Spear combo for scorpion
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posted02/24/2004 06:10 PM (UTC)by
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KUNGKING
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02/16/2004 12:50 AM (UTC)
Most of you can already do this but for those of you that cant its a pretty cool combo. its a little tricky to pull off and it really doesnt give out alot of damage but its cool to do. start out in Hapkido and do his pop up kick (up,0) then throw his spear. you might miss the first couple of times but youll get it. after you spear him you can do what you want but for some reason i cant get more than 20% damage. you can also do this with his sword.
Yeah, you need to land the jump kick really low. Like kick their shins. Then you can catch the opponent in the air with the spear.

It's pretty cool, but kind of hard to do.
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KUNGKING
02/17/2004 07:42 PM (UTC)
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I didnt try the jump kick i will though, but i was talking about just a pop-up kick
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
02/19/2004 03:23 AM (UTC)
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You can't get above 20% off a spear? Can't you do any style branch combos? Just a spear and 22CS2CS113 is more than 20%.

(Hapkido) U+4, Spear, 2,2,CS,2,CS,1,1,3, 3, CS,3,B+1, Hellfire does 32%

His most damaging combo is:
Spear, (Ninja Sword) 1,3, 4,1,1,3 at 38%

Don't argue about anything higher, it's been debated and tested...anything higher is ESCAPABLE.
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Satyagraha
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02/19/2004 06:23 AM (UTC)
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http://www.mortalkombatonline.com/content/forum/showmessage.cds?name=mkda&message;=9622
The spear off a deep hop kick is side wall floater situational ONLY. It's not guaranteed off a non-situational DHK. It's highly impractical in match play, also. Though, it's old school, and I'm all about old school.
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KUNGKING
02/19/2004 11:10 PM (UTC)
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im not talking about a hop kick im talking about a normal pop-up kick (up,0) then when they r in the air throw your spear. trust me it works and i use it alot
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Satyagraha
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02/20/2004 01:56 AM (UTC)
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^^^ oh, yah, i know what your saying about the u+4 to spear. no worries, dude. I'm just putting in a little info regarding the DHK to spear.

I can do the Deep hop kick in the middle of the ring, and catch the opponent in the air with the spear.

If you time it perfectly it counts as a 2 hit combo and I think it's unescapable.

so if you do it right Jump Kick, spear, punch.

just press punch once, and it will say 3hit combo on the screen.

You can catch them in the air a little later, but then they can block it and it doesn't count as a 2 hit combo.

It has to be perfect.

If you get the spear in with perfect timing, then you do the long style branch.
22L2L113, then 3. The last hit 3 will not juggle again, your opponent falls to the ground like after a 3rd juggle hit.

It will say on screen 11 hit's 38% damage, but its very hard to pull off.

It’s also impractical because almost every time I try it I get hit before the kick lands.
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Konqrr
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02/22/2004 04:05 AM (UTC)
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If you're not at a perfect angle with the wall (so they don't bounce off of it) then they can block the spear.
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Shinnox
02/23/2004 06:12 PM (UTC)
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Konqrr Wrote:
You can't get above 20% off a spear? Can't you do any style branch combos? Just a spear and 22CS2CS113 is more than 20%.

(Hapkido) U+4, Spear, 2,2,CS,2,CS,1,1,3, 3, CS,3,B+1, Hellfire does 32%

His most damaging combo is:
Spear, (Ninja Sword) 1,3, 4,1,1,3 at 38%

Don't argue about anything higher, it's been debated and tested...anything higher is ESCAPABLE.


i can argue, his most damaging isnt 38%

its best used playing defense(clearly)

(hapkido)D+2-spear-4-U+4-CS-CS-4-1-1-3 8 hits 39%damage.
49% damage if opponent is in their weapon stance.
its not escapable. the only way to avoid it, is to not jump in at scorpion and never use your weapon, or youll eat it, lol.

also, the combo you provided can get massive damage on defense.
(hapkido)D+2-spear-CS-CS-1-3-4-1-1-3 (44% damage)
(55% if opponent is in his/her weapon stance).

these combos ARE NOT blockable and only work on defense aginst jumping attackers.
so, keep that in mind before you try to slam me saying "the spear can be blocked after the d+2"....yes it can..if you are standing...the keyword here is DEFENSE. when the opponent attempts to jump in at you, D+2 will knock them into the air away from you.
from there, just spear them out of the air and finish the combo...cake.
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
02/23/2004 06:58 PM (UTC)
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So when your opp. is jumping you aaD+2 them, then catch them with the spear?

I knew about how Anti Air (aa) does massive damage, but never gave much thought to really use it much. This opens whole new doors to big damage combos.

My mkda for PS2 is broken...but I'm buying another today so I can test some new combos.
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Shinnox
02/23/2004 07:05 PM (UTC)
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Konqrr Wrote:
So when your opp. is jumping you aaD+2 them, then catch them with the spear?

I knew about how Anti Air (aa) does massive damage, but never gave much thought to really use it much. This opens whole new doors to big damage combos.

My mkda for PS2 is broken...but I'm buying another today so I can test some new combos.


no, it doesnt open the doors, it kicks the fuckers down, lol.

every character has good dc damage. (you call it aa..anti air, ive always called it dc..defense combo) thats why i could help but laugh when people would call me crazy for saying scorpion can do over 50%...

how did your mkda get broken?????? in my book, thats a sin, lol.

this games damage goes deeper than what people realize.
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
02/23/2004 08:00 PM (UTC)
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I think my kids got hold of it as it has some scuffs on the bottom...I cleaned the hell out of it but to no avail. I have games in worse shape and they work fine. I mean DA loads up fine...once I press start on the memcard screen, all the PS2 does is make loud loading sounds like it can't read the disc. I let it go for 20 minutes too LOL

I call it Anti Air because it makes more sense to me, they are in the air and I hit them out of it.
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Versatile
02/23/2004 08:19 PM (UTC)
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Yay as if we need more ways to break Scorpion! WOO HOO!

I say next time there's ever an MKDA tournament we ban Scorp,Bo and Reptile.
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Konqrr
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MKII is a Glorified RPG...Turn Based Chip Damage!
02/24/2004 04:46 AM (UTC)
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scorpio Wrote:
(Hapkido) D+2-Spear-4-U+4-CS-CS-4-1-1-3
8 hits 39% Damage. Its not escapable.


After extensive testing, this combo is not possible. I'll tell you why...you can only do three launcher/anti air moves before your opponent is floored and the combo ends (not counting corner combos). The initial D+2 counts as one of those three hits. This particular combo is finished once any launcher hits after the spear.

I don't know how you are getting these combos to work Scorpio, please explain...
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Shinnox
02/24/2004 06:10 PM (UTC)
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Konqrr Wrote:
scorpio Wrote:
(Hapkido) D+2-Spear-4-U+4-CS-CS-4-1-1-3
8 hits 39% Damage. Its not escapable.

After extensive testing, this combo is not possible. I'll tell you why...you can only do three launcher/anti air moves before your opponent is floored and the combo ends (not counting corner combos). The initial D+2 counts as one of those three hits. This particular combo is finished once any launcher hits after the spear.

I don't know how you are getting these combos to work Scorpio, please explain...


you have to time your d+2 and time your spear perfectly. make sure you d+2 either when the opponent is just taking off, or getting ready to land. then just before they hit the ground, spear.
if you wait to long, it will be counted as a juggle, your opponent will be able to block it, or you will miss your opponent entirely.

if you do it to soon, it counts the d+2 and the spear as juggles, but theres a glitch due to timing that allows you to continue the combo and only count the "u+4-cs-cs-4-1-1-3" as the actual juggle.

theres a lot of glitch combos like that..theres a lot of basic moves to do like this as well..like scorpions "sliding combo"..if you jump in, timing your jump, as well as your attack, (hapkido: 2-3-u+4) scorpion slides across the screen while doing the combo.

theres a lot of other things im figuring out as well. glitches rule, lol.
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