:
Playing Quan Chi:

I'm having a problem with finding an effective launcher. The b+1 in Escrimi is good, but when in Tang Soo Do his long strings are too easy to block without first getting a launch off.

Really what I think I'm asking is do you have any suggestions on maybe how to get of his special B,D,4 launch off? Again, it's too easily blocked.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
dood, the b,d+4 would've been TOO strong had they made it either faster or more sneaky or both...as it is, it's very decent, but NOT abusable. anytime you think a HIGH punch string is coming your way, throw this out, it should scoop under it and pop em for any juggle of your choosing (preferably one that changes stances and ends in his broadsword stance). this move is more of a 'counter' type move and should not be thrown out blatantly...kindof like WS+2 for kazuya in Tekken4, cause you KNOW what's coming if they land a WS+2!!! :)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I wouldn't class myself as an experienced player so anything is helpful.

I've been experimenting with pushing an attack, but letting off before the string is complete, letting my opponent come at me, side step, then getting off the launch. Trying to confuse them. However, my friends catch on eventiually, heh.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
in TANG SOO DOO you need to try 1,1,2,3,4 (final hit is low and kd) OR MIX-UP with 1,1,2,3,CS,4 (i believe that's the string) (final hit is mid sword slash and kd), either way if they block and guess wrong, your gonna nail em at the end of the string and put em in place for some type of oki, although using the '4' ender (first string) will make it tougher for quick oki cause quan has a recovery period...
--
Flawless Wrote:
Does anybody here actually know any combos for scorpion that do over 39% damage that actually work and are unbreakable. I found that scorpion is limited with his special attacks , cuz if u put any one of them into a combo u wont be able to use it on a human.IM pretty shure most ppl know that.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
don't think there are any...besides scorpy's strong as sh*t anyways and doesn't need to do huge damage on one juggle. one d+4 in hapkido and you get free hellfire...one u+4 in hapkido, free spear + juggle, one shove in pi gua and you get free hellfire...etc., etc.,
with the exception of the spear, scorpy's other specials are more 'juggle enders' or out and out surprise elements to keep your foe on his toes.
(it seems you can throw the hellfire out (without mercy) at the ends of juggles or shoves and keep em in da pain room for mix-ups...also remember you can juggle and end with an R1 taunt to recover health bar safely...most regard ole scorpy as VERY top tier if not number 1...
--
Bluff Wrote:

1 - Somebody posted in another thread a combo like this:



Kenpo 1,1,4,d,b+1,1,1,4,d,b+4...



and i was wondering about the second d,b+1 can you really get it cause i think there is a cooldown time after the first where you can't use it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
the neijin provides the cool-down period you need to get off another kiss. 1,1,4,kiss,neijin~1,1,4,kiss,1,1,CS,4,CS takes 39% and is her best combo as far as damage (mad props to Konqrr for this one!)
it also seems that after kiss a quick powerup + combo of your choice is guaranteed...BTW: I love Sonya.
--------------------------------------------------

SubZeroPrime Wrote:
Ok I have a question for all you serious MKDA guys who spend A LOT of time playing.

Fundimentally in a match between two human players what is more important to be able to do well?

Long high percentage combos (offence)

OR

Blocking, evading, reversals (defence)
--------------------------------------------------

devilgene wrote:
what i've found (and i don't play a ton, but i do try to play MKDA some each day as well as keep up with strat threads here and at the zai) is that it's very important to know your character's strengths and weaknesses. it pays to study your character inside and out and know what they're best at and what style you should cultivate. what special mix-ups does your character(s) have? what short combos are recommended in certain situations? after a certain move do you have guaranteed follow-ups or are you just in a more favorable position? also, what 'launchers' does your character possess? what's the best follow-up after your 'launcher' connects (or after a special move connects like a 'spear' or a 'kiss')? it also seems that 'sidestepping' and constant movement in general is a strong PREREQUISITE to playing this game and getting better...IMHO, this 'movement' issue may be more important that hovering around trying to land a reversal~combo...but again, these are the issues i address and everyone's different...
--------------------------------------------------

rayrokka wrote:
sidestepping and blocking all the way. taking advantage of opportunity as it arrives...
--------------------------------------------------

SalvidonBlak wrote:
actually that has a lot to do with your style of play i think...

i much prefer to be on the offensive.
scorpion is my main,(just like he is for a million other players i wager)and my whole game is built around staying on top of them, keeping it fast, and giving them no time to think.

however i don't rely on long strings at all.
instead i prefer to jab at them fast and hard.
i'll work his 2,2,1 combo in hapkido in phases...
2....2....2,2...2,2,1...
then change up with the d+4 sweep or f+3,b+3 if none of that has hit them(or even if it has), pickup the free hellfire and then switch to the launcher combo and start working on em again...

when fighting more like minded opponents however, i usually battle it out like that head to head untill they land somthing nasty on me that will snap me out of it(usually im at 1/2 health when i realize this may not work)...
at which point i will attempt to block/counter.
scorpions spear can pretty much nail anyone after almost any strike of theirs that you block, if yer fast enough.
or, if they are in a combo string and im blocking it, i will attempt to throw them between strikes. i find this very effective as well.

anyway thats how i play scorp.
being that i don't have a reversal with him, i'm not very skilled at that yet. but blocking/sidestepping/countering are just plain essential if your fighting anyone who knows the game.
when i do fight someone who can use reversals i must say they are a bitch to deal with.

and seeing as how i said i don't rely on them, i have to say deffense would be more important than the long string combos... just not more important than general offense.
--------------------------------------------------

konqrr wrote:
devilgene Wrote:
1,1,4,kiss,neijin~1,1,4,kiss,1,1,CS,4,CS takes 39% and is her best combo as far as damage (mad props to Konqrr for this one!)

Actually, that's a combo I got from MK Legend. So mad props to him. If you're fast enough after the Neijin, it'll do 40% damage

Sonya has a 76% damage guaranteed corner combo with Neijin. Another from MK Legend...
--------------------------------------------------

killakai wrote:
legend- lr -left then right= everything else is self explanatory.
Kitana (Eagle claw)
1,4,u+4,u+4,lr 1,2,2,2,f+2
Shang (crane)
3,3,2,2,db 3,
As Mavado Use these combos. 1,1,b+2,b+2,1,1,2. (longfist) In wing chun use these combos. 1,1,1, or 1,2,4,4,3.(im not sure if those are the right buttons, ill check)In Hookswords use this combo(its not really made up its in the games move list)4,2,2,4. I have mastered everyone except drahmin(hes to slow).
--------------------------------------------------

that was edited highlights from page 5

Avatar
SalvidonBlak
Avatar
About Me

'Son i've made a living, out of reading people's faces...
knowing what their cards said, by the way they held their eyes...

02/15/2003 10:18 PM (UTC)
0
and now page 6
--------------------------------------------------

SalvidonBlak wrote:
last night i fought against a guy who used raiden a lot, and his staff is frikin leathal!

in weapon stance his special button is does a low sweep followed by a downward smash, and it cought me like 70% of the time.

i had a hard time telling if he would hit me high or use that 2 hit sweep... i couldn't really side step it, and it is very fast. so unless i had him at bay, under one of my combos, i took a beating at point blank range. also, the staff has amazing reach and can catch you off guard from what you think is out of range, so it is hard to maintain a good offense from a close 'safe' distance.

the only strategies i could use against him was to keep away and hit him with distance attacks, then get in quick and do my work and get back out...

with scorpion i would use hellfire when he tried to throw lightning, then either taunt to regain health, or move in fast to sweep him and/or start a combo just to keep him blocking and sedate.

with kung lou i used his hat throw and side stepped his lightning. i used his taunt to regain health and this provoked him to come at me quickly. i would either try and sweep him as he approached or use kung lou's flying kick to repel his jumps. then i would follow up as best i could untill he regained composure, and i would retreat out of range of the staff.

i had the best sucsess with shang tsung, who is now one of my favorite characters...
shang tsung's fireballs are perfect for fighting a distance battle... the 3d fire made his sidestepping pointless, and the straight fire took him out of the air as he jumped in at me.
when he got close enough to try an attack with his staff i would use soul steal which would halt the attack and make him stumble back.
i would then move in and try to sweep in crane...
shang's sweep is AWSOME, wide arc which rarely can be avoided, and so fast that it can easily be used to dodge an incomming high strike and knock down your opponent. once he was on the ground, or blocking, i would change up the sweep to the crane 3,3,b+2 launcher combo and soul steal them on the way down.
also shang's sword stance is great. i used this to repel a lot of his ongoing staff lunges. his 4,2,3,b+3 was great for overpowering raidens incomming staff combo.

just sharing a little of my most recent experience...

i have a little portable dvd player that has a/v imputs, and i bring it, my PS2, and 2 shadowblade joysticks to work every night and we play on lunch and breaks...
it's not much but i'm trying like hell to fight as wide a variety of players as i can...
have kombat will travel.
--------------------------------------------------

konqrr wrote:
going off the old Sonya formula:
(NOTE: All combos are based off the initial idea by MK Legend, most are his but some have been altered]

Kenpo
1,1,4, kiss, wait, 1,1,4, kiss, 1,1,5,4,5 - 18 Hits 35% damage
1,1,4, kiss, wait, 1,1,4, kiss, powerup, 1,1,5,4,5 - 18 Hits 39% damage
1,1,4, kiss, powerup, 1,1,4, kiss, 1,1,5,4,5 - 18 Hits 40% damage
powerup, 1,1,4, kiss, wait, 1,1,4, kiss, 1,1,5,4,5 - 18 Hits 41% damage

Tae Kwon Do
2, 5,5,4, kiss, 5,2, 5,2,4,b+3 - 8 Hits 37% damage
2, kiss, wait, 5,5, 1,1,4, kiss, 1,1,5,4,5 - 16 Hits 39% damage
2, kiss, powerup, 5,5, 1,1,4, kiss, 1,1,5,4,5 - 16 Hits 43% damage
2, kiss, wait, 5,5, 1,1,4, kiss, powerup, 1,1,5,4,5 - 16 Hits 43% damage
2, 5,5,4, kiss, powerup, 1,1,5,4,5 - 13 Hits 45% damage
2, 5,5,4, kiss, powerup, 5,2, 5,2,4,b+3 - 10 Hits 46% damage
powerup, 5,2, kiss, wait, 5,5, 1,1,4, kiss, 1,1,5,4,5 - 16 Hits 46% damage
powerup, 2, 5,5,4, kiss, 1,1,5,4,5 - 13 Hits 48% damage
powerup, 2, 5,5,4, kiss, 1,1,5,4,5 - 13 Hits 49% damage
powerup, 2, 5,5,4, kiss, 5,2, 5,2,4,b+3 - 10 Hits 51% damage

Corner - Tae Kwon Do
2,2, kiss, sidestep to wall, 5,1,1,5,4,5 - 13 Hits 46%/58% damage
2,2, kiss, 5,5, powerup, 5,2, 5,2,4,b+3 - 10 Hits 65% damage
2,2, 5,2,4,b+3 - 8 Hits 58%/76% damage

If you didn't notice, alot of them are just variants of one combo with the powerup done in a different part of the combo. Most of the time the damage is different, but it's always more damage if you do the powerup before the combo.

All the combos that use three TKD 2's are wierd because the third juggle move is supposed to knock them down ending the combo, but if you wait until the kiss has almost worn off (sometimes earlier) they will be juggled again. I thought that this might be another infinite combo, but you can't do any more than 3 TKD 2's.

Enjoy!
--------------------------------------------------

SalvidonBlak wrote:
i played again last night and i fared better against my friend's raiden...
my in/out stratagy worked well, i even provoked oooohs and aahhhs as shang tsung backflipped out of the path of raiden's 2 hit special button staff sweep by about a milisecond...
luck or skill?
a little from column A, a little from column B:)
it was pretty fukin kool to see tho, how he missed me i'll never know.

unico Wrote:

So, it's good to practice stand-ups at side and/or avay from oponent.
--------------------------------------------------

im not sure what you mean by 'stand-ups', do you mean mix or change ups?

--------------------------------------------------
unico Wrote:if he attack you, blck and get down. If he smash down, the stand up. And after all hits, counter him...

--------------------------------------------------

aye, this is definitly what you wanna do when your within striking distance, the problem is it's very hard to call the change up, the 2 hit sweep is a single button press for raiden...

the reach is fantastic, it's basicaly a sweep from half the arena away... and if either part hits, yer on the ground. and at the distance he can hit you, he really has nothing to lose by doing it again and again. raiden can pretty much abuse the move so long as he does actually change it up once and a while with somthing high.

also, my friend who used raiden had just learned a combo on the staff that started high and finished with the very same 2hit low/high sweep/slam... it was at least 4 hits long and he only got the whole thing off once against another player while i was watching (he said he was still uncertain of the buttons). the player he was fighting was less experienced than we, and i think when he fought me he tried the combo once and failed, so he stuck with the ones he knew.

im thankful i didn't have to deal with defending against that string combo last night, but inevitably i will, as im sure he went home today to flesh it out... i won't see him again till sunday tho, so i have till then to prepare for it:)
as it is i lost to him twice, once in the middle of first break, and then he beat me the last game on last break(we work 10 hour shifts) now i don't get a rematch till sunday...the bastard!

apart from that no useful insight from last night, fought a few of mooks who liked to throw(or try to anyway)and i made short work of em.
---
oh ya, i also built a crude contraption out of a fishing sinker and rubberbands...
no, im not insane...
i strap the sinker onto my player 2 shadowblade, so it will hold down a button for me..
if i turn on turbo and hold down the 1 button say, i get to practice blocking sidestepping or reversals...
or i can shut off turbo and hold down block so i can see what my attacks hit, high or low... or if i can sweep and then do say...summon hellfire..yep that ones gauranteed alright!:)
--
i tried this fake out with scorpion... had some sucsess..
in sword stance (just because thats the one i was in) i threw an obvious flaming sommersault kick, from far enough away that it would graze my opponent, and waited for him to block it...
when he did, i landed a good distance back from him...
when i was out of the kick and could move again, i went into scorpions longer chain combo with the sword... 1,1,1,b+4,b+3( i think thats it, been a long night, you know the damn combo anyway) just as i had hoped, they had started their chain just after they blocked the kick, which was well outside striking distance. this meant that they would miss the first like 3 strikes they threw...
this meant that as they approached me they walked right into the sword combo! you know the rest, use your imagination:)

anyway i tried again and didn't really watch as closly, but they had mannaged to sidestep this time before starting the combo...
this may have been intentional, or they may have just been holding up, and i sent them into it with my attack...
either way it fucked up my whole routine, and i didn't use it much after that, but with a little better timing i think this is a good way to lure a player out of block. also im sure another stance may yield better results.
--------------------------------------------------

devilgene wrote:
1)yeah, try throwin that flip kick out as a surprise element 3 or 4 times a game when you have 3 or more character spaces between you and you know your opp is coming for you...if it hits immediately TRY for a spear...if it hits, well, 36% combo(!) and if it misses, you will PROBABLY be safe due to the distance involved when you land the flip kick. (i try to think of ways to safely incorporate the 'spear' in my game other than the obvious u+4, spear, etc...)
2)the flip kick is also cool as a 'FLASHY' juggle finisher and set up for oki. Like this 2,3,U+4~U+4,Flipkick,~then whatever continuation (not guaranteed, but you have the advantage) you want, d+4, CS whatever...not a lot of damage, but you will get style points...
--
i'll tell you that i don't play shang that much (usually scorpy, sonya, kunglao, drahmin and attempting to learn subby), but here's some strats that i know are legit from MKL:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shang Tsung:
all i gotta say is Crane stance 3,3,2. that combo is broke. its unpunishible and shang can side step 90% of your moves if u try to punish it. Shang can actually side step 90% of the moves in the game while in crane stance plus hes got a reversal. also off his launchers which r the best in the game he can either do a 29% combo or do a soul steal and get his life back. hes got all this and not to mention that crane is the fastest stance in the game. his weapon also has decent low/mid moves and good range. Shang can also play an excellent zoning game by using is far and short 3D fireball as well as his straight one. Shang really doesnt have a down side. the only 1 that i can think of is that there r 2 better characters then him.
And this from Konqrr:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I have been studying Shang Tsung alot lately. I find he has the easiest set of combos to learn, and has a great variety to choose from.
From his First stance:
1-1-2-B+1
1-1-2-2
1-1-2-B+3
1-1-2-B+4
Are his basic combos, but
1-1-2-B+3 is good for knocking away to taunt or setup for the next attack. If I am wanting to stay in the stance, its what I use.
I don't use much of the others.
His style change combo, only goes to his second style into a pop up.
1-1-2-ss. (into pop-up) from here, I will throw in another pop-up attack to keep them airborne a little longer I think its U+2 (Kick Pop-Up), then
1-1-1-ss. This ss combo is also a good mixup because the last strike is a low sword attack coming from 3 mid attacks.
I don't know if this is a 100% Legit combo, cause I haven't tried on human, only AI, but it works 100% against AI for me so far:
U+2, B+2. I use this combo more as a humiliation to the opponent. Its fun to watch too.
From Second stance, I use the basic long combo or pop up starter:
3-3-3-1-1-1-SS
3-3-U+2 (I think) then 1-1-1-SS.
His Sword, has a a couple nice moves and one decent combo, that doesn't always connect :(
And I recommend avoid using the sword against Jax's first style, 90% of the time it doesn't connect comepletely.
2-4-3-B+3, which is a good mix up combo, that goes High/Mid to low.
Two great mix up moves I use with his Sword are the U+2 and D+2, its great because its the same button. The U+2, he does a circular high face strike that makes them hold their face and walk back...and has good recovery.
I tend to pull a soul steal after this attack.
The D+2, his best mix up, its a two hit combo, low-high, quick sword flick at the wrist.
Be careful with this because you can block any attack while you are stunned. If they happen to block your soul steal, they get a free combo. And I think the juggle in stance 2 (Crane?) is just 2. If you want to get some health back, juggle them with that and do the soul steal while they are airborne Plus you can run a complete circle around them in crane stance by using the sidestep cancel (ss~block~ss...) and you can do it in less than a second. Not that that's useful, going completely around them, but it shows you how useful Shangs sidestep is in crane.

Again, mad props to MKL and Konqrr for this ShangTsung goodness.
--------------------------------------------------

Raidenwins wrote:
hey i play with Raiden all the time. last Sunday i got together with a group of friends to play some MKDA and i had much success with Raiden's staff stance. i would just start off with 2-hit combo and then close and keep doing that varyiing it once in a while with either the 3-hit (BBB) or the 4-hit (BB Back+Y) staff combos. it works like a charm. once i cornered somebody they had almost no chance of escaping, that is until i played this guy who was really good with Shang Tsung. i only got one round against him and never beat him. he just kept doing that 7 hit combo in Crane followed by a sweep. the problem for me was that he would always escape my attempts to corner him with the above mentioned strategy by...sidestepping. yes, he was really good and fast at that and that's what saved him. arghh, need to practice more now.
--------------------------------------------------

devilgene wrote:
i'd like to put my sonya up against your raiden. it would be a good match. BTW: i ABUSE d,b+1 like hell (i just throw it out, i use it after all kd's, and to keep 'pitbulls' at bay) so you would have to be 'ready to go-go'. i agree with you about raiden and say that his staff is his best stuff. as well as that 'lighting shoulder'..geeze. it's crazy but sonya's 3,3 in kenpo out-prioritizes raidens horizontal staff slashes...those kicks have mad reach...the 3,3 is not as effective against the low staff stuff BTW
--------------------------------------------------

SalvidonBlak wrote:
i started playing frost yesterday...
holy shit, she kicks ass!

launchers in both hand to hand stances... and good change ups in both.
i have a hard time trying to decide which style i like the most...

in tong bei her low kicks seem to be backdash cancelable... her slide also makes a good go to low attack that puts you in a good offencive position when it hits... catch them with 1,1,u+2,u+2,u+2 and then do a slide at them, it should stop just short, allowing you to start your combo again if they flinched, and blocked low.
u+1 and the ground freeze is gauranteed, her freeze is amost impossible to sidestep unless you are at max distance, but that is irrelevant for this because it's a juggle.

in yuan yang her d+4 crawling kick is a nice lead into the u+4 launcher, or even the 4,4,u+3 combo which ends with the launcher into a juggle.

man, no end as yet to her nice clean setups and quick easy combos. i havent even started to see what i can do with daggers, but ive got lots to work with without them.

i have yet to fight any humans with her but mabey tonight, (i don't work again till sunday night)
but i can pretty much tell what will work already.
i hope any of this is usefull info to someone, im probably the last person out there to give her a spin.
---
ok, need to make a few corrections...

first, frost's slide is apparently not a low attack... this baffels me.

second, her 4,4,u+3 combo is also not low at all, im very dissapointed with this, but ill get over it.

more to come as i find it out
--------------------------------------------------

Raidenwins wrote:
i haven't heard anything about Bo Rai CHo. doesn't anybody like him? i think he's pretty cool, i play with him often. his puke move is powerful. here is a few combos i got with him.

1. in Jojutsu:
Y, B, Back+X, Back+Forward+Y(puke), Y, B, B, Up+A

i don't know if there is any programming sort of limitations on "puking" after each time you do the Y, B, Back+Y combo, because if there isn't then theoretically you should be able to do it inifinitely, i.e. till you defeat the opponent. for example you can just keep doing the above mentioned combo, or any other that temporarily disables the opponent for that matter, then follow up with a "puke" and then just repeat until the end of the match. the problem though is that so far i've only been able to do the puke one time immediately following the Y, B, Back+X combo. after i do the combo the second time and attempt to immediately perform puke, it would not work. i don't know why. has anybody had more luck than myself in that regard?

2. you can follow up any move or combo that ends up poping the opponent in the air with his double flop attack. that gives you too additional hits. one thing i like to do is:

start in Drunken Fist, Y, Y, X, X, SC, Y, Up+B, Up+B, Down+Back+X. that's 10 hits, 29% damage, not too shabby.

well, that's all i've got so far.
--------------------------------------------------

SalvidonBlak wrote:
ok, last night it was back to work and i was all about frost...

she is just a total baddass.
i was able to sidestep all kinds of shit and get my opponents into a juggle combo... the shit i said earlier...
in tong bei 1,1,u+2,u+2,u+2 and then do a slide at them after you flip them over your head behind you, it should stop just short, allowing you to start your combo again if they flinched, and blocked low.
...works like a charm. they never seemed to catch on that my slide wouldn't hit them from the distance after the combo. altho if abused it will most definately be anticipated and punished.
instead of another combo, try the u+1 bounce launcher, or a low kick then the launch....
even better, do the combo, change to yuan yang, slide into striking distance, then use her d+4 crawling kick as a lead, to draw them open for the u+4 launcher, or even the 4,4,u+3 combo which ends with the launcher into a juggle.
or after the slide, just plain freeze them as your low change up, (or even instead of the slide, in which case Then slide in) and do whatever the hell ya want with em. ------------------------------------- whatever you do, if you do the slide approach/fakeout be ready to block if they arn't buyin it. -------------------------------
frost plays a great distance game in tong bei.
her backflip escape and slide work well to move her quickly into and out of striking distance, to take advantage of a frozen victim and then away.
her freeze is amost impossible to sidestep unless you are at max distance. it is very deceptive, and cannot be jumped over (as far as i have seen). it is a low attack, and often made my opponents angry as they kept forgetting that.
the u+1 bounce/launcher then ground freeze is gauranteed, they will be in their falling animation and high attacks usually whiff till like the 3rd strike, so hit them low.

i haven't experimented much with her daggers, but soon.
--------------------------------------------------

devilgene wrote:
scorpio Wrote:
imo, shang is best used with out combos. most of his basic attacks do more damage than his combos.


????without combos????
all i can say is: crane stance 3,3,2 (to launch!) unpunishable, so you can abuse the hell out of it.
and if it hits you have 29% EAZY! 3 touches with that stuff and it's "Thanks for coming."
also, sidestep to branch combo rocks.
i agree his combos don't do much (like subby) but his 3,3,2 is da shiznit.
--------------------------------------------------

that was edited highlights from page 6


Avatar
SalvidonBlak
Avatar
About Me

'Son i've made a living, out of reading people's faces...
knowing what their cards said, by the way they held their eyes...

02/15/2003 10:32 PM (UTC)
0
and now page 7
--------------------------------------------------

MrSchpfmut wrote:
For those of you who don't like Mokap... How can you not like mokap? I figured out a four (yes 4) hit juggle in a combo! And a 3 hit 33-42% combo!

Tai Chi - 2,2,2,b+1,b+1,5,2,df3. This should be three punches, two uppercut launches, then switch and kick (if timed right you will have a chance to get another quick hit in after the third juggle) so the charging punch move works good here because he moves fast enough to get the hit in.
You may even be able to start this one out in karate:1,2,5,2,2,b+1,5,2,df3 Havent tried it but should work.

Tae Kwon Doe - 2,2,df3 i hate to give this one away but this board is to help eachother out right?
This 3 hit combo does 33% damage! 42% if you execute it after blocking a combo 48% if you knock your opponent into a wall (happens alot because of the charging punch).

Note: On this last one, the second kick is hard to hit the first couple times (it's all timing) you must wait till Mokap's foot is back on the ground and in place then do the second kick. Again when his foot hits the ground do D-f3 to send your opponent flying away in pain and awe that you just took off 1/3 of his life or more with just 3 hits!
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SalvidonBlak wrote:
i think the speed you perform the combo makes it easier or harder to inturrupt...
i havent had shang's 3,3,2 inturrupted, but his sword combo, 4,2,3,b+3 was b;ocked and ocasionaly interrupted. right after the 2,they would block the kick, and or interrupt my combo...

i was doing it the same way i did on others, but it was a new combo to me, so it was a little awkward. when i tightened it up and sped up the buttons they no longer blocked/interupted.

this sounds like common sense, but i must admit i thought a combo was a combo once it started to connect. especially that sword one because i couldn't notice the gap until they shut it down on me.
-----------------------------------------------

konqrr Wrote:
Shang Tsung...You can reverse/sidestep/interrupt the 2 in 3,3,2, it's hard but possible. Same with the 4 in Scorpion's 2,2,4 in Hapkido.
--------------------------------------------------

SalvidonBlak wrote:
lol...i didn't find this out till just like last night, but kung lou has a great ankle buster in mantis...
b+3... it does a stun annimationand stumbles them back... if you hit them during the stun it is blockable like when you blind them with 2, but is a great lead into the sweep, to abuse them low for a change up... or for whatever you want,
stun them and then step back to regain your health with a taunt.

ps, this not addressed to anyone whose been keeping up this thread, but since i mention the stun animations and ive seen this on lots of threads but not actually adressed...

the stun animations are far from useless!
just because they can block during it does not make it a waste of time.
it gives you time. time to regain composure after a stand off, regain health through a taunt (or to plan a move that will return health), time to change stances, hell, time to do yer taxes... how much time do ya need?

just thought id say that incase any of the unenlightend masses read this thread trying to learn how the game is really played.
--------------------------------------------------

SalvidonBlak wrote:
on the matter of raiden's staff stance sweep/slam...


i found out just the other night that when raiden does his special attack in staff stance, if you block the sweep you can stand and immiediately throw him.

since the move is one button but attacks twice, he cannot block the throw.

if raiden changes up high and low staff strikes, it will still be dificult to stand against him, but if you do see the sweep comming, it will mean a gauranteed throw before the slam.

also, contrary to what i believed earlier, raiden's sweep/slam can be side stepped, but only by moving in one direction (depending on which way you face)... strike quickly after you sidestep the sweep, as the slam will somtimes track if you are standing idle.
--------------------------------------------------

devilgene wrote:
i've found that it's easier to land stuff on a human opponent (obviously!), but nitara's lack of an 'immobilization' type move bites into her RAW power and her 'neijin' uses, but any other way and she would have been pretty much UnStOpPaBlE!

think about it like this: one small juggle, plus immobilization, plus neijin, plus one LONG AZZ combo and its THANKS FOR COMING!
--------------------------------------------------

konqrr wrote:
8 NEW LI MEI COMBO MOVIES!

I know what you're going to say after you watch them...why did you use her first stance to start almost every combo? Well...4,4,5,b+1 does way more damage as a juggle starter than anything else.

So there

I didn't know she had 30%+ combos...hehe, she's actually fun to play seeing as how this is the first time I've really sat down and played her.

On the 37 and 40 combos, it seems that the last two hits do normal damage...not low juggle damage like they should. Maybe this is because they are part of a Style Branch Combo? I don't know.

Plus if you want easy damage, any time you juggle them with any popup, finish with Stance #2's b+1,5. Simple, effective. Doing Sai u+2, 5,b+4 pops them up really high, but you still can't do much and it's low damage.

http://www.aros.net/~konqrr/mkda
--------------------------------------------------

cydvicious Wrote:
Kitana Combos? Anyone?

Actually Kitana Juggles anyone?
-------------------------------------------------

SalvidonBlak wrote:
ok, i just startd using kitana last night,
ive come to the realization that all the characters are awsome in this game, unless i just pick all the good ones...

been a long night and its a little fuzzy cause she's new to me...

this one is obvious...
kitana's 2 hit kick juggle starter in her first stance is pretty much the only one i needed.
her b+3 sweeping kick was the big low move i abused, then 4,d+4(launcher), d+4 again, then the fan lift, and finnaly the fan stance 1,1,d+2.

i was not allowed to connect 2 fan lifts against another human in the same combo.

i also found that if you throw the fans at your opponent when they are airborne the fans will hit them and they will lose the health eqal to being impailed, but they cannot BE impailed in mid air.
the fans will continue off screen and are lost.

for a bit of strategy...
i already mentioned the b+3 sweeping kick in her first stance... it is a standing sweep with not much range, be careful how close you get, because she seems a little slow on the recoil delay before she can block afterwards.
in fan stance, d+4 does a nice little low forward/upward attack with good distance, i used this to abuse them low for a change up trap with her 1,1,d+2. it can be stuttered nicely for making them guess how long the combo is... 1....1,1..1...1,1,d+2. also, you may want to use d+2 for your single taps, because it is a nice quick solid strike, it looks like any other fan strike in the combo, so they may not guess it's the juggle starter your trying to get them to walk into....
1...d+2..1,1...d+2...1,1,d+2.
and if the d+2 connects then you have your juggle without the starter combo... for those of you who want full damage, just use the 1 for the single tap, and hold out for the full combo.

i didn't use her second stance because her fan lift took me right to her weapon and then i'd just go back to her first stance, but i did see what seemed to be a better sweeping attack in there...
more research to come.

ps. i read a copy of tips and tactics (or whatever) last night that said nitara was and i quote.. 'easily one of the least damaging characters in the game'
man, what kind of shmuck could play her at all and not see what she's capable of?
her Kamas alone have the simplest, nasttiest, high low change ups of anyone ive seen... and i don't even use em too much.

more later as i think of it
--------------------------------------------------

that was edited highlights from page 7


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SalvidonBlak
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About Me

'Son i've made a living, out of reading people's faces...
knowing what their cards said, by the way they held their eyes...

02/15/2003 10:53 PM (UTC)
0
and now page 8
--------------------------------------------------

SalvidonBlak wrote:
hey, Konqrr,
would you belive i only just watched that last sub zero movie...
is that the block-tap sidestep i read about?

that shit is sweet, i had tried it a while ago but couldnt get it to work. i kind of forgot about it.
first chance i get i'm gonna practice the hell out of that:)
--------------------------------------------------

konqrr wrote:
Yes, you should try it with Shang in Crane stance... o_O! Be careful, you might get dizzy. Hell, I'll make a movie of it...for all to see.

Anyways, I just uploaded 12 new Kung Lao movies and added a text file that says when the site was last updated so you don't have to keep checking the forum for new vids, just check the site and see when the last update was.

As always, let me know what you think and give me any suggestions for combos you want to see.

http://www.aros.net/~konqrr/mkda
--------------------------------------------------

Starwinderbeta wrote:
Here are some basic combos for Sub-Zero. Note that I did not type the damage percentage when he uses Neijin.

Shotokan
(Anywhere)
1, 2, B+2, 1, 2, B+2 (6 hits, 25%)
1, 2, B+2, 1, 2, B+1 (6 hits, 25%)
1, 2, B+2, 1, 2, 4 (6 hits, 25%)
1, 2, B+2, 3 (4 hits, 20%)
1, 2, B+2, F+3 (4 hits, 20%)
1, 2, B+2, 1 (4 hits, 19%)
1, 2, B+2, 2 (4 hits, 19%)
1, 2, B+2, 4 (4 hits, 19%)
1, 2, B+2, Cold Shoulder (4 hits, 20%)
1, 2, B+2, B+2, 1, 2, B+2 (7 hits, 25%)
1, 2, B+2, B+2, 1, 2, B+1 (7 hits, 25%)
1, 2, B+2, B+2, 1, 2, 4 (7 hits, 25%)
1, 2, B+2, B+2, B+2 (5 hits, 20%)
1, 2, B+2, B+2, Cold Shoulder (5 hits, 21%)
1, 2, B+2, B+2, Ice Shaker, Throw (7 hits, 28% Not Always Guaranteed)
B+2, B+2, 1, 2, B+1 (5 hits, 22%)
B+2, B+2, 1, 2, B+2 (5 hits, 22%)

(Against The Wall/Barrier)
1, 2, B+2, 3, F+3 (5 hits, 23%)
1, 2, B+2, 3, 2 (5 hits, 24%)
1, 2, B+2, 3, B+2 (5 hits, 23%)
1, 2, B+2, B+2, 3 (5 hits, 22%)
1, 2, B+2, B+2, 3, F+3 (6 hits, 24%)
1, 2, B+2, B+2, 3, 2 (6 hits, 24%)
1, 2, B+2, B+2, 3, B+2 (6 hits, 23%)
1, 2, B+2, B+2, 1, 2, 4 (5 hits, 22%)
1, 2, B+2, Cold Shoulder (5 hits, 24%)
1, 2, B+2, B+2, Cold Shoulder (6 hits, 26%)

Dragon
(Anywhere)
1, 1, 2, 1, 1, 2 (6 hits, 21%)
1, 1, 2, 1, 2, 4 (6 hits, 21%)
1, 1, 2, 4, B+2 (5 hits, 19%)
1, 1, 2, 1, 2, Stance Change (6 hits, 25%)
1, 1, 2, 1, B+1 (5 hits, 20%)
1, 1, 2, 1, 3 (5 hits, 19%)
1, 1, 2, Ice Shaker, Throw (6 hits, 24%)
1, 1, 2, U+4 (4 hits, 18%)
1, 1, 2, B+2 (4 hits, 18%)
1, 1, 2, Cold Shoulder (4 hits, 17%)
D+2, 1, 1, 2 (4 hits, 20%)
D+2, 4, B+2 (3 hits, 18%)
D+2, 1, 3 (3 hits, 18%)
D+2, 1, 2, U+4 (4 hits, 22%)
D+2, Ice Shaker, Throw (4 hits, 16%)
D+2, D+2, Cold Shoulder (3 hits, 16%)

(Against The Wall/Barrier)
1, 1, 2, 1, 2, 3 (8 hits, 22%)
1, 1, 2, 1, 3 (7 hits, 21%)
1, 1, 2, 1, 2, B+2 (9 hits, 27%)
1, 1, 2, 1, 2, 4 (8 hits, 22%)
1, 1, 2, 1, 2, U+4 (8 hits, 22%)
1, 1, 2, Cold Shoulder (7 hits, 25%)
D+2, 1, 2, B+2 (5 hits, 27%)
D+2, 1, 2, 4 (4 hits, 19%)
D+2, B+2 (3 hits, 19%)
D+2, Cold Shoulder (3 hits, 18%)
D+2, D+2, 1, 2, B+2 (6 hits, 28%)
D+2, D+2, 1, 2, 4 (5 hits, 21%)
D+2, D+2, B+4 (4 hits, 22%)
D+2, D+2, Cold Shoulder (4 hits, 21%)

Kori Blade
Anywhere
3, 1, B+1 (3 hits, 16%)
3, 4, 4 (3 hits, 15%)
3, 3, 1, B+1 (4 hits, 15%)
3, 3, 4, 4 (4 hits, 14%)
3, 3, Cold Shoulder (3 hits, 11%)
3, 3, Ice Shaker, U+1 (4 hits, 12%)

Against The Wall
3, Cold Shoulder (3 hits, 15%)
3, 3, Cold Shoulder (4 hits, 16%)


By the way, I discovered a combo that is very frame-dependent and character-dependent. It starts in the Shotokan fighting style.

1, 2, B+2

This of course, is a pop-up move. As the opponent falls to about Sub-Zero's waist width, B+2 should be pressed. This has to be timed carefully. Instead of the usual animation of the opponent flailing wildly in the air, the opponent will rise in a sitting-like position. The opponent does not fly as higher into the air as a normal pop-up juggle. Wait for the opponent's feet to fall to about Sub-Zero's knee width and 1, 2, 4, 5, 2, B+2 should be pressed. When the combo begins, the opponent should be standing. I was only able to perform this combo 3 times. It only works on light-looking characters (Kitana, Frost, Kung Lao, etc.) And it's very frame-dependent. If you can't count frames, this combo should not be attempted. As it's quite difficult to pull off.
--------------------------------------------------

konqrr wrote:
Starwinderbeta Wrote:
Wait for the opponent's feet to fall to about Sub-Zero's knee width and 1, 2, 4, 5, 2, B+2

You can do this combo without doing the late second popup attack...just do 1,2,b+2, then wait until they are almost to Subby's head then do b+2 again, then do 1,2,4,5,2,5 for 36%/51% damage. It IS hard to time, but not when you get used to it.
--------------------------------------------------

SalvidonBlak wrote:
Starwinderbeta Wrote:I think we need to set up a universal legend which everyone can follow.
------------------------------------------------

you dont need to make it so complicated, its very simple.
buttons to numbers...
if you post a combo you shouldn't need to figure out a conversion of x,y,z, into numbers.
you should know the attack numbers. as should your reader. if not, tough. you don't need a conversion legend for people too lazy to know what their fingers are doing when they push the buttons. and if stance button is refferd to as 5, we know what you mean.
with this in mind, it dosn't matter what system you are talking about.
direction...
very simple.
up is u
down is d
forward is f
backward is b

the rest is all verry self explanitory, and poster should know that they need to make note of a special move somehow (sometimes you just have to type out S P E A R)

remember, some of the stuff were talking about here goes beyond 1,1,2,1,b+4,3,2,4,2...
wether you've got a new combo that does 85%dmg, or a new tactic that results in an unblocked strike, or just a way to make it look like kitana and li mei are touching each other in a dirty way, you might want to Desribe it a little.
---------------------------------------------

Light Jump Kick (LJK)
Deep Jump Kick (DJK)
Sidestep and Attack (SS~1/2/3/4)
-----------------------------------------------

these i have seen written before and i think have been adopted already into the common language.

oh, by the way nice combo listings earlier:)
--
ok, now to bussiness..

played humans last night, and got the chance to try out that crazy block-tap sidestep.

works incredibly with shang tsung.
but not as well with most others, kung lou seemed to have a good one but not scorpion.
after trying it with these char i went back to shang, and was even more impressed by it.
konqrr, or someone, should post a list of whos got the good ss, if anyone knows.

few ppl to fight last night, but i shared what i knew, and suddenly there was a whole lotta sidesteppin goin on.
if nothing else it was a good way to psyke out an opponent.

more as i think of it.
--------------------------------------------------

devilgene wrote:
Kung Lao strats (repost to strategy thread):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
after playin' kung for several (10+) hours (practice combos, human comp. and computer comp.) i've come to several logical conclusions about kunglao:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) 'Mantis' is the primary stance due to it's movement speed and his 'bread and butter' combo: 1,1,1,CS,(then whatever). I use this primarily after a sidestep and to interrupt (although dangerous if you throw out all three punches and they're blocked or reversed).
2) IMHO, Kung Lao should not be played defensively. He is primarily a 'straight ahead' 'linear-type' offensive weapon and should be used as such.
3) if i have a little space, i use the hat throw special move constantly. It's pretty fast and catches opponents (comp. and human) off guard alot. you can even use up close if you're not a 'wuss'
4) use U+4 sparingly...(even with no walls, it can lead to an easy 35%) but if sidestepped or blocked can be punished severely. even after YOU sidestep a move sequence and try for it, you can still miss...
5) the sweep in mantis is too slow and has one helluva 'wind-up' to really be effective as a mix-up for the U+4...the shin kick sweep in shaolin is a much better move, but since kung can't launch in this stance, it's usefulness is not as high although it will catch peeps cause it's
deceptive...
6) instead of looking for constant launching opportunities with kung...sidestep/evade
more and go for the 'bread and butter' (1,1,1,CS)...at least my games (human and computer competition) always went better for me when i simplified my game and stayed 'linear'...kung lao can be compared to a razor...just move around and constantly poke, swipe and slash with him.
7) i haven't found anything safe to end up in
(yet!) after you do Manits 1,1,1, (as it's bein' blocked)....certainly don't do ~CS,4,4,CS, OR ~CS,4,4,f+2! once you commit to the three 1's, if it's bein blocked you really are at a disadvantage (unless there's something safe in Shaolin to wind it up with...maybe a kick ender that pushes the opponent away?) i'll look into it further...these punches hit high also and i believe can be ducked easily, seems to
be a little more difficult to reverse due to the speed of the movement...
8) his broadsword stance is nice...the launcher is not too special, but he can strike mid and low in one string or mid and high in another which can lead to a decent mix-up either way.
near a wall the sword can be used as an excellent juggle ender as well.
9) the spin kicks special move is really useful IMHO. realtively safe on block, (pushes oppon. away) very fast, comes out of nowhere and can be used from a nice distance away to close the gap and apply pressure. i don't think of this move as a simple juggle ender, but as one of his primary offensive weapons and throw it out as a surprise element.
gameplay strats continued....
10) i've also found out a sneaky sequence for kunglao: when you're just outside of sweep range and you can anticipate a quick poking type strike by your opponent, do this: backdash~hat throw...looks like this: b,~(b,f+1). i've caught humans and comp. with this more than you would expect! it interrupts pokes very well also! For kicks you can immediately follow up with d,b+4 (after the successful hat throw hit) but it's not guaranteed(!)....
11) i've also discovered that the spin kicks also can be used as a 'spacing' defensive type move...even when you know the opp. will block, as long as your opp. is not near a wall, and you feel too pressured by their attacks/spacing, just pop out the d,b+4 and knock 'em back safely to regain a little space. the spin kicks appear to go over some special moves...what i've found so far is: frost's ground freeze (obviously(!), but looks cool tho') and shang's straight fireball. i will test more with other characters...don't try this against reptile's 'lizard ball' tho'...

more strats to come...please feel free to add stuff, debate stuff, or general comment.
--------------------------------------------------

SalvidonBlak wrote:
you can stay in mantis and use b+3 for your low change up, it does a stun annimation and stumbles them back... if you hit them during the stun it is blockable like when you blind them with 2.

the only time i use fist stance at all is when i powerup. mantis is just to much fun.
--------------------------------------------------

Raidenwins wrote:
well, as far as Raiden combos, i just got my FAQ posted on GameFaqs. i have 48 combos there for now, but i'll have a lot more. you can check them out here:

http://db.gamefaqs.com/console/xbox/file/mortal_kombat_da_raiden.txt
--------------------------------------------------

devilgene wrote:
i have improved my nitara game substantially...but that %$!@!# Jax is gettin' on my nerves man!! it's all reversals, throws and 'that's what you get! and 'ahhh yeahh'...man his taunts will grate your azz!!
anywho:
Fu jow pai is IMHO her best non-weapon stance. basically i attempt to launch, powerup, and rush in for 1,1,3,CS~. one of those and it's 78% down the drain and the match is practically over. if the opponent has his weapon out, it's 90%+ and the match is over (credit JGREENWO for the strats in the other thread! )....man she's a regular powerhouse! i haven't had an opportunity to play her against human comp. yet like i have with kung, scorpy, and sonya, but i may have live comp. this weekend. i also think her (FJP) 1,1,1,3,3 is pretty decent/safe too...
anybody got some nitara strats i can leech?
--------------------------------------------------

devilgene wrote:
jgreenwo Wrote:
No problem! I've been working on Kung Lao so I've been using your strats to help me out, so I consider it an equal trade! I'm still having trouble switching stances after the B+3 in weapon stance....long recovery time.

--------------------------------------
cool!
i was thinking about the b+3 last night. usually my matches with friends are pretty competitive (braggin rights, you know, ) so i usually want as many guaranteed hits as possible without risking some...so usually i just do on hit: 1,1,1,CS,4,4,CS,b+3,d,b+4 for 35% that i know i can get without a problem...(then start my back dash, hat-throw/spin kicks distancing mix-up routine......speakin of which, that hat throw trick is nize...i caught my bud about four consecutive times with this stuff...just let 'em come in with jabs or elbow strikes and b~,b,f+1 and the hat throw interrupts their stuff and puts some hurt down!) but for the sake of extending that juggle, i was thinking maybe of doin' 1,1,1,CS,4,4,CS~CS? or ~4,4,CS~CS~CS? as in press the stance change twice or three times consecutively to kindof mash it out and force it to change as quickly as possible? to my knowledge button buffering is not in effect here (like Tekken) so the second CS would be a 'timing' filler for the third CS? (hope this isn't confusing! ) i do this on scorpion's 4,1,1,3 sword strikes to ensure i get the whole thing out, kindof like 4,1,(1),1,3 where the second (1) doesn't register but is a timing buffer...

try it out dood and hit me up later...
--------------------------------------------------

this was edited highlights of page 8, which brings us up to speed.

now,
FIGHT!
Avatar
DigitalNinja
02/16/2003 05:02 PM (UTC)
0
I am making this a sticky for you players looking to get some insight into the MK:DA gameplay system.

If you have more character strategies , combos, or tactics please post them here.

-DN
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GL_TheGrim
02/17/2003 03:38 AM (UTC)
0
i need a sub-zero combo that does massive damage...say 70+% ne of u know one?
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
02/17/2003 12:34 PM (UTC)
0
There is no combo with Sub-Zero that does that much damage. There is one combo that is extremely hard to do that might do close though and your opponent must be in his/her weapon stance.

Start off in Dragon stance a little closer than jump distance from the wall and do SM, d+2, CS~CS~b+2, 1,2,4,5,2,5. You must get all hits to connect in the juggle using the wall for the end of the combo to connect. It should do 63-64% damage. I'll experiment a little today if I have time and see if I can come up with an easier combo that does close to 60%. But I doubt it will be higher or easier than my 51% combo on my webpage...

After much play time I'm pretty sure that my original theory of Evade Sidestep damage is false...it is in fact what everybody told me, If you're opponent is in their weapon stance you do an additional 25% damage. I'm an idiot...
GL_TheGrim Wrote:
i need a sub-zero combo that does massive damage...say 70+% ne of u know one?

Avatar
SalvidonBlak
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About Me

'Son i've made a living, out of reading people's faces...
knowing what their cards said, by the way they held their eyes...

02/17/2003 12:43 PM (UTC)
0
if you check my third post, konqrr has lots and lots of sub combos posted. 70% and up combos are uncommon generaly, because the game was designed to suppress long, over damaging combos.

i don't even know if the nitara and frost high % stuff remained in the non-U.S. version.

combos listed here by konqrr (and others) are up to 30% and better. if you think about it, these are actually quite high, when you consider the fact that you only need to repeat it 3 times max to kill your opponent.

that means 4 mistakes and your enemy dies, if you were ready for them.

personnaly, i don't even do corner trap stuff, i always let them out and back to center-stage before we resume.
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SalvidonBlak
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'Son i've made a living, out of reading people's faces...
knowing what their cards said, by the way they held their eyes...

02/17/2003 12:49 PM (UTC)
0

konqrr Wrote:
After much play time I'm pretty sure that my original theory of Evade Sidestep damage is false...it is in fact what everybody told me, If you're opponent is in their weapon stance you do an additional 25% damage. I'm an idiot...
GL_TheGrim Wrote:
i need a sub-zero combo that does massive damage...say 70+% ne of u know one?
-------------------------------------------------

does that mean there is no such thing as the 'interruppt bonus'?

i never actually gauged the damage, but i thought it was pretty kool that it was a factor...

im so disillusioned.

oh well, mabey if it was a real popular rumor (which i think it was) we'll see it in MK6.

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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
02/17/2003 01:51 PM (UTC)
0
I don't have enough competition to really test it out, but I don't think there is any additional damage except Opponent Weapon Stance or Neijin Powerup...oh well.
SalvidonBlak Wrote:

does that mean there is no such thing as the 'interruppt bonus'?

i never actually gauged the damage, but i thought it was pretty kool that it was a factor...

im so disillusioned.

oh well, mabey if it was a real popular rumor (which i think it was) we'll see it in MK6.


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GhostDragon
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Ghostdragon - Fan Submission Director ghostdragon@mortalkombatonline.com
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
http://www.mortalkombatonline.com

"Tis true my form is something odd, But blaming me is blaming God. Could I create myself anew, I would not fail in pleasing you. If I could reach from pole to pole, Or grasp the ocean with a span, I would be measured by the soul, The mind's the standard of the man."
-Isaac Watts
02/17/2003 08:46 PM (UTC)
0
Here's a couple more combos for Sub Zero.

Power up in Dragon first:

Dragon-
1,1,2,Down+2,1,2,5(CS) [7 hit 37% damage]

Shotokan-
1,2,Back+2,Back+2,5(CS),1,2,5(CS) [7 hit 47% damage]

I'm ghost!
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
02/17/2003 09:32 PM (UTC)
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That combo does only 41%.
GhostDragon Wrote:
Power up in Dragon first:

Shotokan-
1,2,Back+2,Back+2,5(CS),1,2,5(CS) [7 hit 47% damage]

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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
02/17/2003 10:07 PM (UTC)
0
New Sub-Zero combo up.
Avatar
GhostDragon
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About Me

Ghostdragon - Fan Submission Director ghostdragon@mortalkombatonline.com
Mortal Kombat Online - The Ultimate Mortal Kombat Experience
http://www.mortalkombatonline.com

"Tis true my form is something odd, But blaming me is blaming God. Could I create myself anew, I would not fail in pleasing you. If I could reach from pole to pole, Or grasp the ocean with a span, I would be measured by the soul, The mind's the standard of the man."
-Isaac Watts
02/17/2003 10:11 PM (UTC)
0
Yeah, I noticed that! Sometimes it comes out 41% and other times it's 47%! This happens a lot with other combos I do. I really don't know why that is. But I can say is that it does register 47% at times.

Pretty strange! confused confused

I'll have to note that next time.

-I'm Ghost.
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
02/17/2003 11:10 PM (UTC)
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The only way that it would do more than 41% is if they are in their weapon stance and then it would do 51% (25% more). So you must be getting 47% by missing a hit in the combo like 1,2,b+2, b+2, CS,1,(2),CS or something like that.
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Malice
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THERE IS NO KNOWLEDGE THAT IS NOT POWER

02/18/2003 02:20 AM (UTC)
0
Scorpion:

"Fist Full of Cheese"
2,3,up 4,up 4, 4, up 4,down+back 2,forward+back 3

"Style Brancher"
2,2 cs 2,2 cs 1,1,3,4,4

Scorpion's offense is just as good as his defense. His fighting styles and weapon kick ass, and his special moves kick ass...he is the best character in the game imo.
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
02/18/2003 05:58 AM (UTC)
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Malice Wrote:
Scorpion:

"Fist Full of Cheese"
2,3,up 4,up 4, 4, up 4,down+back 2,forward+back 3


That combo ends after 2,3,u+4, u+4, 4,u+4...they can techroll away from the Summon Hellfire and even if it mysteriously hits them they can block the f,b+3. No move is guaranteed after any stun move that is not a special move (Sonya's Kiss or Sub/Frost Freeze).

Malice Wrote:
Scorpion:

"Style Brancher"
2,2 cs 2,2 cs 1,1,3,4,4


You mean 2,2,cs,2,cs,1,1,3, 4,4.
Avatar
SalvidonBlak
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About Me

'Son i've made a living, out of reading people's faces...
knowing what their cards said, by the way they held their eyes...

02/18/2003 06:40 AM (UTC)
0
been using Movado,
long fist is awsome. the 1,1,1,b+2 launcher is nice.
i like to do 1,1,1,b+2,b+2,5,5,and b+3 with hookswords. the last hit won't always catch, but is nice when it does.
b+1 is an ankle punch that is blocked low, and makes for a decent change up, it has kind of a long recoil delay tho.

in hooksword stance...
i found the 3 attack to be exellent.
a double horizontal swing with both swords.
first swing is a close low sweep.
second is a high slash with more reach than the first.
if the low sweep is blocked, then you can duck and counter the second swing, or block the first low and standing block the second, then counter.
however, if you are out of range of the sweep, the attack only hits high, and must be blocked accordingly. this attack also is usable with the backdash cancel, allowing you to execute this sneaky attack and then withdraw to safty, instantly.

i found his side change move (d,u,2) was actually a useful move.

at first i thought it was just an exagerrated sidestep, but as the name says, it is a side change.
when used with the hookswords, i was able to confuse my opponents by doing d,u,2 and i came out of the side change with either his special button which does a fast sidestepping low sweep to knock them down, or the 3 attack.
if you hit them with the 3 you can either follow up with f,4 and slam them to the other end of the arena, or you can hit them 3,b,b and as they recover 2,4,4,b+3

his second stance had good string combos, but i haven't worked too much with it.

more as i think of it.
Avatar
Versatile
02/18/2003 08:38 AM (UTC)
0
Im gonna post up my Sub Zero FAQ here so people dont have to go back in forth for high leveled game play talk. For those that read it already, dont forget to read at the end of this post. Im gonna post some nice stuff.Sub Zero FAQ

Chapters

1. Intro
2. Sub Zero The 6th
3. The Legend(PS2,GC,Xbox)
4. Couple of High Leveled Terms
5. Shotokan
6. Dragon
7. Kori Blade
8. Specials
9. Frequently Asked Questions
10. Outro

Chapter 1: Intro

Sup? This is Versatile, and I'm writing this FAQ for all the Sub Zer..scracth that. I'm writing this FAQ for all the MK FANS out there. It's been a long wait for this game, and I don't know about you guys, but MKDA is my favorite game of all time. Just the perfect mix up of the old school mk with some new school. Anyway, I hope you enjoy this Sub Zero FAQ, and most importantly, I hope you learn a lot about this challenging fighter.

Chapter 2: Sub Zero The 6th

Ahhh good old sub zero. Sub Zero has always been my favorite character, and I haven't had this much fun using him since MK2. His versatility, speed and decent power is just great, and he has two of the coolest costumes in the whole game.
The main thing that really got me up off my lazy ass to make this FAQ is that I have noticed a lot of SZ fans ticked off at his difficulty level. While I acknowledge that SZ is a tough character to learn, he is VERY fun once you get good with him, and he isn't one of those characters(like cyrax) who takes tons of time to learn and isn't all that great. Sub Zero, in my opinion, is top tier in this game.
Characters like Scorpion may be easy to use, but lets all be honest here, all Scorpion players are basically the same. Hapkido: 2,2,cs,2,cs,1,1,3(if you have no idea what I just said, forget the rest of this chapter and go to Chapter 3 this instant) combos and other things like that. The cool thing about SZ is that he can be played many different ways, AND WILL STILL BE EFFECTIVE. Well, enough of the SZ promoting. Either you like him or you don't, but if you don't, why would you be reading this FAQ? Is my screename that attractive? Or maybe the topic name just owns O_O

Chapter 3: The Legend

The first step in getting good with SZ is learning the conventions. I know for a fact that many of you are confused when you hear things such as Sonya's 1,1,cs,4,cs. Not only does knowing the conventions help a great deal when you are trying to explain something to a fellow player, but how can you effectively exchange strategies with other players when you don't know them? I mean, you could say something like Shotokan: left hand strike thingy,right hand strike things,lifting sorta-uppercutty thingy,switch stance,soft left strike thingy,soft right strike thingy, hard right strike thingy, but wouldn't you much rather say Shoto: 1,2,b+2,cs,1,1,2? Yea, I figured you would.

Xbox

X: 1
Y: 2
A: 3
B: 4
L: CS
Dark Small Button: SM/5
Light Small Button: Block

PS2

Square: 1
Tringle: 2
X: 3
O: 4
L1: CS
R1: SM/5
R2: Block

Gamecube

B: 1
Y: 2
A: 3
X: 4
L: CS
Z: SM
R: Block






Chapter 4: Couple of High Leveled Terms

High Block - High block is simply holding onto the button that is designated for block. This blocks high and mix leveled attacks.

Low Block - This is when you hold onto block and diagnal back. This will block high attacks, but you can be hit with mid attacks.

Mix Ups - Mixing up is when you do a move that hits high repeatedly to make them think all you are going to do. Then when they block all your highs, switch up with some lows. Do a couple lows, then switch to a mid. Then switch to a low. Then do some more highs. Then switch to low. This is pretty much the only way of breaking up an opponent's defenses, and Sub Zero is one of the best at doing this in his Kori Blade stance.

SS/Side Step - This is when you tap down or up to avoid a move. The size of your fighter's side step depends on the stance and the fighter that you are using. Shang Tsung and Li Mei have two of the largest side steps in the game. Sub Zero's one is decent.

Whiff - missing a move.

Reversal - Don't read this FAQ if you don't know what a reversal is.

Tech Roll - tapping down,back or up when you hit the ground is doing a tech roll. This can get you away from walls more effectively than anything else.

Wall Tech - It's basically doing a tech roll when getting the crap beaten out of you against as wall. I usually tap down to do this.

Chip Damage - The damage you take when you're blocking.

Top Tier - The top of the tier ranks. the best of the best. These are the fighters you see used at tournaments

Mid Tier - Your ordinary character. Not excellent, but certainly not easy to take out.

Low Tier - Character's that are missing things that stop them from being good. Either their weak or they have bad set ups, crappy juggles, bad recovery or lag time,etc.

+ = at the same time.

~ = quickly

> = optional delay/must delay

Chapter 5: Shotokan

Shotokan,as many of you know already, is Sub Zero's primary stance. This is where his branches start, and most importantly, this is the stance that you will start in. It is probably his most advanced stance, but for good reason. He has a great launcher in b+2, and one of best escapes in the game with 5.
The main thing you really want to do in Shotokan is take advantage of every launcher opportunity that you get. 1,2,b+2 is what you'll go for when you want a good launcher. It's b+2, but why would you use that when it's guaranteed along with the 2 if the 1 connects? Sidstepping and going for 1,2,b+2 is a popular thing in an above average leveled play if you are looking for a launcher.
Another cool thing you can use in Shotokan is 3,b+2. While it doesn't do as much damage as 1,2,b+2, it isn't something that you see everyday. Also, what's cool about 3,b+2 is that 3 is not something a player is going to see coming. They'll probably think you did by accident and they'll let go of block to start a branch or something. This is when you hit b+2 to launch them.
A fighter's branch combo normally starts in their primary stance, and Sub is no exception. Doing a hefty 29%, 1,2,4,cs,2,cs is Sub Zero's branch combo. While it doesn't do as much as some of the other branches, it is nothing I(or any other player with common sense) will enjoy receiving. It looks elite, and it ends in Kori Blade which, in my opinion, has the best mix ups of all the stances. You could also cut it short by just doing 1,2,4,cs,2 to go into Dragon if that is your thing.
2 is a really good move to give you some space. Seeing how you don't have the amazing b+2or b+4 in this stance, this is the best thing you've got in Shotokan(not counting b,f+4 of course). If you're facing a below average opponent, you can go for d,f+1 to freeze them and go for 1,2,b+2.
5 is a really good escape move. It's basically a 2 without the damage, but the cool thing is that you can do d+5 or u+5 so that it will have a SLIGHT side step in it, which is a very elite technique that can help you out in a pinch.
Overall, Shotokan is a great stance. You've got 1,2,b+2 for your launcher, 2 for a good spacing move and the full branch combo. The only thing that really stops Shotokan from reaching perfection is lack of a good low move. Without lows you've got no mix ups. Use shoto in desperate situations. While it's probably the least stylish of the three, I believe that it helps you the most in a tough spot, and it will give you the biggest of a come back.

Chapter 6: Dragon

Dragon is known as the flash style. This is the stance with all the tight looking moves and combos. This is probably why Dragon is the most talked about stance that Sub Zero has. It is his fastest stance, and it can pump out the damage pretty damn quickly.
Before I get real in depth with Dragon, don't forget that you can still do a half-branch in dragon by pressing 1,2,cs. While it doesn't do as much damage as the full branch(DUH!), it is the best way to exit dragon into Kori Blade.
1,1,2 is a fast string that ends in a launcher(I love my launchers). While the follow ups aren't as strong, you can still get some decent damage in.
b+2 is Sub's version of Paul's Phoenix Smasher from Tekken. Sub draws his hands back and thrusts them forward in a kamehameha sort of way, sending the opponent really,really far back. By itself it's decent, but when you do 1,2,b+2 it's very good. It's the same thing, only the 1,2 gives you some extra damage, and it can be used as a mid/low mix up along with 1,2,4!
b+4 is the same thing as b+2. The only difference is that it's slower, and it has an auto side step. Yes, I did just say it has an AUTO SIDE STEP! Suppose your facing scorpion and he goes for the spear up close. Do b+4 and Sub Zero will side step and do someting that looks exactly like b+2! The thing with b+4 is that you need absolutely SICK reaction time for it to be of any use, but once you get that down, b+4 is one of the best moves in dragon.
Another cool move i'd like to discuss is d+2. If there is any move that resembles the old school uppercut, it's this baby. d+2 is his signature launcher in Dragon, but it's range sucks so much that it's best to go with 1,1,2. The only real use for this is during a juggle.
1,2,cs is great, but another excellent option is to do 1,2,4. 4 hits low, which will hopefully break up the opponent's defense, and if it doesn't, just do 1,2,cs. The last hit is a mid, so they're going to have to take a 50/50 chance: High block to avoid 1,2,cs or low block to avoid 1,2,4. This mix up resembles the 1,2,b+2/1,2,4 mix up, but this one ends in Kori Blade stance, so use this one if you want to go into Kori Blade.
Lastly, if you really don't like Dragon, you'll appreciate it for this. Dragon is the only stance where you can get a power up. Powering Up(press 5) will give Sub a power boost for a few seconds. This makes simple strings like Dragon: 1,1,2 and Shotokan: 1,2,b+2 a serious threat. You will find yourself going to dragon atleast once a match. It's THAT helpful seeing how Sub Zero isn't all that strong. Don't get me wrong, he can pack a punch, but I wouldn't exactly put him in the top 10 strongest fighters list.
Dragon is sub's quickest stance, and common sense will tell you that it's one of his best options against quick fighters like Sonya. While it isn't as techincal as Shotokan, and it has some serious recovery issues, it's still a solid stance that contains a key element in an SZ player's core game: THE POWER UP!

Chapter 7: Kori Blade

The Kori Blade is Sub Zero's weapon stance, and boy is it unique! Unlike most stances, the kori blade doesn't have many combos or juggles. What it does have is hard hitting moves and one of the best weapon launchers in the entire game. If you're a mix up kind of guy, then the kori is gonna be your most comfortable stance.
1 is a decent move in the kori blade stance, but when combined with b+1, it's a really potent move. 1,b+1 not only does great damage, but the b+1 in the combo tracks,punishing annoying ass side steppers.
2 is the fastest move in this stance. This is a really good option after a successful side step. It's also a good move for when you wanna do damage, but you dont wanna get to close in.
4,4 is another good option if you want a quick and safe move. It does ok damage, and it's not very punishable on block.
The 2 stars of this stance are 3 and b+4. 3 is a great launcher that, while it doesn't you much options considering that it's a launcher in a basically non-juggling stance, it allows you to do some adequate damage, and you can even do some serious damage if you csX2 straight to Dragon or just cs once to shoto to showoff your leet skillz. b+4 is Sub Zero's only sweep, and it's so good that he really doesn't need another one. This baby hits low(DUH!), and you can get a free throw in if the opponent doesn't block as soon as they get up.
By themselves, 3 and b+4 are excellent, but together they make one of the most feared mix ups in the entire game. The 3/b+4 mix up is the main reason us Sub Zero players use Kori Blade. 3 is a launcher that hits mid, and b+4 is sweep that hits low. To set up the mix up you can either do 3 repeatedly or do b+4 repeatedly. If you choose to set it up with repeated b+4s, your opponent will start to block low to avoid it. This is when you switch up to 3, a move that hits mid. Not only will it hit a ducking blocker, but you get a fricken launcher! Opponent starts to block 3 high? Simply switch up to b+4 to punish them with low hits, causing them to block low. This is when you switch up to 3 to start the fun all over again! This mix up is awesome, and you simply must abuse it.
Lastly, Sub Zero has an impale like most of the fighters with weapons, and while it does great damage and drains away their life bar, you have to take a few things into consideration when going for it. Firstly, the impale is by far Sub Zero's slowest move. If blocked, you are going to lose about a 1/4th of your life bar or more depending on the opponent. When you go for the impale(5), you basically have to have that tingly feeling. You know, the feeling you have when you are 137% sure that the move is going to hit. Like during a taunt or a power up. Another thing you have to take into consideration is how much you need the Kori Blade. If Kori Blade is your best stance, you're probably never going to go for an impale. Also, i'd suggest not using 5 against characters who's impale is faster than yours. Case in point: Kitana. Kitana will own you at every impale opportunity. Just think about how much the KB means to you, and how bad you need the impale.
The Kori Blade is a very strange stance. The two best moves in it don't even require the sword! However, it's oddness doesn't mean crap when your beating the day lights out of your opponent with tight mix ups, good ss moves and more tracking moves than Michael Johnson could handle. I could go as far as to say that Kori Blade is Sub's move versatile stance, but i'll let you decide on that.

Chapter 8: Specials

The Freeze - d,f+1

Sub Zero's signature move is back, and while it still has uses, it has lost a lot of flair since it's MK1-MKT days.
This move is a good idea when your opponent goes for a power up or taunt and they are too far away for a b,d+2(discussed in next section) or a branch. It'll teach opponents a lesson in not using that crap against a SZ player.
Another good time to use this is when the opponent goes for something that is lag heavy if missed such as scorpion's f,b+3. d,f+1 will stop them in their tracks, and while b,d+2 is a better option you might not be close enough.
Overall, the freeze is still a decent option, but it's only truly useful in certain situations. It leaves you open badly on block, and it comes out so slowly that it doesn't take much to side step it(my 7 year old cousin can side step it with ease), but there are times when b,d+2 just won't hit. This is when d,f+1 comes into play

The Ice Shaker - b,d+2

The Ice Shaker, in my opinion , is the coolest move since the air freeze from MK3. Sub Zero powers up like he's going SSJ or something while ice particles come off of his body. If you get near him you will be frozen.
Konquest says that the main use for this move is when your opponent jumps over your head. While this is BS, it still can be used this way. While frozen in the air you get a free juggle to get some damage in. While it isn't it's main use, why not go for it? Too bad no one has used the u/f jump since MK2.
What makes b,d+2 so damn great is it's ability to stop a potential combo starter. It's the main reason people are so damn cautious when facing an SZ player. Going in to start something your not sure you'll finish will punish you if you're facing a good SZ. They'll b,d+2 you and go for something sweet like 1,2,4,cs,2,cs.
The only thing bad about b,d+2 is that it leaves you open badly if you screw it up, but that doesn't really matter considering that they won't be able to hit you with much without being frozen. Another bad thing about it is that it's range sucks, but common sense will tell you that this is an in the zone move.
b,d+2 is one of Sub's best moves. Not much has saved me more than this. I've stopped potential combo starters and i've caught people who've tried to jump over my head. Overall.. b,d+2 = SZ's best special

PS: Sub Zero will eat you whole if you cannot tech roll! b,d+2 will catch you 99% of the time if you don't block as soon as you get up or tech roll. Tech Rolling may seem weird to players who haven't played games like Tekken, but MK needed to add this in so it could be compared to the young blood fighters of today,and ya just have to get used to it.

The Cold Shoulder(tightest name EVAARRRRRRRRR) - b,f+4

The Cold Shoulder is another one of Sub Zero's moves, and I must admit that I don't use it nearly as much as I should. This move is a faster version of Dragon:b+2. Not only that, but considering that this is a special move, you can do it in any stance! Fricken awesome!(yea, im getting excited now)! This baby also has more range than Dragon:b+2, which means you can do it from far away(even though i'd suggest going for d,f+1 in that particular situation)!
This baby is everything Dragon:b+2 is and better! It hits faster than Dragon:b+2, and it can get your opponent against a wall easily, which will allow you to go for 1,2,4,cs,2,cs which does 44% against a wall! b,f+4 > everything!
`
Chapter 9: Frequently Asked Questions

Section 1: Random stuff that no one cares about.

Q: Why is Sub Zero your favorite character, and who else do you like besides him? Who do you hate?

A: Subbie and I have a history. He was the first character I ever used in Mortal Kombat, and I just got hooked on him. I fell in love with his storyline and his looks, but most of all I loved his ice powers. Back then dudes with Ice powers was pretty damn orignal. Other fighters that I really like are Reptile,Johnny Cage,Cyber Smoke, Mavado and Quan Chi in order from 2nd favorite to 6th. As for characters I hate. I really never liked Kano or Kabal. These are two characters that are really liked that I never really got to enjoy. I must say that I am impressed with Kano in this installment. Very fun and good, but just looking at him makes me want to vomit. I also hated Rain. Unlike others, I really don't have much of a problem with all those ninjas, but Rain just feels out of place. I mean, you got a reptile disguised as a ninja, an ex-clan member who eventually becomes grandmaster of the same clan, a ninja on a mission to get revenge, a warrior made up of defeated souls, three bad ass cyber ninjas, a loyal member of a shadowy group who praises the god of darkness, and then there's a ninja who works for Kahn? I mean, he could of been so cool. He could of had a a silver costume with a water aura, but no! NO DAMMIT! They made him a purple ninja who goes on a suicide mission to prove absolutely nothing! Bah enough about Rain. I don't hate stryker nearly as much as you guys do. He's pretty damn funny to look at, and he made me laugh my ass off in the Defenders of The Realm Cartoon! I'll never forget that line... "Who knows what germs that dog carries!" = fruity to the xtreme.

Q: Why did you make this FAQ?

A: I noticed that a lot people here never talked about serious MKDA strategies. I then came upon a topic that some dude that's name starts with a letter C that had high leveled MKDA gameplay. That topic really inspired me to get my lazy behind off the couch to make this FAQ. I also noticed a lot of die hard SZ fans dissapointed in MK5 SZ for some reason, so I figured if I can make this baby so the fans of SZ won't be so ticked : (.

Q: Seeing how you like SZ, how do you feel about Frost?

A: To be honest with you I really don't like her that much. Her style doesn't appeal to me much, but she sure looks awesome. The only way i'll really get into her is if she is entirely different in MK6. They should also make one of her alternate costumes have long hair. She has some serious junk in the trunk, however.

Q: Who the heck are you? I haven't seen much of you around here

A: I'm new to this board. This is my first post here and I hope you guys find it entertaining and informative. Besides being new here, I'm just a normal teenaged black dude making a living here in Newark, New Jersey. Nice to meet you all, you'll be seeing a lot of me around here.

Q: What are your favorite games in the series?
A: Mortal Kombat:Deadly Alliance is by far my favorite, but I also like MK2,MKT,MK4 and MK1.

Section 2: FAQs about Sub Zero and Mortal Kombat Deadly Alliance in general.

Q: What tier do you think Sub Zero is, and where exactly would you rank him?

A: People will underestimate Sub Zero. He has great mix ups,decent power and more launchers than you can ever want. When there's a best of the best conversation, SZ hardly gets mentioned, and that puzzles me. He has better mix ups than characters like Scorpion, and he has lots of tight moves like b,d+2. I consider Sub Zero to be top tier. As for a rank, I guess i'd put him at 4th or 5th best in the game. Him,Shang Tsung,Scorpion,Sonya,Drahmin ,Nitara and Bo Rai Cho are who I consider to be the top fighters in this installment.

Q: Which of Sub Zero's stances do you consider to be the best?

A: Now THAT is a tough question. It's between Shotokan and Kori Blade. Shotokan has the safeness and technicallity, but Kori Blade has the mix ups and the tracking moves. However, overall I would have to say that Shotokan is his best stance. It's safer than Kori Blade and Dragon, and it can still dish out the damage. While it lacks mix ups, you can still be mad elite and do something like a 1,2,4,cs,2,4/1,2,4,cs,2,b+2 mix up. It's the same thing as the mix up from Dragon, only it starts in shoto and it gives you more chip damage.

Q: Where's the love for dragon?

A: Dragon is good, but it's recovery is really bad, thus I have to say it's the worst of the 3.

Q: What do you think is Sub Zero's best launcher?

A: Another toughie. If you're talking about priority then I would have to say Kori: 3. It's fast, fairly strong, and not only does it have good priority, but it can also be mixed as a launcher. How many people have mix ups where it can end up launching? This is also a toughie because Shotokan: b+2 has the best juggling options. Sick juggles like Dragon: sm,cs,cs,1,2,b+2,cs,d+2,1,2,cs(does 41%) are only possible with that. Not only that, but Kori: 3 probably has the worst juggle oppurtunities of all of his launchers. This really an opinion to be honest with you, but I have to go with b+2.

Q: HELP ME! Drahmin's b,d+4/b,f+2 mix up is killing me!!

A: Yes, I used to think that Drahmin's b,d+4/b,f+2 mix up was crazy too, but I found a little secret and around it, and it isn't much of a threat to me at all. When drahmin goes for b,d+4(the pound) He raises his foot up! When he goes for b,f+2(flies) he doesn't. You must always look at drahmin's feet! If ya look at his feet the mix up is not an issue.

Q: I hardly face Drahmins. I need for anti!

A: This topic is all Sub Zero..all the time. Just ask for help against a fighter and i'll give you some tips. All other Sub Zero players should also contribute. Im trying to build a nice little SZ community here.

Q: Moloch is tough! I need help!

A: The best thing to do against Moloch with sub zero is Shoto: 1,2,b+2,ss,1,2,b+2,ss,1,2,b+2. Keep doing that over and over again. Anything else will probably leave you at a big disadvantage if blocked. Don't ever use Dragon against moloch unless you're doing Shoto:1,2,4,cs,2,cs.

Chapter 10: Outro

Well, that's that. It took my lazy ass 3 weeks to do this thing(yes, I am that slow). I hope you guys enjoy it. I hope players will bump this topic to keep it on the first page so SZ players know where to go for some tips. I'll be here on fridays,saturdays and sundays if you guys want tips from me. Hopefully elite players like MK Legend,Rayrokka and Konqrr(mad props for the juggles you gave out in that dude's topic) will post their shit in here to keep it alive. SZ is an all around good fighter. While he feels awkward at first, you will learn to like his cool fighting styles and versatility. Remember that uniqueness keeps fighting game communities alive, and judging from how fast MKDA is dying, we need as much uniqueness as possible. Create your own juggles and post your juggles/combos/mix ups/ strats here. Peace out for now.

END OF FAQ

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Besides the juggle Konqrr posted up, I am fairly sure that Shoto: 1,2,b+2,cs,d+2,1,2,cs is SZ's strongest juggle. It does 29% regular and 41% non power up.

Wanna talk a little Quan Chi. I'm not 100% percent sure, but I think Broadswords:3,4 is pretty much guaranteed off of a d,b+1 close up. For those who are looking for a decent juggle in Escrima, try 3,1,b+1,b+1,4,4,cs. Think it does 27%. Also, Tang Soo Do: b,d+4,1,1,2,3 does 28%. lastly, lets not forget the 1,1,2,3,4/1,1,2,3,cs,4,cs mix up.

For Nitara, Leopard:
*WALL*1,1,1,cs,1,1,3,cs,2,cs,1,1,1,cs,1,1,3,cs does 62% and 112% with power up. A good juggle in Kama is: 2,2,1,3,4. It does 20%

My boy Cage has some sick shit in this game. Ahh..reminds me of the good old MKT Cage days. Anyway, JKD: 2,2,3,3,cs,b+2,1,4 does 30% as many of you know. Karate: 1,1,cs,b+5 looks mad flashy, and it's one of the only juggles you can actually pull b+5 off in.
Cage has always had a sick wall game, and the trend doesn't stop in MKDA. JKD: 2,2,3,3,cs,b+2,1,1,1 does about 37%(with a couple random 33% and stuff). Also, 1,2,3,4 is guaranteed off of all of his launchers against a wall.

My Reptile is pretty damn basic. I pretty much ss and do Hung Gar 1,3,4,cs,1,b+2,cs,cs,cs,1,1,2 to win my matches, but I sometimes use that as a mix up along with 1,2,3,b+2. b+2 hits mid and is Rep's best spacing tool. Don't forget Crab: b+3 and Hung Gar: f+4. They are really quick lows and they can break up some combos.

I've been messing around with KL lately, and I noticed that u+4,u+4,1,1,1,cs,4,4 does more damage than 1,1,1,cs,4,4,cs,b+1,d,b+4. Against a wall you can go full and do u+4,u+4,1,1,1,cs,4,4,cs, but the last hit can sometimes miss.

I'm pretty sure you all know about the Frost infinite, but just in case, it's d,b+3,d,f+4,continue. Don't try this in tournaments, it's banned.

Am I the only one who sees potential in Mavado? Yea, he has no real mix ups, and his wall game is difficult to utilize, but with practice, I see Mavado becoming a decent mid tier in the future. Unlike Cyrax, this guy can serious compete with the big dogs. Long Fist: 1,1,b+2,cs,1,2,4 is tight. Also, while this is difficult to pull off, Long Fist: *WALL* 1,1,b+2,cs,1,2,4,cs,2,2,b+3 is so l337. It does 36%, but if you don't position the 1,1,b+2 right,mavado will turn away from the wall and juggle you the other way, making the cs,2,2,b+3 part unhittable.
I really hope to see some Mavs at TiT5. I would play him there, but in a tournament of that caliber i aint takin risks. SZ all the way baby!

Playing defensively is the key to beating Jin..errr Sonya. Characters with reversals have an easier time against her. Being an SZ player, I try to ss her incoming move and do something Shoto:1,2,b+2,b+2,cs,1,2,cs. Playing offensively will get you killed against a half decent sonya. Her reversal will own you. Lastly, make sure to hold onto block even when the mist of d,b+1 seems to clear up. If you let go to quickly after the intial blow, you'll get stunned.

Drahmin is top tier without a doubt, but am I the only one who finds his stomp/flies mix up a bit overrated? Drahmin raises his foot when he is going for the stomp, but when he goes for the flies he merely steps back a bit. The key to avoiding this "mix up" is by looking at drahmin's feet. Doing this will take away what used to be one of Drahmin's best assets. I put this in my FAQ already, but this is for the people who never read it.

That's it for now. I'll be checking around here later on today(WAY later today. it's 3:26 AM here) to see what you guys got. Mad props to Konqrr for posting that S-I-C-K SZ juggle. Im gonna try to come up with one that does more than the 41% one and doesn't require walls and shit.

Also, mad props to the dude that copied and pasted all that stuff from the Version 5 MK discussion board. There is a lot stuff there to learn from. Hats off to you. Im out..peace

-Versatile













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Versatile
02/18/2003 08:38 AM (UTC)
0
Besides the juggle Konqrr posted up, I am fairly sure that Shoto: 1,2,b+2,cs,d+2,1,2,cs is SZ's strongest juggle. It does 29% regular and 41% non power up. Wanna talk a little Quan Chi. I'm not 100% percent sure, but I think Broadswords:3,4 is pretty much guaranteed off of a d,b+1 close up. For those who are looking for a decent juggle in Escrima, try 3,1,b+1,b+1,4,4,cs. Think it does 27%. Also, Tang Soo Do: b,d+4,1,1,2,3 does 28%. lastly, lets not forget the 1,1,2,3,4/1,1,2,3,cs,4,cs mix up. For Nitara, Leopard: *WALL*1,1,1,cs,1,1,3,cs,2,cs,1,1,1,cs,1,1,3,cs does 62% and 112% with power up. A good juggle in Kama is: 2,2,1,3,4. It does 20% My boy Cage has some sick shit in this game. Ahh..reminds me of the good old MKT Cage days. Anyway, JKD: 2,2,3,3,cs,b+2,1,4 does 30% as many of you know. Karate: 1,1,cs,b+5 looks mad flashy, and it's one of the only juggles you can actually pull b+5 off in. Cage has always had a sick wall game, and the trend doesn't stop in MKDA. JKD: 2,2,3,3,cs,b+2,1,1,1 does about 37%(with a couple random 33% and stuff). Also, 1,2,3,4 is guaranteed off of all of his launchers against a wall. My Reptile is pretty damn basic. I pretty much ss and do Hung Gar 1,3,4,cs,1,b+2,cs,cs,cs,1,1,2 to win my matches, but I sometimes use that as a mix up along with 1,2,3,b+2. b+2 hits mid and is Rep's best spacing tool. Don't forget Crab: b+3 and Hung Gar: f+4. They are really quick lows and they can break up some combos. I've been messing around with KL lately, and I noticed that u+4,u+4,1,1,1,cs,4,4 does more damage than 1,1,1,cs,4,4,cs,b+1,d,b+4. Against a wall you can go full and do u+4,u+4,1,1,1,cs,4,4,cs, but the last hit can sometimes miss. I'm pretty sure you all know about the Frost infinite, but just in case, it's d,b+3,d,f+4,continue. Don't try this in tournaments, it's banned. Am I the only one who sees potential in Mavado? Yea, he has no real mix ups, and his wall game is difficult to utilize, but with practice, I see Mavado becoming a decent mid tier in the future. Unlike Cyrax, this guy can serious compete with the big dogs. Long Fist: 1,1,b+2,cs,1,2,4 is tight. Also, while this is difficult to pull off, Long Fist: *WALL* 1,1,b+2,cs,1,2,4,cs,2,2,b+3 is so l337. It does 36%, but if you don't position the 1,1,b+2 right,mavado will turn away from the wall and juggle you the other way, making the cs,2,2,b+3 part unhittable. I really hope to see some Mavs at TiT5. I would play him there, but in a tournament of that caliber i aint takin risks. SZ all the way baby! Playing defensively is the key to beating Jin..errr Sonya. Characters with reversals have an easier time against her. Being an SZ player, I try to ss her incoming move and do something Shoto:1,2,b+2,b+2,cs,1,2,cs. Playing offensively will get you killed against a half decent sonya. Her reversal will own you. Lastly, make sure to hold onto block even when the mist of d,b+1 seems to clear up. If you let go to quickly after the intial blow, you'll get stunned. Drahmin is top tier without a doubt, but am I the only one who finds his stomp/flies mix up a bit overrated? Drahmin raises his foot when he is going for the stomp, but when he goes for the flies he merely steps back a bit. The key to avoiding this "mix up" is by looking at drahmin's feet. Doing this will take away what used to be one of Drahmin's best assets. I put this in my FAQ already, but this is for the people who never read it. Mad props to Konqrr for posting that S-I-C-K SZ juggle. Im gonna try to come up with one that does more than the 41% one and doesn't require walls and shit. Also, mad props to the dude that copied and pasted all that stuff from the Version 5 MK discussion board. There is a lot stuff there to learn from. Hats off to you. Im out..peace -Versatile
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SalvidonBlak
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About Me

'Son i've made a living, out of reading people's faces...
knowing what their cards said, by the way they held their eyes...

02/18/2003 02:47 PM (UTC)
0
good job on th faq Versatile, but you double posted...
could you edit the second one down?
this page is long as hell, and only getting longer.

keep it up all.
Pages: 20
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