the most useless special moves in each MK
2D Kombat Klassics
Pages: 1
the most useless special moves in each MK
0
posted05/13/2004 06:11 PM (UTC)by

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)
Which special moves are dumb, impractical, or otherwise just useless? I figure it'd be cool to list them all here. Plus, one man's useless move may turn out to be quite good in the hands of an expert - if so, feel free to educate.
MKII
-------------
Scorpion's leg trip - the only use I could ever figure out for it was to get out of Scorp's Victory Pose when doing the multiple babality glitch. I have a feeling the developers just felt pressure to make Scorpion feel "improved" for the sequel so they just threw an extra move in there. Note that he hasn't had this move in any games since.
Raiden's electric grab - just too hard to connect.
MK3
-----------------
Sindel's flying. It was more of a novelty, I think. I highly doubt you'll see this move used in a match with 2 exceptional players.
UMK3
--------------------
Kabal - Ground Saw. I recall using this pretty effectively in normal MK3, but in Ultimate they made the startup time ridiculous.
MK4
---------------
Jax - multi-throw. Instead of just freaking out on HP, it was a series of multiple button combinations that changed with each successive throw. Way too complex to be practical. It felt like Tekken or something.
MKII
-------------
Scorpion's leg trip - the only use I could ever figure out for it was to get out of Scorp's Victory Pose when doing the multiple babality glitch. I have a feeling the developers just felt pressure to make Scorpion feel "improved" for the sequel so they just threw an extra move in there. Note that he hasn't had this move in any games since.
Raiden's electric grab - just too hard to connect.
MK3
-----------------
Sindel's flying. It was more of a novelty, I think. I highly doubt you'll see this move used in a match with 2 exceptional players.
UMK3
--------------------
Kabal - Ground Saw. I recall using this pretty effectively in normal MK3, but in Ultimate they made the startup time ridiculous.
MK4
---------------
Jax - multi-throw. Instead of just freaking out on HP, it was a series of multiple button combinations that changed with each successive throw. Way too complex to be practical. It felt like Tekken or something.


About Me
0
MK1 - Sonya's ring toss... Not that it's useless, I just can't ever remember the combination when I need to.
MK2 - I think everyone agrees that it is Scorpion's leg toss... Pretty useless, but I found it to look pretty cool. I would be useful as hell in real life.
MK3/UMK3/MKT - Corax's flying throw thing... I hope you know what I'm talking aobut it's a two step move and requires hell of timing.
MK4 - Jax's multiple throw.
MK2 - I think everyone agrees that it is Scorpion's leg toss... Pretty useless, but I found it to look pretty cool. I would be useful as hell in real life.
MK3/UMK3/MKT - Corax's flying throw thing... I hope you know what I'm talking aobut it's a two step move and requires hell of timing.
MK4 - Jax's multiple throw.


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)
0
re: Cyrax's air throw
I know the one you're talking about; d,f+BL to initiate, and the opponent has to be airborne (if they aren't, the move won't come out and you'll just block). You fly towards them and then hit LP to throw. It is a really odd move, especially considering that they gave it to a guy who had a pretty robust moveset to begin with. It's not the most intuitive thing in the world, but I have found a couple of good uses for it.
-After blocking a move, if the guy bounces off you can juggle him with HP,HP, air throw
-After Crax's normal throw (pildriver) you can actually hit the air throw if you're quick enough (while the guy is still bouncing off the ground).
-I've caught people every now an then with it when they jump. Most people don't even know it's there, so you can really throw them off when you use this.
I know the one you're talking about; d,f+BL to initiate, and the opponent has to be airborne (if they aren't, the move won't come out and you'll just block). You fly towards them and then hit LP to throw. It is a really odd move, especially considering that they gave it to a guy who had a pretty robust moveset to begin with. It's not the most intuitive thing in the world, but I have found a couple of good uses for it.
-After blocking a move, if the guy bounces off you can juggle him with HP,HP, air throw
-After Crax's normal throw (pildriver) you can actually hit the air throw if you're quick enough (while the guy is still bouncing off the ground).
-I've caught people every now an then with it when they jump. Most people don't even know it's there, so you can really throw them off when you use this.
sub_zero_13 Wrote: MK1 - Sonya's ring toss... Not that it's useless, I just can't ever remember the combination when I need to. MK2 - I think everyone agrees that it is Scorpion's leg toss... Pretty useless, but I found it to look pretty cool. I would be useful as hell in real life. MK3/UMK3/MKT - Corax's flying throw thing... I hope you know what I'm talking aobut it's a two step move and requires hell of timing. MK4 - Jax's multiple throw. |
I agree with all of those moves. I've actually done the Leg take down in a fight.


About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
0
Bustuppa, try, HP, net, HP, net, HP HP or straight up jump kick, air throw, or HP HP net, JK air throw =)
Matt
Matt


About Me
0
No, no, I agree it's a good move, but unless you master it and have like super excellent reaction time, it is pretty difficult to use... That is why I consider it useless, because I never actually get around to using it.


About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
0
Oh, I was just suggesting an alternate, practical, more damage combo since he likes using it.
Matt
Matt


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)
0
So you can juggle with a jump kick, land, and THEN air throw him before he hits the ground? Damn! I gotta try that.
Just thought of a couple more:
UMK3 - Maybe I just didn't get how to use it, but Reptile's dashing elbow thingy seemed pretty useless.
MK4 - Reiko - that spinning move... basically just a dash.
MK5 - Mavado - that other special move that's basically just a dash
Just thought of a couple more:
UMK3 - Maybe I just didn't get how to use it, but Reptile's dashing elbow thingy seemed pretty useless.
MK4 - Reiko - that spinning move... basically just a dash.
MK5 - Mavado - that other special move that's basically just a dash
0
MK- I got to say Johnny Cage's Nut Punch.
MKII- Scorpion"s Leg Trip.
MK3- Kabal's Ground Saw.
UMK3- Ermac's Telekenetic Slam.
MK4- Uhh...Shinnok?
MKII- Scorpion"s Leg Trip.
MK3- Kabal's Ground Saw.
UMK3- Ermac's Telekenetic Slam.
MK4- Uhh...Shinnok?
MKI: Don't really think there were any.
MKII: Either Scorpion's leg toss, Raiden's electrocution (didn't even work against the CPU), or Reptile's force Ball (came out WAY too slow)
MK3: Kano's choke hold. Uh..no?
UMK3: Had to be Jade's return boomerang. Would always get hit out of it.
MK4/G:Kai's hand stance.
MKII: Either Scorpion's leg toss, Raiden's electrocution (didn't even work against the CPU), or Reptile's force Ball (came out WAY too slow)
MK3: Kano's choke hold. Uh..no?
UMK3: Had to be Jade's return boomerang. Would always get hit out of it.
MK4/G:Kai's hand stance.


About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
0
For the record, Ermac's TKS is probably one of the most useful moves in the game. All moves require timing, and this one inparticular follows fewer rules than any containment move.
1. Doesn't count as a hit.
2. Sets up perfect juggling height.
3. Can be used twice in a combo.
4. Does some damage.
5. Does not enable damage protection.
6. Can get people on the ground and in air.
7. Invisible range width and height wise.
8. Is the sole reason Ermac has over 20 100% corner combos.
Also, here is an example in game how to set up and use his Telekinetic Slam effectively. Notice the length of time Ermac is in control of the round.
Ermac 65% Damage Combo In a Match
Matt
1. Doesn't count as a hit.
2. Sets up perfect juggling height.
3. Can be used twice in a combo.
4. Does some damage.
5. Does not enable damage protection.
6. Can get people on the ground and in air.
7. Invisible range width and height wise.
8. Is the sole reason Ermac has over 20 100% corner combos.
Also, here is an example in game how to set up and use his Telekinetic Slam effectively. Notice the length of time Ermac is in control of the round.
Ermac 65% Damage Combo In a Match
Matt
MK1=Kano's Cannonball. I hated doing the full
circle motion thingy to get it to work.
MKII=Raiden's Electric Grasp=The only move that
Raiden could do in a 2 Player game if he was
close to his opponent, and pulling it off was
quite difficult to catch someone in it.
MK3=Motaro's Multiple Fireballs=I hated when the
CPU just sat there and threw what I think is
6 fireballs in a row. The only thing to do
was Block.
UMK3=Jade's Invulnerability Shield=She always
seemed to have that thing on constantly.
MKT=Noob Saibot's Disabler=If he hits you with it
he'd always run in and knock you into next
Tues.
MK4=Shinnok's Impersonations=Pointless moves in
the game in my opinion. At least also let him
perform the impersonated fighter's finishers.
MKG=Sektor's Multiple Teleport Punch=It would
seem that the CPU loves cheating a lot in the
games from time to time.
MKDA=Every Move=Hardly, or little of any of the
original moves remained in the game.
circle motion thingy to get it to work.
MKII=Raiden's Electric Grasp=The only move that
Raiden could do in a 2 Player game if he was
close to his opponent, and pulling it off was
quite difficult to catch someone in it.
MK3=Motaro's Multiple Fireballs=I hated when the
CPU just sat there and threw what I think is
6 fireballs in a row. The only thing to do
was Block.
UMK3=Jade's Invulnerability Shield=She always
seemed to have that thing on constantly.
MKT=Noob Saibot's Disabler=If he hits you with it
he'd always run in and knock you into next
Tues.
MK4=Shinnok's Impersonations=Pointless moves in
the game in my opinion. At least also let him
perform the impersonated fighter's finishers.
MKG=Sektor's Multiple Teleport Punch=It would
seem that the CPU loves cheating a lot in the
games from time to time.
MKDA=Every Move=Hardly, or little of any of the
original moves remained in the game.


About Me
TheProphet, GGs my friend. Give'em Hell.
0
Some interesting choices thus far for the useless moves. I can understand one's like Cyrax's air throw and Sindel's flight being difficult to use unless you get quite good at them. Especially Sindel's flight since the only use I've found for it is her corner inf.
Ermac's TK Slam? The Most Useless? Wow, that is a shocking choice to me.
For Mk1 I can't pick any one move. There weren't a ton of moves, the game was much simpler then the later ones, and everybody's moves seemed pretty straight forward and useful to an extent.
MK2, Scorpion's leg grab. I would have loved to find a use for it. I tried, but it just didn't happen.
MK3, I would say a toss up between Kabal's groundblade and Sheeva's ground stomp. Both had uses every now and then, but in general I didn't think they were very good.
UMK3, I can't pick a useless move for the UMK3 exclusive characters. If anything I'd pick Scorpion as a useless character since Smoke is Scorpion, but better.
MK4, useless gameplay.
Ermac's TK Slam? The Most Useless? Wow, that is a shocking choice to me.
For Mk1 I can't pick any one move. There weren't a ton of moves, the game was much simpler then the later ones, and everybody's moves seemed pretty straight forward and useful to an extent.
MK2, Scorpion's leg grab. I would have loved to find a use for it. I tried, but it just didn't happen.
MK3, I would say a toss up between Kabal's groundblade and Sheeva's ground stomp. Both had uses every now and then, but in general I didn't think they were very good.
UMK3, I can't pick a useless move for the UMK3 exclusive characters. If anything I'd pick Scorpion as a useless character since Smoke is Scorpion, but better.
MK4, useless gameplay.


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)
0
dreemernj Wrote: UMK3, I can't pick a useless move for the UMK3 exclusive characters. If anything I'd pick Scorpion as a useless character since Smoke is Scorpion, but better. |
At least MKT addressed this somewhat by adding a front teleport punch for Scorpion. In my opinion that added a lot to his playability. You can actually combo the front teleport punch right after the normal teleport punch... still not sure if this makes up for Smoke's launcher combos but at least it's something. I agree with what someone said in a different thread, that they probably should have taken away Smoke's air throw to balance him out more with Scorpion. Oh well.

0
MK1: Johnnys Nut Punch, its not really a useless move, but against an good opponent its the hardest to hit with I think.
MK2: I agree with Scorps Legthrow, you can use it as a weak anti air counter when the opponent is nearly on the ground, but it only counter weak kicks and its not a safe/damaging counter.
MK3/UMK3: Maybe Stryker,s Nightstick Trip, its slow and I never see that someone use this in real kombat efectivly.
MK2: I agree with Scorps Legthrow, you can use it as a weak anti air counter when the opponent is nearly on the ground, but it only counter weak kicks and its not a safe/damaging counter.
MK3/UMK3: Maybe Stryker,s Nightstick Trip, its slow and I never see that someone use this in real kombat efectivly.


About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
0
BustaUppa Wrote: I agree with what someone said in a different thread, that they probably should have taken away Smoke's air throw to balance him out more with Scorpion. |
I said that. =)


About Me
TheProphet, GGs my friend. Give'em Hell.
0
BustaUppa Wrote: dreemernj Wrote: UMK3, I can't pick a useless move for the UMK3 exclusive characters. If anything I'd pick Scorpion as a useless character since Smoke is Scorpion, but better. At least MKT addressed this somewhat by adding a front teleport punch for Scorpion. In my opinion that added a lot to his playability. You can actually combo the front teleport punch right after the normal teleport punch... still not sure if this makes up for Smoke's launcher combos but at least it's something. I agree with what someone said in a different thread, that they probably should have taken away Smoke's air throw to balance him out more with Scorpion. Oh well. |
Yeah, I think that added a new aspect to Scorpion in MKT and gave him some validation for not having the combos that Smoke has. Still, its not enough in my opinion since the damage protection from the teleports limits its impact on the gameplay. Still, teleport-fests are fun (Scorpion and Ermac, Scorp, or Smoke in a two man team against a similar team with low damage on).


About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
0
I think they are referring to her flight move, B, B, F HK, and you are referring to her air fireball, D-F LK in air, which in a sense keeps her in air extra time and she is almost in what one would consider flight. The air fireball is useful to an extent, not against teleporters however, and people who can predict an air fireball. It's good to use to fake a jump kick in, so the person will attempt to counter the jump kick, and then do the fireball to hit them out of their HK, roundhouse, or uppercut. I don't recall using her flight move in the matches featuring Sindel, but there were air fireballs, let us know what you meant.
Matt
Matt
Pages: 1
© 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.