Yeah you're right konqrr, but Versatile's got a point saying the cs interrupts his flow...Sometimes I prefer being in Dragon after a combo(d+3 anyone? lol) But indeed if one needs the damage cs will always do more.
I can say I've become fairly good with scorp, sub, drahmin and JC.
I'm going to try out Kenshi the next weeks, any tips. Oh yeah and what's that flashy 40%+ combo Mr. uses in the clips?
Still no Cyrax footage btw? :D Cyrax vs cyrax would be cool...Ray, Mr.
I can say I've become fairly good with scorp, sub, drahmin and JC.
I'm going to try out Kenshi the next weeks, any tips. Oh yeah and what's that flashy 40%+ combo Mr. uses in the clips?
Still no Cyrax footage btw? :D Cyrax vs cyrax would be cool...Ray, Mr.

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bdb+1, b+1, bdb+1, cs,b+1 (i think), bdb+1, cs,d+3, bdb+1, db+4
or
2,2,2,b+1, bdb+1, cs,f+3, bdb+1, cs,d+3, bdb+1, db+4
Once you get used to these kind of combos with Kenshi, a million more possibilities will come to you.
I was playing sub today and ending combos with dragon 1,2,u+4 is only a few percent less without powerup and you recover instantly. But if I was powered up, I'd end with 1,2,cs and quickly hit cs~cs to get back to dragon.
For those sidesteppers who try to escape d+3 madness, do d+3 then u~d+3
or
2,2,2,b+1, bdb+1, cs,f+3, bdb+1, cs,d+3, bdb+1, db+4
Once you get used to these kind of combos with Kenshi, a million more possibilities will come to you.
I was playing sub today and ending combos with dragon 1,2,u+4 is only a few percent less without powerup and you recover instantly. But if I was powered up, I'd end with 1,2,cs and quickly hit cs~cs to get back to dragon.
For those sidesteppers who try to escape d+3 madness, do d+3 then u~d+3
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My Kenshi = lots of Tai Chi: d+4. It's fast and safe. As far as flash juggle go, im not the one to ask, but as long as you've perfected b,d,b+1, doing strong stuff is not much of an issue.
Well, obviously if you're powered up you end with CS, but im talking about overall, u+4 is almost always the better option. The way they land off of u+4 gives you way more options. What i like to do after the juggle is go in and either d+3~bd for a safe poke or cs~3~cs~b+2~b,d+2,cs,1,2,cs for an extra 20%. Plus if the opponent thinks your gonna do Dragon: d+3 and reverses they will eat Kori: 3. Nice little mix up, of course if Kori: 3 is blocked you're in trouble, but you've gotta take risks sometimes.
Ever since MKL discovered the Cyrax infinite Im pretty sure Cyrax is no longer the worst in the game. Now I would play Cyrax a bit more..that is if MKL would actually tell people what the infinite is.
Well, obviously if you're powered up you end with CS, but im talking about overall, u+4 is almost always the better option. The way they land off of u+4 gives you way more options. What i like to do after the juggle is go in and either d+3~bd for a safe poke or cs~3~cs~b+2~b,d+2,cs,1,2,cs for an extra 20%. Plus if the opponent thinks your gonna do Dragon: d+3 and reverses they will eat Kori: 3. Nice little mix up, of course if Kori: 3 is blocked you're in trouble, but you've gotta take risks sometimes.
Ever since MKL discovered the Cyrax infinite Im pretty sure Cyrax is no longer the worst in the game. Now I would play Cyrax a bit more..that is if MKL would actually tell people what the infinite is.

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timco Wrote: I'm going to try out Kenshi the next weeks, any tips. Oh yeah and what's that flashy 40%+ combo Mr. uses in the clips? |
Well, there are many renditions of the combo, but here's my favorite... (when i put "+1+cs" that just means hit the attack and cs button at the same time)
2,2,2,b+1.bdb+1+cs,b+1.bdb+1+cs.d+3, bdb+1.db4
I like this one the most cause you get hits in all 3 styles and they're all juggles! When you are in Kitana (d+3) it's a low poke and you need to do the slam pretty quickly for it to catch or you will get your face beat in!
I have a few more concoctions with this combo, but I'm busy now so I'll be back to post more... If you put some thought into it, you can come up with some yourself fo sho!
I really, really love that combo Mr; thanks for the help. A whole new Kenshi combo world opens up lol, one thing though it's a little easier to pull off if I switch styles just before inputting the 1, so I do it like this: b,d,b,cs~1
Too bad, Kenshi doesn't have a good low or good set ups for starting his high damage combo madness, otherwise he'd be top tier!
Too bad, Kenshi doesn't have a good low or good set ups for starting his high damage combo madness, otherwise he'd be top tier!

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timco Wrote: I really, really love that combo Mr; thanks for the help.... one thing though it's a little easier to pull off if I switch styles just before inputting the 1, so I do it like this: b,d,b,cs~1 |
Your welcome! I'm not sure if the cs button messes up your directions (left thumb pad) and i noticed you can press it at the same time as an attack.
Another thing I like to do is a back dash then slam in one movement. It doesn't catch the computer much (I think the comp has auto block when you press an attack button sometimes), but can catch a human player every time if used right. Pretty much b,b,bdb+1 then you can continue in the combo.
That can be hard to tap out at first, but i've noticed you are able to hit the diagonal direction (down&back) a certain way to register as down then back.
timco Wrote: A whole new Kenshi combo world opens up lol, |
Hehe, that's the same thing I thought when I learned this. But, then I realized something... It really opened a whole new world of comboing with everyone! It taught me that you can use characters special moves to lengthen out juggle combos, for example Subby's shaker freeze move, Sonya's kiss, and a lot of special moves to lengthen combos. As well as certain attacks to make your opponent fall backwards instead of being forced to the ground. This is what I use practice for now...


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with Sub-Zero, in Shotokan and on wall, 1,2,4,CS,2,CS,4,4,CS,1,2,4... UNLIMITED
I don't think that's unblockable mate! :)
Konqrr> Are the kenshi combos on your site guaranteed? What's the biggest known kenshi combo? The one U have? Thanks for the info, I'm having a lot of fun playing him btw, my favorites to play with are SZ and him; I have lots of others to learn though.
Konqrr> Are the kenshi combos on your site guaranteed? What's the biggest known kenshi combo? The one U have? Thanks for the info, I'm having a lot of fun playing him btw, my favorites to play with are SZ and him; I have lots of others to learn though.

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timco Wrote: What's the biggest known kenshi combo? |
As far as I know:
Powerup,2,2,2,cs,2,1,cs,bdb+1,d+3,bdb+1,d+3,bdb+1,db+4
The d+3 in Kitana has the farthest reach and will side track (even if the opponent goes over you) if timed properly. I'm not sure on the exact% but I think its in the 70s? You can also try and change it up a little...
After the second 'cs' (into Kitana) you can do another '3' then slam,poke,slam,poke,slam,throw. I'm pretty sure you only lose a poke but you get an extra uppercut with the sword.
Or, you can try different attacks in between the slams as long as they are not launcher moves.
If you don't know, or aren't sure... Ask!

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MrSchpfmut Wrote: 1. The d+3 in Kitana... 2. As far as I know: Powerup,2,2,2,cs,2,1,cs,bdb+1,d+3,bdb+1,d+3,bdb+1,db+4 |
1. When you say "Kitana" it confuses me when you are talking about Katana
2. I'll check and see what I can come up with, but I think there is one close to 80%...I use ss+3 in Katana after bdb+1 (hold up after bdb+1, then press 3).

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I know this is high level gameplay, but I was wondering if any one was still feeling Sonya, If the answers are yes then I will post some stuff on her.
PEACE!!!
PEACE!!!
Post away man ;) Ihaven't even started learning sonya so...
Kenshi is my main man this week, I'm trying to find a some good setups but he hasn't got that many. 2,2,2 ;2,2,2 and when they don't expect it the 2,2,2,b+1 I'm not getting a good opening for the 3 in Tai Chi. The backdash set up Mr mentioned works but they won't fall for it twice :) I like the f+2 in his second stance though: an unexpected low. Maybe some set up help?Oh yeah and facing the wall while doing a combo near a wall I use the f+3 in shan shou, that way u'll throw them away from it; I found that sometimes if you throw them against it u get lesser damage, strange because normally a wall hit wil add damage...
The combo list is endless and he's good fun to play with. I'm now going to use Bo, he feels sluggish but with practice he'll be good. Any general strats for him?
Kenshi is my main man this week, I'm trying to find a some good setups but he hasn't got that many. 2,2,2 ;2,2,2 and when they don't expect it the 2,2,2,b+1 I'm not getting a good opening for the 3 in Tai Chi. The backdash set up Mr mentioned works but they won't fall for it twice :) I like the f+2 in his second stance though: an unexpected low. Maybe some set up help?Oh yeah and facing the wall while doing a combo near a wall I use the f+3 in shan shou, that way u'll throw them away from it; I found that sometimes if you throw them against it u get lesser damage, strange because normally a wall hit wil add damage...
The combo list is endless and he's good fun to play with. I'm now going to use Bo, he feels sluggish but with practice he'll be good. Any general strats for him?

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timco Wrote: Bo, he feels sluggish but with practice he'll be good. Any general strats for him? |
For starters, if you are losing the match and they keep running away, get out of Drunken Fist so you can chase them down...if you want to use Drunken Fist moves when you get to them do it from his weapon stance by using MKL's "slide trick"...for instance 5~3,1, f,b+3 or 5~d+4; ya dig?
Kenshi setups...heh, not many. Tai Chi b+4 is one of his best moves...his best game is to stand and block, waiting for an opening...if you're too offensive with Kenshi, you will lose.

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Ask and you shall recieve cause I'm about to post some new info on Sonya.
First off Sonya is my favorite character in the game and the reason being is because of her combo potential. She has a whole host of combo's that are good for show-off's but also she has combo's that just straight dish out the damage.
Also I believe that without a Power-up, Sonya has two 3 hit combo's that are the most powerful in the game, it might not be as dependable as Bo Rai Cho's 3 hitter but it does more damage. The first 3 hit combo starts from Tae Kwon Do: 2,cs~cs,2,b+4 for 3 hits 30%, do that combo with a Power-up and the damage will be something like 38%/39% damage. That combo alone does more damage then her Full Branch Combo (Without Power-up) so abuse when there's an opportunity for Tae Kwon Do 2. I love to use it after I sidestep attacks.
The other 3 hit combo is completely in Tae Kwon Do : 2,2,b+3 for 3 hits 33% damage. It's Sonya's most damaging 3 hitter, and if you do it 3 times in a match it's practically all over and if you do that with a Power-up it'll be 3 hits 43% damage which is more damage then the well known 18 hit combo she has. Abuse those 3 hitters as they can make Sonya very scary as if she wasn't scary enough all ready.
I found a lot more use for Sonya b+4 in Kenpo, it is supposed to be used to end combos and that is how I believe it should be treated. Examples of this are from Tae Kwon Do: 2,cs~cs,u+2,cs,2,cs~cs,b+4 for 4 hits 30% damage.
After every combo i'll proberly post you'll find that Kenpo 1,1,4 & Tae Kwon Do 2 should always be followed up by a Kenpo u+2 to relaunch'em to continue her combo's. You'll find when using her Kenpo 1,1,4 combo her damage potential is severly weakened and almost all the time will do 22%/23% damage. But those combo's are proberly for show if you don't feel like doing her 18 hitter.
A basic combo from Kenpo: 1,1,4,u+2,cs,d+3,3 for 6 hits 22% damage. Another one from Kenpo: 1,1,4,u+2,cs~cs,2,cs,b+4 for 6 hits 23% damage. Another combo from Kenpo: 1,1,4,u+2,cs~cs,b+4,b+4 for 7 hits 23% damage. With this combo the first Kali Sticks b+4 must hit once and the second b+4 should hit twice. Other combos from Tae Kwon Do: 2,kiss,2,b+3,3 for 5 hits 30% damage.
Here's a harder combo from Tae Kwon Do: 2,kiss,2,cs~cs,2,b+4 for 5 hits 32% damage. With this combo you must do the 2 in Tae Kwon Do as soon as you've hit the kiss so it pop's them up. If you wait too long then they will fall flat on their ass and you won't be able to complete the combo. Another combo from Kenpo: 1,1,4,u+2,cs,d+3,kiss,cs~cs,Power-up,1,1,5,4,5 for 16 hits 39% damage.
Another combo from Tae Kwon Do: 2,cs~cs,4,cs,2,b+3 for 4 hits 33% damage. You'll proberly have to move forward a bit to get the b+3 in Tae Kwon Do to connect. Also from Tae Kwon Do: 2,cs~cs,u+2,cs,2,b+1 for 4 hits 30% damage.
There are also a couple more which are pretty good as well from Tae Kwon Do: 2,cs~cs,u+2,cs,d+3,cs~b+4 for 5 hits 29% damage and the last one from Tae Kwon Do: 2,cs~cs,u+2,cs,2,fly kick for 4 hits 28% damage.
There were loads of combos I found with Sonya but I wanted to post the best ones. Including these ones I have found over 30 different combo's with her but it would take me too long to post them all. I also wanted to know if you could set up traps with the Kali Sticks b+4~bdc, what I managed to do against my brother was catch him in a lot of kisses, but will that work in proper competition. Post back here and let me know what you think off the combo's and if you could pull them off in competition.
PEACE!!!!
First off Sonya is my favorite character in the game and the reason being is because of her combo potential. She has a whole host of combo's that are good for show-off's but also she has combo's that just straight dish out the damage.
Also I believe that without a Power-up, Sonya has two 3 hit combo's that are the most powerful in the game, it might not be as dependable as Bo Rai Cho's 3 hitter but it does more damage. The first 3 hit combo starts from Tae Kwon Do: 2,cs~cs,2,b+4 for 3 hits 30%, do that combo with a Power-up and the damage will be something like 38%/39% damage. That combo alone does more damage then her Full Branch Combo (Without Power-up) so abuse when there's an opportunity for Tae Kwon Do 2. I love to use it after I sidestep attacks.
The other 3 hit combo is completely in Tae Kwon Do : 2,2,b+3 for 3 hits 33% damage. It's Sonya's most damaging 3 hitter, and if you do it 3 times in a match it's practically all over and if you do that with a Power-up it'll be 3 hits 43% damage which is more damage then the well known 18 hit combo she has. Abuse those 3 hitters as they can make Sonya very scary as if she wasn't scary enough all ready.
I found a lot more use for Sonya b+4 in Kenpo, it is supposed to be used to end combos and that is how I believe it should be treated. Examples of this are from Tae Kwon Do: 2,cs~cs,u+2,cs,2,cs~cs,b+4 for 4 hits 30% damage.
After every combo i'll proberly post you'll find that Kenpo 1,1,4 & Tae Kwon Do 2 should always be followed up by a Kenpo u+2 to relaunch'em to continue her combo's. You'll find when using her Kenpo 1,1,4 combo her damage potential is severly weakened and almost all the time will do 22%/23% damage. But those combo's are proberly for show if you don't feel like doing her 18 hitter.
A basic combo from Kenpo: 1,1,4,u+2,cs,d+3,3 for 6 hits 22% damage. Another one from Kenpo: 1,1,4,u+2,cs~cs,2,cs,b+4 for 6 hits 23% damage. Another combo from Kenpo: 1,1,4,u+2,cs~cs,b+4,b+4 for 7 hits 23% damage. With this combo the first Kali Sticks b+4 must hit once and the second b+4 should hit twice. Other combos from Tae Kwon Do: 2,kiss,2,b+3,3 for 5 hits 30% damage.
Here's a harder combo from Tae Kwon Do: 2,kiss,2,cs~cs,2,b+4 for 5 hits 32% damage. With this combo you must do the 2 in Tae Kwon Do as soon as you've hit the kiss so it pop's them up. If you wait too long then they will fall flat on their ass and you won't be able to complete the combo. Another combo from Kenpo: 1,1,4,u+2,cs,d+3,kiss,cs~cs,Power-up,1,1,5,4,5 for 16 hits 39% damage.
Another combo from Tae Kwon Do: 2,cs~cs,4,cs,2,b+3 for 4 hits 33% damage. You'll proberly have to move forward a bit to get the b+3 in Tae Kwon Do to connect. Also from Tae Kwon Do: 2,cs~cs,u+2,cs,2,b+1 for 4 hits 30% damage.
There are also a couple more which are pretty good as well from Tae Kwon Do: 2,cs~cs,u+2,cs,d+3,cs~b+4 for 5 hits 29% damage and the last one from Tae Kwon Do: 2,cs~cs,u+2,cs,2,fly kick for 4 hits 28% damage.
There were loads of combos I found with Sonya but I wanted to post the best ones. Including these ones I have found over 30 different combo's with her but it would take me too long to post them all. I also wanted to know if you could set up traps with the Kali Sticks b+4~bdc, what I managed to do against my brother was catch him in a lot of kisses, but will that work in proper competition. Post back here and let me know what you think off the combo's and if you could pull them off in competition.
PEACE!!!!

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.
Sorry about that people, the damage on this Sonya combo is 29% damage not 33%.
Sorry about that people, the damage on this Sonya combo is 29% damage not 33%.

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The combo I'm referring to is from Tae Kwon Do: 2,cs~cs,u+2,cs,2,b+1 which I put as 33% damage.
PEACE!!
PEACE!!

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Ah, some good Tae Kwon Do combos. But I (as most of you probably) think it's all about the mix-ups. If I catch someone in a corner and have access (kinda like the MATRIX) to Tae Kwon Do, they will be dead in no time unless they get really lucky blocking.
But to add to the juggling in Tae Kwon Doe...
Mokap: Start in Karate...
1,2,cs,2,b+1,b+1,cs,2,df+3(taunt!)
It's only 8 hits and only 24%. Not that much, but it does it's job and looks cool. It could also lead to different combos because there is a lot you can do after the first b+1.
But to add to the juggling in Tae Kwon Doe...
Mokap: Start in Karate...
1,2,cs,2,b+1,b+1,cs,2,df+3(taunt!)
It's only 8 hits and only 24%. Not that much, but it does it's job and looks cool. It could also lead to different combos because there is a lot you can do after the first b+1.


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Hello guyz...
Is someone have some tricks to play against Hsu Hao in Wrestling and his back-breaker and throwing !
A friend mastering too much that, i never know how to do, block down, block up, and it's too "damagical" !!!
Help thx !!!
Is someone have some tricks to play against Hsu Hao in Wrestling and his back-breaker and throwing !
A friend mastering too much that, i never know how to do, block down, block up, and it's too "damagical" !!!
Help thx !!!

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Hi, did anyone find those Sonya combo's helpful( Partically the 3 hit combo's I posted). I really hope so, please post back here with your thoughts on them and if it has helped.
PEACE!!!
PEACE!!!
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Well, Hsu Hao is way to damaging for you to play to play the guessing game, so it's best to stand there and block. Force the Hsu Hao player to attempt Shu Chiao f+2 or f+sm, and if you block it, 2,2,3,3,cs,cs,f+2,2,3,4 for 33%. Just force Hsu to go for low hits. Throw in JKD: d+1 every now and then. It's a great low attack. As for the the back breaker..like i said you should be blocking high..so if your doing that the move shouldn't hit. Make sure that when your d+1 in JKD is getting reversed that you switch to Nunchaku and d+1 instead. It's does more damage, is unreversable and can be missed up with d+3 for a cool low/mid mix up. Hsu Hao appears impossible for an average mid tier like Cage, but hes not too hard to defeat.
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