

About Me
There are three rules for doing scientific research. Unfortunately, no one knows what they are.
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After three days I finally plowed my way through this list of postings. Very useful info.
I have a few combos myself which are not in this list (although some do look like them). I usually select my combos in terms of usefulness and easiness to pull off. I prefer a combo of guaranteed 25% anyday over a 27% which is complicated and might fail while doing it.
I'm very, very surprised that a basic Mavado combo has never been mentioned here! Everyone here keeps talking about CS after his Forklift (1,1,b+2 in Longfist) but the thing is... you don't need to. CS'ing is risky because your last hit will often not connect. Three combos (with creative titles - goofy eh?):
Elevator Blast: 1,1,b+2,b+2,1,1,2 does 24%
Engineered Destruction: 1,1,b+2,b+2,1,1,b+2 does 25%
Dynamite: b+2,b+2,1,1,b+2 does 26%
Last one isn't *that* useful, of course but is good to punish unforgivable close-range mistakes with it.
Also a general Mavado tip (you might already know!) I mentioned elsewhere. Forklift has a long lag time and leaves you open to be punished. However, if your opponent is blocking the combo you can still quickly decide to end with 2 (and do the Longfist Blast instead). This makes it much, much safer.
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Li Mei has also barely been covered in these discussions.
There are lots of good possibilities to make with her d,b+4 (forgot the name of the move). This is a pretty powerful move that should not be neglected.
Here's two simple, pretty damaging Baji Quan combos (again the names have been made up by goofy me :)) which looks very cool:
Razorcircus: b+4,b+4,d,b+4 does 28%
Deathcycle: f,d+3,f,d+3,d,b+4 does 25%
Neither of them is *very* useful but it's solid and has a desorienting effect. Against the wall she can also be fairly devastating (her f,f+2 does 27% against the walls...).
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I find that Raiden is a bit underestimated. I agree that his Staff is the best thing he's got going for him, but in each unarmed stance he's very dangerous and pretty quick with his low moves. Not to mention that his Nan Chuan has a reversal.
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Cheers,
Q
I have a few combos myself which are not in this list (although some do look like them). I usually select my combos in terms of usefulness and easiness to pull off. I prefer a combo of guaranteed 25% anyday over a 27% which is complicated and might fail while doing it.
I'm very, very surprised that a basic Mavado combo has never been mentioned here! Everyone here keeps talking about CS after his Forklift (1,1,b+2 in Longfist) but the thing is... you don't need to. CS'ing is risky because your last hit will often not connect. Three combos (with creative titles - goofy eh?):
Elevator Blast: 1,1,b+2,b+2,1,1,2 does 24%
Engineered Destruction: 1,1,b+2,b+2,1,1,b+2 does 25%
Dynamite: b+2,b+2,1,1,b+2 does 26%
Last one isn't *that* useful, of course but is good to punish unforgivable close-range mistakes with it.
Also a general Mavado tip (you might already know!) I mentioned elsewhere. Forklift has a long lag time and leaves you open to be punished. However, if your opponent is blocking the combo you can still quickly decide to end with 2 (and do the Longfist Blast instead). This makes it much, much safer.
----------------------
Li Mei has also barely been covered in these discussions.
There are lots of good possibilities to make with her d,b+4 (forgot the name of the move). This is a pretty powerful move that should not be neglected.
Here's two simple, pretty damaging Baji Quan combos (again the names have been made up by goofy me :)) which looks very cool:
Razorcircus: b+4,b+4,d,b+4 does 28%
Deathcycle: f,d+3,f,d+3,d,b+4 does 25%
Neither of them is *very* useful but it's solid and has a desorienting effect. Against the wall she can also be fairly devastating (her f,f+2 does 27% against the walls...).
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I find that Raiden is a bit underestimated. I agree that his Staff is the best thing he's got going for him, but in each unarmed stance he's very dangerous and pretty quick with his low moves. Not to mention that his Nan Chuan has a reversal.
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Cheers,
Q


About Me
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Ok I''m new to this thread but not to this board and definitely not MK. I wanted to add my to cents in here for good measure.
First a question, How does BRC own Movado? I haven't seen it, maybe I just haven't been playing the right people but, someone explain that one. And I read somewhere that Li Mei (spelling) is low tier? she definitely is harder to use but she has her strong points.
1st stance she moves almost a fast as Tsung, when I play with her this is my main stance. avoid and punish with a SC combo, that is my main stratagy. 2nd stance she does have some reach issues, but her low pokes and the combo 2,4 have great recovery. Her sais are ok. She has some quick moves, d+4, but ussually I stay away from this stance (unless you leave you self open for an impalement).
special moves, d.b+4 is a great for juggles, suprisingly it hits 3 times in the air. standing alone it does around 30% damage when it conects with an opponent in weapon stance in the air. if it conectes on a grounded opponent, afterwards they will be stund for a spit second meaning you could catch them low or mid for some extra Damage.
probably my fav combo is 4,4,5,b+1,f,d+3,d,b+4
First a question, How does BRC own Movado? I haven't seen it, maybe I just haven't been playing the right people but, someone explain that one. And I read somewhere that Li Mei (spelling) is low tier? she definitely is harder to use but she has her strong points.
1st stance she moves almost a fast as Tsung, when I play with her this is my main stance. avoid and punish with a SC combo, that is my main stratagy. 2nd stance she does have some reach issues, but her low pokes and the combo 2,4 have great recovery. Her sais are ok. She has some quick moves, d+4, but ussually I stay away from this stance (unless you leave you self open for an impalement).
special moves, d.b+4 is a great for juggles, suprisingly it hits 3 times in the air. standing alone it does around 30% damage when it conects with an opponent in weapon stance in the air. if it conectes on a grounded opponent, afterwards they will be stund for a spit second meaning you could catch them low or mid for some extra Damage.
probably my fav combo is 4,4,5,b+1,f,d+3,d,b+4

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SalvidonBlak Wrote: Shang Tsung; if your opponent is not smart enough to roll on the ground then u+4,d+4 are great. the sweep conects on the ground right after the overhead flip kick. this is NOT unblockable, but i catch manny people with it. follow it up with a fireball of your choosing, just for good measure. |
Whoa...I just saw this bit.
Dude, I hate to be the one to break this to you but in Crane d+4 is actually blockable immediately after u+4. Yes, the opponent is falling down on their back, and you'd naturally assume they can't block...but they can. I know this as fact, because I've done it (and had it done to me) many, many times.
If it's unblockable for you...well, I guess that's another NTSC/PAL difference...
White_Pointer

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Oops...sorry, my bad.
White_Pointer
White_Pointer
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Li Mei sucks. LHBF: 2,4 is all she has going for her. Strong,safe,and just...good. Some think Baj is her best stance, but nah. LHBF: 2,4 is the only way LM can beat some of the top 15.
Btw Konqrr and MKL I sent the FAQ to you guys in sections. PLease check your mail..fill out all the stuff designated to you and email it to back to me at BAJANCHRIST@aol.com.
Btw Konqrr and MKL I sent the FAQ to you guys in sections. PLease check your mail..fill out all the stuff designated to you and email it to back to me at BAJANCHRIST@aol.com.
Let's have a little fun with Cyrax. First off, Cyrax sucks, he's weak. Because of this, strategy and trickery are key to fighting with Cyrax. Here's some stuff that serves me well. Some is old, some is new stuff I found. Feel free to comment or criticise my tactics, I want to get better with him, he's a blast to play.
There are 3 key tactics for using Cyrax:
#1
Ninjitsu:
1,1,B+1,cs,step forward,1,1,4 31%
The trick of making this combo reliable is to take a short and quick step forward and immediately begin 1,1,4. Don't wait for them to fall any, it will connect, trust me. If you dont step in or wait too long the 4 will not connect. Get this combo down solid in practice mode. It's the only guaranteed big hit combo, use it often.
If you can reliably pull off 1,1,B+1,cs~1,1,B+2,F+2,cs 33% then do that instead. I just find it the timing to be very tricky and can't get it down to where I can trust doing it in combat.
#2
Sambo:
1,1,B+1,B+1,close bomb,2
This is more a tactic than a combo really. A bomb trap. After they get up from 1,1,B+1,B+1 they will try to get out of there or fight back, quickly use 2 to shoulder throw them to make sure that doesn't happen. If they move they get thrown, if they stand and block they get bombed. If they are unlucky, they get both! Damage can be as high as around 43 %. The AI manages to avoid all damage sometimes, I'm not sure how. I've never seen a human totally avoid the bomb and throw.
Some say to do it this way:
1,1,B+1,B+1,close bomb,Up,2
The Up will make the 2 track them and make 3D evade impossible, so they say. I find it doesn't always work, I just leave it out.
#3
Plasma Sword:
B+2,B+2,close bomb
Now this is not as effective a bomb trap as the other above. They tend to land at slightly different distances making it less predictable. You want them as close as possible so press the Forward in B,F,1 slightly longer than you normally do, that helps. When they land, I like to mix it up. Another B+2. D+4 is great. Slice and Dice. Spin Kicks. Or even an impale to really screw with them, though that's risky.
Since this trap can potentially be avoided though, you might just want to try to land these combos instead:
B+2,B+2,step forward,2,Up+1 22%
That's a little tricky though, might want to stick with this instead:
B+2,B+2,step forward,Up+1 19%
Well those are the big strategies, here's some other tips:
Slice and dice when they are inside range of it. ONLY WHEN THEY ARE INSIDE RANGE. If they block it knocks and sort of holds them back, if they let up on block they eat the spinning saw. Not too close though or they will attack before it can come out or your chest. Too far away and it pushes them far enough back so they dont have to block, leaving you wide open. Theres a sweet spot there, get it down in practice mode. When they are coming into to attack is the best time. At this range it's very tough to 3D evade it, it almost never happens to me. But beware, while the saw is going back into your chest, there is a split second that they have time to attack before you can block. The window is very small though, still you might not want Slice and Dice certain characters with very fast lunge in moves or projectiles.
Ninjitsu:
Up+2 when they are just a little bit away. Mix it up with Slice and Dice(B,F,4) like I said above.
4 and D+4 are good at a slight distance.
Sambo:
B+2,Taunt
or
B+2, close bomb,2
(B+2 is very risky though, bad recovery time. A guaranteed Taunt or bomb trap though.)
U+2 is excellent, fast, good range, good damage.
D+2 is a good low attack. I like to D+2 them a couple of times then quickly 2 shoulder throw them while they are blocking low.
Plasma Sword:
This is a really great weapon stance, almost every move is good, mix it up.
D+1 and D+3 are great low attacks, use them often.
U+1 is good.
D+4 is has a long distance and is fast as hell. Abuse this move. Mix it up with Slice and Dice(B,F,4) to keep them away, right when they come in range of them. Great tactic.
Spin Kicks are pretty worthless. I only use them when my opponent has a tiny bit of health left. That way when they block it, the repeated kicks kills them anyway. That's all it's good for. Otherwise they can easily be blocked and countered. Very unsafe. (If you find a good use for Spin Kicks, please tell me)
Never use far bombs, ever.
There are 3 key tactics for using Cyrax:
#1
Ninjitsu:
1,1,B+1,cs,step forward,1,1,4 31%
The trick of making this combo reliable is to take a short and quick step forward and immediately begin 1,1,4. Don't wait for them to fall any, it will connect, trust me. If you dont step in or wait too long the 4 will not connect. Get this combo down solid in practice mode. It's the only guaranteed big hit combo, use it often.
If you can reliably pull off 1,1,B+1,cs~1,1,B+2,F+2,cs 33% then do that instead. I just find it the timing to be very tricky and can't get it down to where I can trust doing it in combat.
#2
Sambo:
1,1,B+1,B+1,close bomb,2
This is more a tactic than a combo really. A bomb trap. After they get up from 1,1,B+1,B+1 they will try to get out of there or fight back, quickly use 2 to shoulder throw them to make sure that doesn't happen. If they move they get thrown, if they stand and block they get bombed. If they are unlucky, they get both! Damage can be as high as around 43 %. The AI manages to avoid all damage sometimes, I'm not sure how. I've never seen a human totally avoid the bomb and throw.
Some say to do it this way:
1,1,B+1,B+1,close bomb,Up,2
The Up will make the 2 track them and make 3D evade impossible, so they say. I find it doesn't always work, I just leave it out.
#3
Plasma Sword:
B+2,B+2,close bomb
Now this is not as effective a bomb trap as the other above. They tend to land at slightly different distances making it less predictable. You want them as close as possible so press the Forward in B,F,1 slightly longer than you normally do, that helps. When they land, I like to mix it up. Another B+2. D+4 is great. Slice and Dice. Spin Kicks. Or even an impale to really screw with them, though that's risky.
Since this trap can potentially be avoided though, you might just want to try to land these combos instead:
B+2,B+2,step forward,2,Up+1 22%
That's a little tricky though, might want to stick with this instead:
B+2,B+2,step forward,Up+1 19%
Well those are the big strategies, here's some other tips:
Slice and dice when they are inside range of it. ONLY WHEN THEY ARE INSIDE RANGE. If they block it knocks and sort of holds them back, if they let up on block they eat the spinning saw. Not too close though or they will attack before it can come out or your chest. Too far away and it pushes them far enough back so they dont have to block, leaving you wide open. Theres a sweet spot there, get it down in practice mode. When they are coming into to attack is the best time. At this range it's very tough to 3D evade it, it almost never happens to me. But beware, while the saw is going back into your chest, there is a split second that they have time to attack before you can block. The window is very small though, still you might not want Slice and Dice certain characters with very fast lunge in moves or projectiles.
Ninjitsu:
Up+2 when they are just a little bit away. Mix it up with Slice and Dice(B,F,4) like I said above.
4 and D+4 are good at a slight distance.
Sambo:
B+2,Taunt
or
B+2, close bomb,2
(B+2 is very risky though, bad recovery time. A guaranteed Taunt or bomb trap though.)
U+2 is excellent, fast, good range, good damage.
D+2 is a good low attack. I like to D+2 them a couple of times then quickly 2 shoulder throw them while they are blocking low.
Plasma Sword:
This is a really great weapon stance, almost every move is good, mix it up.
D+1 and D+3 are great low attacks, use them often.
U+1 is good.
D+4 is has a long distance and is fast as hell. Abuse this move. Mix it up with Slice and Dice(B,F,4) to keep them away, right when they come in range of them. Great tactic.
Spin Kicks are pretty worthless. I only use them when my opponent has a tiny bit of health left. That way when they block it, the repeated kicks kills them anyway. That's all it's good for. Otherwise they can easily be blocked and countered. Very unsafe. (If you find a good use for Spin Kicks, please tell me)
Never use far bombs, ever.
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Ben i posted Cyrax stuff on gamefaqs, and i commented a bit on your strats. Go read it then edit your post.
I just found these combos for Blaze....
Blaze
Hapikdo:
2,3,cs,2,3,3,cs,3,d,f+3 32%
or if you like this one better:
2,3,cs,2,3,3,cs,u+4,3,d,f+3 32%
(In both of these combos if their back is anywhere near the wall d,f+3 will slam them into it for 36%!)
Hapkido:(corner combo)
2,3,cs,2,3,3,cs,u+4,cs,2,3,cs,2,3,3,4 46% (that's 17 hits boys and girls!)
Here are the variations of these combos in the other stances:
Jeet Kune Do:
2,2,3,3,cs,3,d,f+3 27% (31% if it slams them into a wall)
(corner combo)
2,3,3,cs,u+4,cs,2,3,cs,2,3,3,4 41%
Xing Yi:
u+4,u+4,step forward,3,d,f+3 22% (26% if it slams them into a wall)
(corner combo)
1,1,2,u+4,cs,2,3,cs,2,3,3,4 30%
(note: 1,1,2 will slam them into the wall and maybe mess up the combo, so start it a slight distance from the wall.)
(corner combo)
u+4,u+4,cs,2,3,cs,2,3,3,4 35%
Blaze
Hapikdo:
2,3,cs,2,3,3,cs,3,d,f+3 32%
or if you like this one better:
2,3,cs,2,3,3,cs,u+4,3,d,f+3 32%
(In both of these combos if their back is anywhere near the wall d,f+3 will slam them into it for 36%!)
Hapkido:(corner combo)
2,3,cs,2,3,3,cs,u+4,cs,2,3,cs,2,3,3,4 46% (that's 17 hits boys and girls!)
Here are the variations of these combos in the other stances:
Jeet Kune Do:
2,2,3,3,cs,3,d,f+3 27% (31% if it slams them into a wall)
(corner combo)
2,3,3,cs,u+4,cs,2,3,cs,2,3,3,4 41%
Xing Yi:
u+4,u+4,step forward,3,d,f+3 22% (26% if it slams them into a wall)
(corner combo)
1,1,2,u+4,cs,2,3,cs,2,3,3,4 30%
(note: 1,1,2 will slam them into the wall and maybe mess up the combo, so start it a slight distance from the wall.)
(corner combo)
u+4,u+4,cs,2,3,cs,2,3,3,4 35%
Also if your back is against the wall do:
Blaze:
u+4,u+4,d,f,3 in Hapikdo and Xing Yi
or
b+1,b+1,d,f,3 in Jeet Kune Do to slam THEM into the wall and set yourself up for a 46% corner combo! The d,f,3 goes under the juggle and switches your sides, if done right.
Blaze:
u+4,u+4,d,f,3 in Hapikdo and Xing Yi
or
b+1,b+1,d,f,3 in Jeet Kune Do to slam THEM into the wall and set yourself up for a 46% corner combo! The d,f,3 goes under the juggle and switches your sides, if done right.

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Mokap is the coolest! I actually have some new combos with him. Well, they're new for me so hopefully they are for you too...
I got a new high % combo!
5 hit 38%
Tae Kwon Doe: 2,cs,f+2,2,3,4
Some other cool ones:
Karate: f+2,cs,b+1,cs,2,df+3
Karate: 1,2,cs,2,b+1,b+1,cs,2,df+3 (not new but still cool) you can also substitute the df+3 with another 2 if you time it right
Karate: 1,2,cs,2,b+1,cs-cs,f+2,2,3,4
And you may not be able to pull this off during a real fight but here's a cool wall containing combo...
Tae Kwon Doe: 2,cs,f+2,cs,3,cs,b+3,b+3
That one took me a few trys but it's a 5 hit 36% combo!(sorry, it still looks cool)
Karate d+3 is a great poke. throw a few in for high-low mixup, ex. d+3,d+3,4,d+3,3,4
Obviously thats not a set combo so you can choose how you want to mix that up...
I got a new high % combo!
5 hit 38%
Tae Kwon Doe: 2,cs,f+2,2,3,4
Some other cool ones:
Karate: f+2,cs,b+1,cs,2,df+3
Karate: 1,2,cs,2,b+1,b+1,cs,2,df+3 (not new but still cool) you can also substitute the df+3 with another 2 if you time it right
Karate: 1,2,cs,2,b+1,cs-cs,f+2,2,3,4
And you may not be able to pull this off during a real fight but here's a cool wall containing combo...
Tae Kwon Doe: 2,cs,f+2,cs,3,cs,b+3,b+3
That one took me a few trys but it's a 5 hit 36% combo!(sorry, it still looks cool)
Karate d+3 is a great poke. throw a few in for high-low mixup, ex. d+3,d+3,4,d+3,3,4
Obviously thats not a set combo so you can choose how you want to mix that up...


About Me
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I beat every MKDA level with Sub-Zero

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I definately have to agree. I spent alot of time with Sub and I feel he is one of the most rounded characters in the game. Also I have to say the tier list (although I don't like subs position) was pretty good. I was surprised about Scorpions postion. I like him and have decided to study him.

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I have to disagree with you and Moloch. I use his 1,2,u+4 and molock is very easy to beat. I usually start out with a cold shoulder.
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Has anyone ever got a flawless victory against moloch.

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stangfile Wrote: Has anyone ever got a flawless victory against moloch. |
On numerous occasions.
REVERSE EVERYTHING.
I'm sure this is nothing new but I didn't see it posted anywhere else in this thread. A deadly Scorpion combo.
Scorpion (ninja sword):
spear,1,3,pause,4,1,1,3 - 38%
This is great if you manage to land a spear in any stance, then just quickly stance change to ninja sword during the spear animation, and then do 1,3,pause,4,1,1,3.
or just without spear (ninja sword):
1,3,pause,4,1,1,3 - 35%
or even (HAPKIDO):
u+4,spear,stance change twice,1,3,pause,4,1,1,3 - 29%
But why do that when you have these (HAPKIDO):
u+4,spear,2,2,cs,2,cs,1,1,3,pause,4,4 - 31%
or (Pi Gua):
2,2,cs,1,1,3,pause,4,1,1,3 - 31%
Scorpion (ninja sword):
spear,1,3,pause,4,1,1,3 - 38%
This is great if you manage to land a spear in any stance, then just quickly stance change to ninja sword during the spear animation, and then do 1,3,pause,4,1,1,3.
or just without spear (ninja sword):
1,3,pause,4,1,1,3 - 35%
or even (HAPKIDO):
u+4,spear,stance change twice,1,3,pause,4,1,1,3 - 29%
But why do that when you have these (HAPKIDO):
u+4,spear,2,2,cs,2,cs,1,1,3,pause,4,4 - 31%
or (Pi Gua):
2,2,cs,1,1,3,pause,4,1,1,3 - 31%
BenDover Wrote: I'm sure this is nothing new but I didn't see it posted anywhere else in this thread. A deadly Scorpion combo. Scorpion (ninja sword): spear,1,3,pause,4,1,1,3 - 38% This is great if you manage to land a spear in any stance, then just quickly stance change to ninja sword during the spear animation, and then do 1,3,pause,4,1,1,3. or just without spear (ninja sword): 1,3,pause,4,1,1,3 - 35% or even (HAPKIDO): u+4,spear,stance change twice,1,3,pause,4,1,1,3 - 29% But why do that when you have these (HAPKIDO): u+4,spear,2,2,cs,2,cs,1,1,3,pause,4,4 - 31% or (Pi Gua): 2,2,cs,1,1,3,pause,4,1,1,3 - 31% |
with scorpion those combos dont even come into play at high level. scorpion is all pi gua 3,4, b+2, shove, and summon hellfire and thats all u need to make scorpion almost unbeatable.

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_NE0_ Wrote: with scorpion those combos dont even come into play at high level. scorpion is all pi gua 3,4, b+2, shove, and summon hellfire and thats all u need to make scorpion almost unbeatable. |
True, but if they had less than 1/2 life left and I caught them with a spear, I'd rather do spear,1,3,pause,4,1,1,3 - 38%
to finish them off than risk Pi Gua mixups, effective though they are
BenDover, if Scorpion is to be played effectively...get the hell out of Ninja Sword

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Sub-Zero isn't THAT well rounded. He doesn't have many low hits and those he does have are ALL (count 'em....ALL) are unsafe if they are blocked. Every one of them. Well at least in the PAL version. If my NTSC colleagues beg to differ then that's a pretty interesting difference.
White_Pointer
White_Pointer
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