The CPU behavior in MKII
0
posted04/27/2004 09:05 PM (UTC)by
Avatar
BustaUppa
Avatar
About Me

AIM BustaUppa if you're up for some Kaillera (after 6 PM Eastern... can't slack off THAT much while I'm at work)

Member Since
03/19/2004 03:53 PM (UTC)
Reading these forums has openend my eyes to a lot of the finer details of the old MK games. I figured some of you experts could add to my understanding of the basic AI patterns in MKII. I guess what I'll do is post how I usually play against the computer, and ya'll could add your own strategies and patterns of the AI behavior.

First opponent you can usually just crouch, wait, and uppercut.

Second and third I just jump back, then jump kick forward. I'll throw in a few sweeps now and then, or do a turnaround jumpkick combo if I feel creative.

Around the fourth opponent is where I start using the patterns. I usually crouch and let them walk up to me. When they get close to me (before the CPU throw range) I jump back. The computer stands still for a second, then jumps forward without attacking. By then I've already landed, so I have my choice of attack to nail them with on the way down. I basically just use that tactic until I get up to Kintaro. I've noticed, however, that this method only works on the Player 1 side (the CPU will kick you when you try to jump back on the P2 side). Also, it doesn't seem to work with certain characters (Liu Kang, female ninjas, a few others).

One other pattern I use sporadically is to jump at the CPU right after uppercutting them, and do a late kick. They will either A) take the jumpkick, which opens up a juggle, or B) block your jumpkick and throw a projectile (which you can just block and then uppercut, and start the process again). This is actually the only way I've been able to beat Smoke.

Are these the techniques you guys use, or are there some other reliable patterns you work on? I'm sure I'll be able to learn some new things here.
Avatar
Shadaloo
Avatar
About Me
MK Khronology: 58.49% complete...
04/26/2004 07:40 PM (UTC)
0
I basically just use the jump-back pattern up until Kintaro. Then I usually die and pick Kitana. He's a sucker for her fan lift. She's easiest to take him down with, although there are others who can stand a fair chance, Baraka for one. But lord help you if you're using Reptile or Sub-Zero.

The jump-back pattern is MKII's most reliable tool. I don't know many others. But as for MKIII-MKT, I have dozens, may favorite being the jump back kick-projectile-teleport pattern. Basically, jump back, and stick out a kick just before you hit the ground. They'll usually toss one off at you, giving you ample time to teleport behind them (if your character has one), and attack. there are some really tasty scharacter-specific patterns I use:

Noob Saibot: Jump back kickX2. Let the block disabler hit once, and watch as he disables his own blocking on the second shot.

Cyrax: Toss a projectile, he'll teleport behind you. Block the plasma net he'll fire, and wail away.

Sub-Zero (unmasked): Walk forward and use an early jump kick. He'll try to use an ice shower, and get hit. Repeat until death.

Kabal: Same as subbie, but he'll try to use an air fireball. He'll take the hit if you're close enough.

Jax: For some inexplicable reason, he likes to use the ground pound as you jump towards him. >_<

Goro: Run up to him and duck. He'll swing, and miss. Repeat until death.

Rain: If he knocks you down with a jump kick, he'll always try to use 2 consecutive lightning blasts. The time frame is tight, but you can block the first and jump towards him as he does the second.

Kintaro: Jump kick (it will be blocked), and immediately fire off a projectile. It'll hit as he tries to hit you.

And of course, when playing as Rain, fire off a control ball. No one ever even blocks it. They ALWAYS take the hit.

Sorry I turned this into MKIII AI discussion, but that's my forte, not MK II.
Avatar
Nikodemus
04/26/2004 09:45 PM (UTC)
0
There are different paterns when using different people. I know the Ninja's, and Baraka can use the jump away pattern without getting burned but if you use Raiden, Kitana...etc the computer will automatically launch a projectile that will hit you as you land from the jump.
BustaUppa Wrote:
Reading these forums has openend my eyes to a lot of the finer details of the old MK games. I figured some of you experts could add to my understanding of the basic AI patterns in MKII. I guess what I'll do is post how I usually play against the computer, and ya'll could add your own strategies and patterns of the AI behavior.

First opponent you can usually just crouch, wait, and uppercut.

Second and third I just jump back, then jump kick forward. I'll throw in a few sweeps now and then, or do a turnaround jumpkick combo if I feel creative.

Around the fourth opponent is where I start using the patterns. I usually crouch and let them walk up to me. When they get close to me (before the CPU throw range) I jump back. The computer stands still for a second, then jumps forward without attacking. By then I've already landed, so I have my choice of attack to nail them with on the way down. I basically just use that tactic until I get up to Kintaro. I've noticed, however, that this method only works on the Player 1 side (the CPU will kick you when you try to jump back on the P2 side). Also, it doesn't seem to work with certain characters (Liu Kang, female ninjas, a few others).

One other pattern I use sporadically is to jump at the CPU right after uppercutting them, and do a late kick. They will either A) take the jumpkick, which opens up a juggle, or B) block your jumpkick and throw a projectile (which you can just block and then uppercut, and start the process again). This is actually the only way I've been able to beat Smoke.

Are these the techniques you guys use, or are there some other reliable patterns you work on? I'm sure I'll be able to learn some new things here.

Avatar
BustaUppa
Avatar
About Me

AIM BustaUppa if you're up for some Kaillera (after 6 PM Eastern... can't slack off THAT much while I'm at work)

04/27/2004 02:32 PM (UTC)
0
Sweet, Shadaloo, I'm gonna copy this thread and try some of those MK3 patterns at home. I can play the MKII CPU opponents like a fiddle but I've always been jaded over the 1P modes in MKT and UMK3. Maybe now I can get somewhere!
Avatar
Shadaloo
Avatar
About Me
MK Khronology: 58.49% complete...
04/27/2004 09:05 PM (UTC)
0
Glad I could help. Here's a couple more...

Liu Kang: Same as Kabal. Just get close enough, and jump in with an early kick to snuff his air fireball.

MKII Jax: See above. Knock him out of his air wave.

Kung Lao : Same as MK3 Jax. He'll toss a hat when you jump at him. Feel free to abuse him after you've cleared it.

Shao Kahn: Best advice I can offer is to immediately begin backing away at the beginning of the match. If he charges forward, he'll stop just in front of you. Anything else you can duck under.

When playing as Kitana, it's ultra-cheesy, but you can use her throw ad infinitum to win matches. They land so close, you can grab them again as they're on the ground. Kinda makes up for the fact she's probably MKT's worst character.

When fighting Kano with either Sub-Zero, use a freeze. He'll duck, but it WILL freeze him, for whatever reason. This may work against Sheeva, too.

If you can knock an enemy down at mid-range, immediately jump up. They'll attempt a jump-kick, but you should have time to land first and high-kick them out of the air, alloting time to jump up again and repaet the process. You can do this maybe 3 or 4 times in a row, depending on your character, works great if you're using Sheeva.

Vague/uncertain things:

It appears that if you can get Motaro cornered, hit him with a small auto-combo, and walk forward, you can hit him again as he tries to hit you. This doesn't always work for me, it might be character specific.

Against Cyber-Smoke and Sektor, jump kicking forward triggers a teleport punch. There's a way to make them miss, but I haven't mastered the timing yet.

No character-specific patterns developed for Masked Sub-Zero yet. He's not entirely stupid, except for the backwards JK thing.
Pages: 1
Discord
Twitch
Twitter
YouTube
Facebook
Privacy Policy
© 1998-2025 Shadow Knight Media, LLC. All rights reserved. Mortal Kombat, the dragon logo and all character names are trademarks and copyright of Warner Bros. Entertainment Inc.