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MrSchpfmut
06/12/2003 02:46 PM (UTC)
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VainQueur Wrote:

I'm searching for adequate strategies with Sub-Zero to lure my opponent into my Ice Shaker. To my great frustration I've seen that the move is vulnerable to impales (!!) and some physical moves such as Cyrax' Sawblade. Is this move just worthless or is there a use to it I haven't found yet (other than the basic stuff, I mean :))?

Peace,
Q


Try to use the shaker in the middle of a juggle combo. Then you'll have enough time to do a power-up, then finish off the rest of his branch combo. For ex: (shotokan) 1,2,b+2,b+2,bd+2,cs+sm,1,2,cs

The higher you get them up in the air with the uppercuts the easier it will be to complete the end of the combo. This is really the only place I'll use the shaker cause it's hard to catch a good player off guard with it.

If you want to use it off the bat, do it when you are close to your opponent, so if they block it you recover quickly.
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Omega Supreme
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There are three rules for doing scientific research. Unfortunately, no one knows what they are.

06/12/2003 03:57 PM (UTC)
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Greetings!

MrSchpfmut Wrote:

Try to use the shaker in the middle of a juggle combo. Then you'll have enough time to do a power-up, then finish off the rest of his branch combo. For ex: (shotokan) 1,2,b+2,b+2,bd+2,cs+sm,1,2,cs


Hehe, I was using this one already ;). The neijin has to be quick enough, however.

Thanks anyway! ;)

Q
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Espionage
06/12/2003 08:58 PM (UTC)
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MKL, how would you rate a Sonya vs Reptile match?, and strategically would it be impossible for Cage to beat Jax or Hsu Hao. If it can be done, how would you do it.

PEACE!!!
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MK_Legend
06/13/2003 02:04 AM (UTC)
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Espionage Wrote:
MKL, how would you rate a Sonya vs Reptile match?, and strategically would it be impossible for Cage to beat Jax or Hsu Hao. If it can be done, how would you do it.

PEACE!!!



Sonya vs Reptile:

well its fairly obvious that the match is in reptiles favor. Sonya should only fight in TKD. first she needs to stay away from crab by spacing well and zoning with the kiss at decent ranges. if he starts getting too close mainly use TKD 3 or sometimes switch up with b+3 but make sure to make it track and make sure that u do these moves from their max range to keep him spaced. if he does get in and puts the crab rush on u then u can use a reversal which is VERY risky or if u block something just back dash away and space yourself out. remember to ALWAYS be aware of the low ball at all times during the match. now, once u have neutralized crab the opponant should realize that its fairly difficult to get in by staying in crab so they'll probably switch to hungar. hungar is fast but VERY unsafe. beware of f+4 and when u block it be sure to punish it with TKD 3 VERY quickly then follow up with a mixup. if he tries to poke with the branch remember to interrupt it with TKD 3 after the 2nd hit then follow up with a mix up. again remember to be aware of the low ball. if u block the low ball up close then u need to low block then high block right away otherwise it rolls past u and is safe, when u block it punish it with TKD 2 VERY quickly then proceed to do the 47% combo. now i do believe that reptile wins this match but if u were to fight reptile with sonya then this is what u need to do to win.


Cage vs Jax or Hsu Hao:

well i feel that both Jax and Hsu Hao win this match. while i dont feel that its toatally impossible for cage to beat Jax i do feel that vs Hso Hao that its very close to it. to win this match u need to play stand and block, this is how u fight fast jabbers. use JKD 2 and occasionally 2,2 as pokes, try to bait them to poking with 2 jabs or trying to side step jab repeatedly. when this happens u can interrupt with a branch. also u need to use the sweep in JKD but u must place it right. jab twice as much as u sweep this keeps the sweep from being blocked too much. also remember that sweeps go under jabs so if u r having trouble interrupting jab pressure with a branch then use the sweep, and also remember that if u r having troble interrupting with a branch but want a more damaging move then a sweep then try to play defencive in karate and interrupt with f+2. its very fast, leads to a decent juggle, and the window to punish it is very small. like i said in an earlier post that in the jab game knowing when to side step jab, when to side step double jab, when to use the branch/interrupt, and when to side step and block intead of side step and jab is key.
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Shinnox
06/13/2003 03:44 AM (UTC)
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MK_Legend Wrote:

lol.........this coming from a guy who ranted about combos being guarenteed after hellfire lolololololol


show me this rant. i never said they were garenteed. you guys said it wasnt a "real combo" and i said it is if the opponent doesnt block. the only way its "garenteed" is if you use high/low mixups. even then, its not gareenteed.
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corylee
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06/13/2003 03:57 AM (UTC)
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o.k. i am not a "master" of mk:da,but i have to jump in here and ask,if your opponent does'nt block then what's the point of a kombo?
scorpio Wrote:

MK_Legend Wrote:

lol.........this coming from a guy who ranted about combos being guarenteed after hellfire lolololololol

show me this rant. i never said they were garenteed. you guys said it wasnt a "real combo" and i said it is if the opponent doesnt block. the only way its "garenteed" is if you use high/low mixups. even then, its not gareenteed.

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Rocksteady
06/13/2003 04:45 AM (UTC)
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Now I might be new to this but I think if they don't block everything will combo..confused
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corylee
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06/13/2003 04:53 AM (UTC)
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nah,if they don't block then they just get hit.a kombo is unblockable after the first hit.
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Espionage
06/13/2003 11:45 AM (UTC)
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Thanks very much MKL. I have another question, on pg 12 of the high level gameplay forum I posted some Sonya combo's on there. In particular I wanted to point out the 3 hit combos that I posted which were TKD: 2,cs~cs,2,b+4 for 30% damage and TKD: 2,2,b+3 for 33% damage (43% on power-up). Would these combo's on high level gameplay affect her tier position at the moment. I ask this because at the moment I see no 3 hit combo outside of a power-up that does as much damage as Sonya's combo's and if you could get the 3 hit combo's to connect 3 times in the match it would be over.

Bare in mind I know she still does not stand a chance against Scorp & Bo so I'm posing this question in regards to a Sonya vs Reptile match again.

PEACE!!!!
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MK_Legend
06/13/2003 06:00 PM (UTC)
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Espionage Wrote:
Thanks very much MKL. I have another question, on pg 12 of the high level gameplay forum I posted some Sonya combo's on there. In particular I wanted to point out the 3 hit combos that I posted which were TKD: 2,cs~cs,2,b+4 for 30% damage and TKD: 2,2,b+3 for 33% damage (43% on power-up). Would these combo's on high level gameplay affect her tier position at the moment. I ask this because at the moment I see no 3 hit combo outside of a power-up that does as much damage as Sonya's combo's and if you could get the 3 hit combo's to connect 3 times in the match it would be over.

Bare in mind I know she still does not stand a chance against Scorp & Bo so I'm posing this question in regards to a Sonya vs Reptile match again.

PEACE!!!!


look forget all those combos. either do the TKD 2,kiss,cs,cs and power up,1,1,4,kiss,1,1,cs,4,cs(47%) combo or do TKD 2,cs,2,4,b+3(41%). the 41% juggle is her most damaging non power up juggle aside from corner combos. so to anwser your question........no, those combos dont change how she fares vs reptile or her tier position. also keep in mind that TKD 2 is VERY risky i rarely use it vs reptile i prefer to use TKD 3.
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TAZMATTIK
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06/13/2003 06:01 PM (UTC)
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MKL, all the stuff u said, and recomendations about Kenshi, I use them all, and totally agreee with u. Man, I'd like to play u some time. I may be going to Gerogia at the end of this month. Augusta Ga. to be exact. If any1 lives in that area, maybe we can play.

holla.
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queve
06/13/2003 06:17 PM (UTC)
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MK_Legend Wrote:
Espionage Wrote:
Thanks very much MKL. I have another question, on pg 12 of the high level gameplay forum I posted some Sonya combo's on there. In particular I wanted to point out the 3 hit combos that I posted which were TKD: 2,cs~cs,2,b+4 for 30% damage and TKD: 2,2,b+3 for 33% damage (43% on power-up). Would these combo's on high level gameplay affect her tier position at the moment. I ask this because at the moment I see no 3 hit combo outside of a power-up that does as much damage as Sonya's combo's and if you could get the 3 hit combo's to connect 3 times in the match it would be over.

Bare in mind I know she still does not stand a chance against Scorp & Bo so I'm posing this question in regards to a Sonya vs Reptile match again.

PEACE!!!!

look forget all those combos. either do the TKD 2,kiss,cs,cs and power up,1,1,4,kiss,1,1,cs,4,cs(47%) combo or do TKD 2,cs,2,4,b+3(41%). the 41% juggle is her most damaging non power up juggle aside from corner combos.

so to anwser your question........no, those combos dont change how she fares vs reptile or her tier position. also keep in mind that TKD 2 is VERY risky i rarely use it vs reptile i prefer to use TKD 3.


Weird. I actually use Kenpo attacks first on any character. Its very usefull once U do the combo that ends with those high axe-kicks that lift U in the air to then use the kiss and power-up, I change it to TKD and do the rest.

I find it better to start fighting with Kenpo, then change and kill with TKD.
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Omega Supreme
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06/13/2003 07:06 PM (UTC)
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queve Wrote:
Weird. I actually use Kenpo attacks first on any character. Its very usefull once U do the combo that ends with those high axe-kicks that lift U in the air to then use the kiss and power-up, I change it to TKD and do the rest.

I find it better to start fighting with Kenpo, then change and kill with TKD.


This 1,1,4 combo is very risky though if it's blocked. If I use kenpo (I usually directly switch to tkd) and this combo I stop after 1,1 if I see I'm being blocked.

Q
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Konqrr
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06/13/2003 07:30 PM (UTC)
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scorpio Wrote:

MK_Legend Wrote:

lol.........this coming from a guy who ranted about combos being guarenteed after hellfire lolololololol

show me this rant. i never said they were garenteed. you guys said it wasnt a "real combo" and i said it is if the opponent doesnt block. the only way its "garenteed" is if you use high/low mixups. even then, its not gareenteed.


Here's one example of you saying it's a combo...you didn't say "guaranteed" but it was obviously implied. I'm sure I could find more threads with you saying this as well.

http://www.mk5.org/content/forum/showmessage.cds?name=main&message;=208578
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Versatile
06/13/2003 11:09 PM (UTC)
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"look forget all those combos. either do the TKD 2,kiss,cs,cs and power up,1,1,4,kiss,1,1,cs,4,cs(47%) combo or do TKD 2,cs,2,4,b+3(41%). the 41% juggle is her most damaging non power up juggle aside from corner combos. so to anwser your question........no, those combos dont change how she fares vs reptile or her tier position. also keep in mind that TKD 2 is VERY risky i rarely use it vs reptile i prefer to use TKD 3."

Good strats, not so good juggles. TKD: 2,d,b+1~cs~cs~sm~cs~2~cs~2,4,b+3 does 52% queve, use that instead. Keep up the good shit Bill.
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MK_Legend
06/13/2003 11:10 PM (UTC)
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LOL..................
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queve
06/13/2003 11:29 PM (UTC)
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Versatile Wrote:
"look forget all those combos. either do the TKD 2,kiss,cs,cs and power up,1,1,4,kiss,1,1,cs,4,cs(47%) combo or do TKD 2,cs,2,4,b+3(41%). the 41% juggle is her most damaging non power up juggle aside from corner combos. so to anwser your question........no, those combos dont change how she fares vs reptile or her tier position. also keep in mind that TKD 2 is VERY risky i rarely use it vs reptile i prefer to use TKD 3."

Good strats, not so good juggles. TKD: 2,d,b+1~cs~cs~sm~cs~2~cs~2,4,b+3 does 52% queve, use that instead. Keep up the good shit Bill.


Thanxs for that one even though I already new it :). But I wont stop using Kenpo, Im good with it, and its not so much fun to stay sticked with only one style and dont use the other. Im wondering, what is Sonyas highest combo damage? Is it that 52% one? Cant remember...
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Konqrr
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06/14/2003 12:05 AM (UTC)
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Guaranteed Powerup wall combo with Sonya (Credit: MKL)
Sonya 65% - On wall TKD 2, 2, Kiss, cs,cs,sm, cs,2, cs,2,4,b+3.
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Satyagraha
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06/14/2003 01:13 AM (UTC)
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um, okey. since we're on the subject of sonya combos, has anyone gotten TKD 2, d+3, f,f+3 to connect?
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Shinnox
06/14/2003 01:19 AM (UTC)
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Konqrr Wrote:

Here's one example of you saying it's a combo...you didn't say "guaranteed" but it was obviously implied. I'm sure I could find more threads with you saying this as well.

http://www.mk5.org/content/forum/showmessage.cds?name=main&message;=208578


my point exactly. he accused me of saying it was garenteed, which i didnt. end of story.
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MK_Legend
06/14/2003 02:52 AM (UTC)
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scorpio Wrote:

devilgene Wrote:
i don't believe it's a 'guaranteed' combo.
geeze, even the computer on MAX BLOCKED ME right after the hellfire was finished and then combo'ed me to oblivion...



thats because you dont wait until the hellfire is done, you hit attack 3 while you are doing it. i can di it with no problem. and like i said before, i dont do combos in practice mode. i do them on human, and cpu opponents. and not just one difficulty level. hate to tell you, but if you are fast, the opponent cannot block.




hmmmm..............sounds like u r saying its guarenteed to me. so like i said..........this coming from a guy who ranted about combos being guarenteed after hellfire.
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Blaze_Rocks
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'man how the fuck you get a scar from eatin pussy?'
'I was in a fight man.' 'And he gave that to you?'
'man you should see what i did to the other guy.'
06/14/2003 04:06 AM (UTC)
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do u know any infinites or nice combos for blaze?
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queve
06/14/2003 11:59 AM (UTC)
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Konqrr Wrote:
Guaranteed Powerup wall combo with Sonya (Credit: MKL)
Sonya 65% - On wall TKD 2, 2, Kiss, cs,cs,sm, cs,2, cs,2,4,b+3.


Thanks, I had forgotten if it was 52 or 65%. BUt I read about some combo that goes to 76%...dont think is true though.
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Shinnox
06/14/2003 05:14 PM (UTC)
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scorpio Wrote:
thats why try have to mix it up. 90% of the people that block after the hellfire do a standing block so spear-hellfire-f+3-b+3.



how about these combos:

DFC (defense combo)-knocks your opponent away from you so you have time to think, and make the opponent fight your fight. these combos arent about the damage, but getting your self to saftey.

PUC (power up combo)- a combo which launches the opponent in the air (or a far distance away) giving you enough time to perform your characters taunt, and take your healh up if you are low on health. again, these combos arent about the damage, the purpose of a puc combo is to inflict as much damage as you want while getting some health at the same time.

QCS (quickliy change style)-change your style while opponent is still in the air and continue the combo in another style.

dfc: spear-2-3-u+4-u+4-d+2-b+1 (8 hits 23%)
(different version of the same combo):
spear-2-3-u+4-u+4-d+2-b+4 (8 hits 23%)

spear-4-u+4-u+4-qcs-sm (5 hits 21%)

there are tons of defenseive combos that scorpion has


puc: spear-2-3-u+4-u+4-d+2-taunt (7 hits 22%)

spear-4-b+4-taunt (3 hits 18%)

spear-2-3-b+1-taunt (5 hits 21%)
(can also be used as a dfc)



spear-2-3-u+4-u+4-qcs-qcs-4-1-1-3 (10 hits 24%)


hmmmmm. sounds like i didnt.
like i said. i never said garenteed so stop saying i did. i said if you were fast enough you could attack them. and by fast enough i meant your reaction time to how the opponent blocks. if your fast enough you can get a few extra hit in depending on your reaction times and mix ups.
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mavado139
06/14/2003 05:18 PM (UTC)
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_JRF_ whois inthat picture it looks like the Iron Monk from Tao Fang.
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