Character strategy guides/Anti-Character guides (Added 04/06/06 - Anti-Kabal, Baraka)
Well, this thread will serve a few purposes. First, it will ensure that the in depth and useful strategy guides that are posted do no become lost in the madness that is the MK: Deception forum. This thread may tend to get somewhat jumbled, but please bear with it until another proper form of solution can be reached.
Secondly, this thread will keep the discussion within the strategy guides themselves alive. After becoming buried under other threads, the discussion will obviously die forever or the thread would be closed due to bumping issues. Hopefully, the discussion within these other threads can be taken here while the links to the guides remain for all to see.
====================
The Guides
Ashrah - by GaelX
Baraka - by KUTCHEZ/ThuggishRuggish
Baraka - by nsobo
Dairou - by m2dave
Darrius - by m2dave
Darrius - by VainQueur
Ermac - by Quik1320
Havik - by Konqrr
Havik - by Pighut
Hotaru - by BOMBSnFISTS
Jade - by wazzabi
Jade - by tgrant
Kabal - by nsobo
Kenshi - by Alexei09
Kira - by Alexei09
Kira - by VainQueur
Kobra - by KUTCHEZ
Li Mei - by Wicca
Liu Kang - by KUTCHEZ
Mileena -by danadbab
Noob-Smoke - by DooMsDaYoFNYC
Kabal - by VainQueur
Raiden - by Raidenwins
Sindel - by danadbab
Scorpion - by DooMsDaYoFNYC
Shujinko - by DooMsDaYoFNYC
Shujinko - by Nitekin
Sub-Zero - by Clockwork-Orange
Tanya - by hjs-Q
====================
====================
The Anti-Guides
Anti-Dariou - by m2dave
Anti-Kabal - by VainQueur
Also, the authors could/should repost the guides in this thread itself, for those too lazy to click on links. It's not necessary to post your guide in a thread either... if you'd rather present them only in this thread that won't be a problem.
If you have a guide you'd like to see added, please post within this thread and link me to it or send me a personal request.
Secondly, this thread will keep the discussion within the strategy guides themselves alive. After becoming buried under other threads, the discussion will obviously die forever or the thread would be closed due to bumping issues. Hopefully, the discussion within these other threads can be taken here while the links to the guides remain for all to see.
====================
The Guides
Ashrah - by GaelX
Baraka - by KUTCHEZ/ThuggishRuggish
Baraka - by nsobo
Dairou - by m2dave
Darrius - by m2dave
Darrius - by VainQueur
Ermac - by Quik1320
Havik - by Konqrr
Havik - by Pighut
Hotaru - by BOMBSnFISTS
Jade - by wazzabi
Jade - by tgrant
Kabal - by nsobo
Kenshi - by Alexei09
Kira - by Alexei09
Kira - by VainQueur
Kobra - by KUTCHEZ
Li Mei - by Wicca
Liu Kang - by KUTCHEZ
Mileena -by danadbab
Noob-Smoke - by DooMsDaYoFNYC
Kabal - by VainQueur
Raiden - by Raidenwins
Sindel - by danadbab
Scorpion - by DooMsDaYoFNYC
Shujinko - by DooMsDaYoFNYC
Shujinko - by Nitekin
Sub-Zero - by Clockwork-Orange
Tanya - by hjs-Q
====================
====================
The Anti-Guides
Anti-Dariou - by m2dave
Anti-Kabal - by VainQueur
Also, the authors could/should repost the guides in this thread itself, for those too lazy to click on links. It's not necessary to post your guide in a thread either... if you'd rather present them only in this thread that won't be a problem.
If you have a guide you'd like to see added, please post within this thread and link me to it or send me a personal request.


About Me

0
I decided to make this guide because a lot of people have asked me questions about playing with Noob-Smoke. I am not going to toot my own horn, but some people say that I am the best Noob-Smoke online. I personally dont agree, because I know of one (ONLY ONE) person who has a better Noob-Smoke than I do, and that's OA-NOOBE. I give him his credit.
Now, regarding this particular thread, since I am the one starting it, I reserve the right to ask the moderators to close it at my discretion.
MODS - I want this thread closed if:
1) People come on here yelling at me because they dont think I'm good with Noob-Smoke. Their opinions do not matter, this is the best guide for Noob-Smoke that will ever be released.
2) People who come here trying to challenge me. I am not posting this because I want or need any new enemies who want to"beat the great Noob-Smoke".
3) People decide to start flaming each other, insulting each other, or just flat out start shit-talking.
Those are my three rules. If you don't obey them, I will request that this thread be
shut down."Now, we come to it at last; the great battle of our time!"
|Gandalf The White|
In my personal opinion, Noob-Smoke is the highest of the top tiers for a lot of reasons. Some will argue that he is only good because of the fact that he has 6 different infinites. Others will argue that in their opinions, he isnt the best because Bo Rai Cho is the best, according to the list. I will explain literally every single detail about both Noob and Smoke. Every detail down to the science, but first, let me give you a little background about me and my game-play.
I originated on the PS2 version of this game, simply because it was free and I hated the XBOX controller. I started playing the day this game came out, and at that time, I only used Scorpion. Damn that was about to change. I started to try and find my niche, and see who I thought I had beginner's skill with, and that took me onto Noob-Smoke. I chose him because of the way he made me feel when I played him against the computer.
You all know what I am talking about; The first time you played the computers Noob-Smoke, and he started switching up on you and doing those sick combos, he made you panic because you did not know what to expect. It was that panic that got me hooked on Noob-Smoke.
I have played well over 3,000 games on the PS2 alone using ONLY Noob-Smoke. I decided to learn this character inside and out, learn his recovery times for certain combos and moves, learn the way he reacted to certain hits, learn hit reaction to the frame rate, study how the character reacted to an opponent with a lag, study his high hits, and his low hits, and his hi/lo mix-ups. I studied everything about this character, and eventually realized that he was an elite character when I started doing a combo that even if my opponent has breakers, cannot be broken. Once this combo came along, it changed my whole opinion even more, and made me thirsty for knowledge.
Here is the examination of these characters.
Smoke
The first move that you NEED to learn is his U+4. This move will set up TONS of combos in the future, and just make the game a lot easier. It hits mid, so when they crouch down, or crouch down and block, this hit will catch them, and juggle them into the air, setting them up for other combos.
The next move you need to master is B+1. This move is UN-TECHABLE, which means that if the opponent has breakers, it will not matter, because this move cannot be broken. Smoke has a TON of moves like this. I will go into that later. This move also hits mid, so once again, if they crouch down or crouch and block, it will catch them. This is an EXCEPTIONAL move, because immediately after this move, you can walk up to them, sidestep (press Up or Down), and get a FREE throw. (100% un-block able throw). This move appears also in Noobs game-play. Noob has a combo that goes: 1, 1, CS. When you press CS, Noob switched into Smoke, and the move that comes out is AUTOMATICALLY Smokes B+1. Learn this move inside and out.
The next move needed to have a successful Smoke, is his actual Smoke Cloud. You do this by pressing U,D+1. This move is SUPER fast, and catches opponents off guard if times right. It has two purposes; tricking your opponent, and/or keeping them away from you so you can have a second or two to think about your next move. This can either be a wall AGAINST your opponent, or a wall to TRAP your opponent in the corner and not let them out.
Last move that matters with Smoke is the Dark Assassin. (D,B+2). This move is good to use in custom combos, and very rarely catches your opponent during regular game-play.
Honestly, as a user of Smoke, his programmed combos are as useless as tits on a bullfrog. They are slow, breakable, and easy to predict.
NOTE: Smoke is the SLOWER of the two. He is only good if played in an AGGRESSIVE style. People who do nothing but hide behind smoke clouds often get ambushed and ambushed badly.
A lot of people will ask, so below, I will post some custom combos that are COMPLETELY effective.
30% Damage, ends with Smokes plant move, B+1.
Throw, Teleport Punch (F,F+4), Dark Assassin (D,B+2), B+1
Note: You can walk up, sidestep, and get a free throw after this combo.
50/50 Mix-Ups;
Noob-Smoke is the KING of 50/50 Mix-Ups. What a 50/50 mix-up is, essentially, is a guessing game. You get up close and personal to your opponent, and you make him GUESS if you are going to hit him high, or low. In essence, if he thinks you will hit him high, he will BLOCK high, allowing him to be THROWN. If he thinks that you will hit him LOW, he will crouch down, and block LOW. In this case, press U+4 and combo of your choice, OR B+1, combo of your choice.
Some of my favorite 50/50s with Smoke are:
55% Damage, ends with Smokes plant move, B+1.
Throw, Teleport Punch (F,F+4), Dark Assassin (D,B+2), B+1, Sidestep, Free Throw, Teleport Punch (F,F+4), Dark Assassin (D,B+2), B+1
Note: This is considered an infinite by some. People will hate you if you use this combo.
30%, followed by another 30%, ends with Smokes B+1 plant move
Teleport Punch (F,F+4), Dark Assassin (D,B+2), B+1, Walk Up, IF THEY BLOCK LOW U+4, Dark Assassin (D,B+2), B+1, walk up, and use your own 50/50 from this point.
85% Combo, SOME could consider it an infinite because of all the free throws
Throw, Teleport Punch (F,F+4), Dark Assassin (D,B+2), B+1, DEEP Jump Kick, Free Throw, Teleport Punch (F,F+4), Dark Assassin (D,B+2), B+1, Sidestep, Free Throw, B+1
Now, two other moves that Smoke has are lethal. These are what are considered his poke moves;
D+1, this is a crouching punch that knocked your opponent away slightly. It hits LOW. If your opponent is in a corner, and you successfully hit them with the D+1, you can get a GUARANTEED free throw.
D+3, this is a sort of sliding sweep kick that is VERY fast, hits low, but is slightly slower than the D+1.
Now, here is the deal with the above mentioned two moves; if your opponent is blocking HIGH, the D+1 will hit him and be successful. Another good move to try automatically after this D+1 is a throw, as I said. After the throw, you can do the above mentioned 30% combo on them.
Using the D+3, I would suggest only using this move after a successful D+1 connects. For some reason, people have problems blocking low and mid, so these hits usually always work. But ONLY USE THIS TACTIC if your opponent is trapped in a corner!
If they are in a corner, try to do this 'combo':
D+1, D+1, D+1, D+3, Throw
Basically you are repeating the D+1, and when they try to escape from it, they will either sidestep, or try to attack you. Either way, the D+1 is fast and will stop their sidestep AND their attack. If you successfully hit them with the D+3, it makes them stumble forward, as if they just tripped on something while walking. They will be on their hands and knees, and because of this animation, if you immediately throw after the D+3 connects, you get ANOTHER free throw, which you can combo off of.
Some strategies with Smoke:
Rush them. Quickly get as close as possible to them, as if your about to attack, and then QUICKLY do a smoke cloud. What will most likely happen is they will attack you trying to stop your rush, and their attack will force them RIGHT INTO the smoke cloud, which you can then combo off of.
If they are trapped in the corner, use my above mentioned method: D+1 a lot, and if you successfully connect with one, TAKE THE FREE THROW and combo after it.
If you EVER see your opponent blocking low, QUICKLY hit them with U+4, and do a combo.
If you want to take HIGH damage and you see them blocking low, use Smokes B+1. This will plant them, walk up, sidestep, get the free throw, and do whatever combos you see fit.
Stay away from certain characters. If you see that your opponent has significantly more energy than you, throw out a lot of smoke clouds, and hide behind them. Time them correctly, and you will eventually catch them in one of them, and then combo your ass off.
When Smoke is knocked down, he can do an auto-recovery move as he gets up. TIME IT CORRECTLY; AS your standing up, do his Smoke cloud. This move is so fast that I have done in IN THE MIDDLE of my opponents combo. Mess with it, use timing.
If you see that your opponent keeps on rushing you, start to use a lot of poke moves, namely the D+1, and D+3. The D+3 has a longer range than the D+1, and will usually stun your opponent, and take them off the offense, and put them onto the defense when you charge them after you connect with the D+3.
MIX UP the 50/50s with Smoke! After you do the B+1 move, walk up, sidestep and throw a lot. If you do this enough, you will train your opponent, and they will automatically start to block low. PURPOSEFULLY let them block low once. They will think they are the smartest thing around, and then you can hit them with U+4, Dark Assassin (D,B+2), B+1, and repeat.
Train yourself: The second you see them blocking low, press U+4 and combo. Train yourself. The SECOND you see them blocking high, Throw them, and combo. Its a win/win situation.
And now, we move onto:
Noob:
Noob is so fast that it is retarded. He has an AWESOME combo that is so fast most people can not break it in time. That combo is: 1, 1, CS, which brings in Smoke, and read the entire section above for moves with Smoke. When Smoke comes in, he automatically connects with the B+1 move, so you can sidestep/throw until your heart is content.
Noob is ALSO an extremely good hi/lo competitor, but he IS the weaker of the two, even though he is still VERY strong.
The first move you need to learn with Noob is simply, 4.
When you press 4, they have to be blocking low, crouching, or not blocking at all. He smacks them down to the ground, where they bounce up and you can juggle them.
IMMEDIATELY follow up 4 with ANY of the following moves:
F+1 > This is a plant move, and gives you time to keep on charging them, and making them guess whats coming next.
Or
D,B+2 > After you connect with the 4, immediately do this move. Its ALSO a plant maneuver, and after this move, you can SIDESTEP and get ANOTHER free throw. (Yes, Noob has them too.)
Or
D+2 > This is a very fast uppercut that also is un-techable, and gives you time to keep charging them by the time they hit the floor.
Do all of these in a corner, and your God.
The next move to learn with Noob is D+4. This is very much like Smokes D+1, but with the effects of Smokes D+3. This move is VERY fast, hits LOW, and stops the opponent dead in their tracks. No one ever expects to be hit by this move for some reason.
Corner Traps:
Noob is truly a corner trapping character. Here, his speed, hi/lo game, and mind-fucks come into play.
When your opponent is in a corner, keep on using the 4, and D+4 as freely as you can. Personally, I always alternate. When I trap my opponent in the corner, I look for two things: The opening to throw them, and the opening to hit them with 4.
If I connect with 4, I will immediately press:
F+1. . . D+4, 4... D,B+2
What that does is this:
After you connect with the 4, they will bounce up. Press F+1, and it knocks them down again. Press D+4, because it will hit low, and after that, press 4 again. When they bounce up, press D,B+2, and it will PLANT them back on the floor.
Continue the above combo with this:
. . . Sidestep, Free Throw, D,B+2. . . (To be continued)
What this does is:
After you connect with the above mentioned combo, keep on with this. When you sidestep, you will guarantee yourself ANOTHER free throw. After that throw, you are GUARANTEED to connect with a D,B+2 if your opponent is in the corner.
Continue the above 2 combos with this:
Sidestep, Throw, 2, 1, 3. . . B+3
What this does is:
After you connect with the above mentioned combos, keep on with this. Sidestep, get ANOTHER free throw, and IMMEDIATELY press 2, 1, 3.. This is what is called a GLITCH combo. It is a glitch, because with Noob, if you throw your opponent in a corner, and press those buttons, they will connect and do MORE DAMAGE because it is still technically connected to the throw. Immediately AFTER you connect with the 2, 1, 3 combo, press B+3. Noob will rush forward with a LOW powerful kick that is GUARANTEED to connect with your opponent after the 2,1,3 combo in the corner.
Noob, explained.
Noob, though fast and powerful, is one ENORMOUS glitch. This entire character is a glitch. He has TWO infinites alone, has 3 corner GLITCH combos, and a bunch of other moves that arent supposed to be there.
Examples:
D,B+2, Sidestep, Free Throw
Throw (Anywhere on stage), F,F+3 (into Smoke) Guaranteed hit.
(Corner) Throw, GUARANTEED D,B+2. Sidestep, FREE THROW, ANOTHER guaranteed D,B+2.
There are many, but those are the best known ones.
Noob is a corner-trap fighter, and isn not AS good as Smoke is when played center-stage. However, he is great with mind-fucks, and hi/lo games.
Strategies for Noob:
Every time you connect with 4, do D,B+2, Sidestep, Throw, F,F+3. This combo does A LOT of damage (About 45% altogether) but is breakable at 1 point: in the beginning, when you try the 4. Watch out for that.
After you connect with 4, press F+1. This is a un-techable combo, does about 17%.
If you see your opponent blocking LOW, you can ALSO press B+2. It is an uppercut move that takes 14% damage. Follow that up IMMEDIATELY by D,B+2, Sidestep, Free Throw, F, F+3. Another combo that does big damage.
Rush right up to your opponent, and then stand there for a split second; See what they do. If they block HIGH, throw them into F, F+3. If they block LOW, press 4, D,B+2, Sidestep, Free Throw into F,F+3.
If they block high, you can ALSO press D+4, and then try to follow it up by EITHER a 4 (if they block low) or a THROW (if they block high).
ANOTHER useful technique to use is as follows: Noobs invisibility. NORMALLY, do NOT use this feature unless you are an EXPERT Noob player, but in this instance, it is a GREAT mind fuck. Do this:
U,D+1 > When he turns invisible, he makes a nice, big noise. This noise is the whole reason this move was invented. DO NOT USE THIS MOVE WHEN CLOSE TO YOUR OPPONENT. Use it ONLY full screen away.
Invisible Strategy > The SECOND you turn invisible, even though your opponent KNOWS you are a full screen away, they will automatically block. This works 98% of the time. Once they realize, in that SPLIT second that they feel stupid for blocking, they will let go of the block button. You are counting on this. The SECOND you turn invisible, start pressing in the button commands for one of Noobs two teleport moves. Either F,F+3, or D,B+3. This will bring Smoke in, but 98% of the time, it will connect knocking the shit out of them unexpectedly.
If you connect with the F,F+3, immediately do the smoke cloud after this move connects. It will stun them when it hits, but not to a ton of damage. This is strictly a mind fuck move.
If you connect with the D,B+3 teleport, it will knock your opponent across the screen. IMMEDIATELY after connecting with that move, start pressing F,F+3, because no one hardly ever expects a SECOND teleport move to come in a row, and its usually connectable. Approximately 90% of the time it will connect.
This is the skinny of it, I hope that this guide has helped some of you, I know that a lot of this stuff is shit that hardly anyone knows, and I did the best I could to explain things and how they work. I also disclosed some of the most secret combos on this board, as literally only a few people know about them, and I would literally say less than 5. Me being one of them.
I pass this knowledge onto you, so that maybe people can stop hating on Noob-Smoke, and realize that he is one of the best characters in the game, and one of the most talented with hi/lo and 50/50. If anyone has any questions about this guide, please feel free PM me or send me an IM, I will answer any and all questions that you may have for me.
My AIM/AOL name is: DooMsDaY oF NYC
Please, leave all feedback and comments in this thread, and RESPECT THE RULES I MENTIONED above. If you do not, I will request that the mods close this thread, and completely remove it from the forums.
Thanks, and have fun dominating your competition.
Now, regarding this particular thread, since I am the one starting it, I reserve the right to ask the moderators to close it at my discretion.
MODS - I want this thread closed if:
1) People come on here yelling at me because they dont think I'm good with Noob-Smoke. Their opinions do not matter, this is the best guide for Noob-Smoke that will ever be released.
2) People who come here trying to challenge me. I am not posting this because I want or need any new enemies who want to"beat the great Noob-Smoke".
3) People decide to start flaming each other, insulting each other, or just flat out start shit-talking.
Those are my three rules. If you don't obey them, I will request that this thread be
shut down."Now, we come to it at last; the great battle of our time!"
|Gandalf The White|
In my personal opinion, Noob-Smoke is the highest of the top tiers for a lot of reasons. Some will argue that he is only good because of the fact that he has 6 different infinites. Others will argue that in their opinions, he isnt the best because Bo Rai Cho is the best, according to the list. I will explain literally every single detail about both Noob and Smoke. Every detail down to the science, but first, let me give you a little background about me and my game-play.
I originated on the PS2 version of this game, simply because it was free and I hated the XBOX controller. I started playing the day this game came out, and at that time, I only used Scorpion. Damn that was about to change. I started to try and find my niche, and see who I thought I had beginner's skill with, and that took me onto Noob-Smoke. I chose him because of the way he made me feel when I played him against the computer.
You all know what I am talking about; The first time you played the computers Noob-Smoke, and he started switching up on you and doing those sick combos, he made you panic because you did not know what to expect. It was that panic that got me hooked on Noob-Smoke.
I have played well over 3,000 games on the PS2 alone using ONLY Noob-Smoke. I decided to learn this character inside and out, learn his recovery times for certain combos and moves, learn the way he reacted to certain hits, learn hit reaction to the frame rate, study how the character reacted to an opponent with a lag, study his high hits, and his low hits, and his hi/lo mix-ups. I studied everything about this character, and eventually realized that he was an elite character when I started doing a combo that even if my opponent has breakers, cannot be broken. Once this combo came along, it changed my whole opinion even more, and made me thirsty for knowledge.
Here is the examination of these characters.
Smoke
The first move that you NEED to learn is his U+4. This move will set up TONS of combos in the future, and just make the game a lot easier. It hits mid, so when they crouch down, or crouch down and block, this hit will catch them, and juggle them into the air, setting them up for other combos.
The next move you need to master is B+1. This move is UN-TECHABLE, which means that if the opponent has breakers, it will not matter, because this move cannot be broken. Smoke has a TON of moves like this. I will go into that later. This move also hits mid, so once again, if they crouch down or crouch and block, it will catch them. This is an EXCEPTIONAL move, because immediately after this move, you can walk up to them, sidestep (press Up or Down), and get a FREE throw. (100% un-block able throw). This move appears also in Noobs game-play. Noob has a combo that goes: 1, 1, CS. When you press CS, Noob switched into Smoke, and the move that comes out is AUTOMATICALLY Smokes B+1. Learn this move inside and out.
The next move needed to have a successful Smoke, is his actual Smoke Cloud. You do this by pressing U,D+1. This move is SUPER fast, and catches opponents off guard if times right. It has two purposes; tricking your opponent, and/or keeping them away from you so you can have a second or two to think about your next move. This can either be a wall AGAINST your opponent, or a wall to TRAP your opponent in the corner and not let them out.
Last move that matters with Smoke is the Dark Assassin. (D,B+2). This move is good to use in custom combos, and very rarely catches your opponent during regular game-play.
Honestly, as a user of Smoke, his programmed combos are as useless as tits on a bullfrog. They are slow, breakable, and easy to predict.
NOTE: Smoke is the SLOWER of the two. He is only good if played in an AGGRESSIVE style. People who do nothing but hide behind smoke clouds often get ambushed and ambushed badly.
A lot of people will ask, so below, I will post some custom combos that are COMPLETELY effective.
30% Damage, ends with Smokes plant move, B+1.
Throw, Teleport Punch (F,F+4), Dark Assassin (D,B+2), B+1
Note: You can walk up, sidestep, and get a free throw after this combo.
50/50 Mix-Ups;
Noob-Smoke is the KING of 50/50 Mix-Ups. What a 50/50 mix-up is, essentially, is a guessing game. You get up close and personal to your opponent, and you make him GUESS if you are going to hit him high, or low. In essence, if he thinks you will hit him high, he will BLOCK high, allowing him to be THROWN. If he thinks that you will hit him LOW, he will crouch down, and block LOW. In this case, press U+4 and combo of your choice, OR B+1, combo of your choice.
Some of my favorite 50/50s with Smoke are:
55% Damage, ends with Smokes plant move, B+1.
Throw, Teleport Punch (F,F+4), Dark Assassin (D,B+2), B+1, Sidestep, Free Throw, Teleport Punch (F,F+4), Dark Assassin (D,B+2), B+1
Note: This is considered an infinite by some. People will hate you if you use this combo.
30%, followed by another 30%, ends with Smokes B+1 plant move
Teleport Punch (F,F+4), Dark Assassin (D,B+2), B+1, Walk Up, IF THEY BLOCK LOW U+4, Dark Assassin (D,B+2), B+1, walk up, and use your own 50/50 from this point.
85% Combo, SOME could consider it an infinite because of all the free throws
Throw, Teleport Punch (F,F+4), Dark Assassin (D,B+2), B+1, DEEP Jump Kick, Free Throw, Teleport Punch (F,F+4), Dark Assassin (D,B+2), B+1, Sidestep, Free Throw, B+1
Now, two other moves that Smoke has are lethal. These are what are considered his poke moves;
D+1, this is a crouching punch that knocked your opponent away slightly. It hits LOW. If your opponent is in a corner, and you successfully hit them with the D+1, you can get a GUARANTEED free throw.
D+3, this is a sort of sliding sweep kick that is VERY fast, hits low, but is slightly slower than the D+1.
Now, here is the deal with the above mentioned two moves; if your opponent is blocking HIGH, the D+1 will hit him and be successful. Another good move to try automatically after this D+1 is a throw, as I said. After the throw, you can do the above mentioned 30% combo on them.
Using the D+3, I would suggest only using this move after a successful D+1 connects. For some reason, people have problems blocking low and mid, so these hits usually always work. But ONLY USE THIS TACTIC if your opponent is trapped in a corner!
If they are in a corner, try to do this 'combo':
D+1, D+1, D+1, D+3, Throw
Basically you are repeating the D+1, and when they try to escape from it, they will either sidestep, or try to attack you. Either way, the D+1 is fast and will stop their sidestep AND their attack. If you successfully hit them with the D+3, it makes them stumble forward, as if they just tripped on something while walking. They will be on their hands and knees, and because of this animation, if you immediately throw after the D+3 connects, you get ANOTHER free throw, which you can combo off of.
Some strategies with Smoke:
Rush them. Quickly get as close as possible to them, as if your about to attack, and then QUICKLY do a smoke cloud. What will most likely happen is they will attack you trying to stop your rush, and their attack will force them RIGHT INTO the smoke cloud, which you can then combo off of.
If they are trapped in the corner, use my above mentioned method: D+1 a lot, and if you successfully connect with one, TAKE THE FREE THROW and combo after it.
If you EVER see your opponent blocking low, QUICKLY hit them with U+4, and do a combo.
If you want to take HIGH damage and you see them blocking low, use Smokes B+1. This will plant them, walk up, sidestep, get the free throw, and do whatever combos you see fit.
Stay away from certain characters. If you see that your opponent has significantly more energy than you, throw out a lot of smoke clouds, and hide behind them. Time them correctly, and you will eventually catch them in one of them, and then combo your ass off.
When Smoke is knocked down, he can do an auto-recovery move as he gets up. TIME IT CORRECTLY; AS your standing up, do his Smoke cloud. This move is so fast that I have done in IN THE MIDDLE of my opponents combo. Mess with it, use timing.
If you see that your opponent keeps on rushing you, start to use a lot of poke moves, namely the D+1, and D+3. The D+3 has a longer range than the D+1, and will usually stun your opponent, and take them off the offense, and put them onto the defense when you charge them after you connect with the D+3.
MIX UP the 50/50s with Smoke! After you do the B+1 move, walk up, sidestep and throw a lot. If you do this enough, you will train your opponent, and they will automatically start to block low. PURPOSEFULLY let them block low once. They will think they are the smartest thing around, and then you can hit them with U+4, Dark Assassin (D,B+2), B+1, and repeat.
Train yourself: The second you see them blocking low, press U+4 and combo. Train yourself. The SECOND you see them blocking high, Throw them, and combo. Its a win/win situation.
And now, we move onto:
Noob:
Noob is so fast that it is retarded. He has an AWESOME combo that is so fast most people can not break it in time. That combo is: 1, 1, CS, which brings in Smoke, and read the entire section above for moves with Smoke. When Smoke comes in, he automatically connects with the B+1 move, so you can sidestep/throw until your heart is content.
Noob is ALSO an extremely good hi/lo competitor, but he IS the weaker of the two, even though he is still VERY strong.
The first move you need to learn with Noob is simply, 4.
When you press 4, they have to be blocking low, crouching, or not blocking at all. He smacks them down to the ground, where they bounce up and you can juggle them.
IMMEDIATELY follow up 4 with ANY of the following moves:
F+1 > This is a plant move, and gives you time to keep on charging them, and making them guess whats coming next.
Or
D,B+2 > After you connect with the 4, immediately do this move. Its ALSO a plant maneuver, and after this move, you can SIDESTEP and get ANOTHER free throw. (Yes, Noob has them too.)
Or
D+2 > This is a very fast uppercut that also is un-techable, and gives you time to keep charging them by the time they hit the floor.
Do all of these in a corner, and your God.
The next move to learn with Noob is D+4. This is very much like Smokes D+1, but with the effects of Smokes D+3. This move is VERY fast, hits LOW, and stops the opponent dead in their tracks. No one ever expects to be hit by this move for some reason.
Corner Traps:
Noob is truly a corner trapping character. Here, his speed, hi/lo game, and mind-fucks come into play.
When your opponent is in a corner, keep on using the 4, and D+4 as freely as you can. Personally, I always alternate. When I trap my opponent in the corner, I look for two things: The opening to throw them, and the opening to hit them with 4.
If I connect with 4, I will immediately press:
F+1. . . D+4, 4... D,B+2
What that does is this:
After you connect with the 4, they will bounce up. Press F+1, and it knocks them down again. Press D+4, because it will hit low, and after that, press 4 again. When they bounce up, press D,B+2, and it will PLANT them back on the floor.
Continue the above combo with this:
. . . Sidestep, Free Throw, D,B+2. . . (To be continued)
What this does is:
After you connect with the above mentioned combo, keep on with this. When you sidestep, you will guarantee yourself ANOTHER free throw. After that throw, you are GUARANTEED to connect with a D,B+2 if your opponent is in the corner.
Continue the above 2 combos with this:
Sidestep, Throw, 2, 1, 3. . . B+3
What this does is:
After you connect with the above mentioned combos, keep on with this. Sidestep, get ANOTHER free throw, and IMMEDIATELY press 2, 1, 3.. This is what is called a GLITCH combo. It is a glitch, because with Noob, if you throw your opponent in a corner, and press those buttons, they will connect and do MORE DAMAGE because it is still technically connected to the throw. Immediately AFTER you connect with the 2, 1, 3 combo, press B+3. Noob will rush forward with a LOW powerful kick that is GUARANTEED to connect with your opponent after the 2,1,3 combo in the corner.
Noob, explained.
Noob, though fast and powerful, is one ENORMOUS glitch. This entire character is a glitch. He has TWO infinites alone, has 3 corner GLITCH combos, and a bunch of other moves that arent supposed to be there.
Examples:
D,B+2, Sidestep, Free Throw
Throw (Anywhere on stage), F,F+3 (into Smoke) Guaranteed hit.
(Corner) Throw, GUARANTEED D,B+2. Sidestep, FREE THROW, ANOTHER guaranteed D,B+2.
There are many, but those are the best known ones.
Noob is a corner-trap fighter, and isn not AS good as Smoke is when played center-stage. However, he is great with mind-fucks, and hi/lo games.
Strategies for Noob:
Every time you connect with 4, do D,B+2, Sidestep, Throw, F,F+3. This combo does A LOT of damage (About 45% altogether) but is breakable at 1 point: in the beginning, when you try the 4. Watch out for that.
After you connect with 4, press F+1. This is a un-techable combo, does about 17%.
If you see your opponent blocking LOW, you can ALSO press B+2. It is an uppercut move that takes 14% damage. Follow that up IMMEDIATELY by D,B+2, Sidestep, Free Throw, F, F+3. Another combo that does big damage.
Rush right up to your opponent, and then stand there for a split second; See what they do. If they block HIGH, throw them into F, F+3. If they block LOW, press 4, D,B+2, Sidestep, Free Throw into F,F+3.
If they block high, you can ALSO press D+4, and then try to follow it up by EITHER a 4 (if they block low) or a THROW (if they block high).
ANOTHER useful technique to use is as follows: Noobs invisibility. NORMALLY, do NOT use this feature unless you are an EXPERT Noob player, but in this instance, it is a GREAT mind fuck. Do this:
U,D+1 > When he turns invisible, he makes a nice, big noise. This noise is the whole reason this move was invented. DO NOT USE THIS MOVE WHEN CLOSE TO YOUR OPPONENT. Use it ONLY full screen away.
Invisible Strategy > The SECOND you turn invisible, even though your opponent KNOWS you are a full screen away, they will automatically block. This works 98% of the time. Once they realize, in that SPLIT second that they feel stupid for blocking, they will let go of the block button. You are counting on this. The SECOND you turn invisible, start pressing in the button commands for one of Noobs two teleport moves. Either F,F+3, or D,B+3. This will bring Smoke in, but 98% of the time, it will connect knocking the shit out of them unexpectedly.
If you connect with the F,F+3, immediately do the smoke cloud after this move connects. It will stun them when it hits, but not to a ton of damage. This is strictly a mind fuck move.
If you connect with the D,B+3 teleport, it will knock your opponent across the screen. IMMEDIATELY after connecting with that move, start pressing F,F+3, because no one hardly ever expects a SECOND teleport move to come in a row, and its usually connectable. Approximately 90% of the time it will connect.
This is the skinny of it, I hope that this guide has helped some of you, I know that a lot of this stuff is shit that hardly anyone knows, and I did the best I could to explain things and how they work. I also disclosed some of the most secret combos on this board, as literally only a few people know about them, and I would literally say less than 5. Me being one of them.
I pass this knowledge onto you, so that maybe people can stop hating on Noob-Smoke, and realize that he is one of the best characters in the game, and one of the most talented with hi/lo and 50/50. If anyone has any questions about this guide, please feel free PM me or send me an IM, I will answer any and all questions that you may have for me.
My AIM/AOL name is: DooMsDaY oF NYC
Please, leave all feedback and comments in this thread, and RESPECT THE RULES I MENTIONED above. If you do not, I will request that the mods close this thread, and completely remove it from the forums.
Thanks, and have fun dominating your competition.


About Me

0
Regarding this particular thread, since I am the one starting it, I reserve the right to ask the moderators to close it at my discretion.
MODS - I want this thread closed if:
1) People come on here yelling at me because they dont think Im good with Shujinko. Their opinions do not matter; this is the best guide for Shujinko that will ever be released.
2) People who come here trying to challenge me. I am not posting this because I want or need any new enemies who want to "beat the great Shujinko".
3) People decide to start flaming each other, insulting each other, or just flat out start shit-talking.
Those are my three rules. If you dont obey them, I will request that this thread be shut down.
"You all laugh at me because Im different. I laugh at you because youre all the same."
-Jonathan Davis-Shujinko Breakdown:
Now, Shujinko may not have been DESIGNED to be the powerhouse that he is, but thanks to designing flaws, Shujinko is one of the most damaging combatants in this game. He's the only character that can legitimately dish out an 87% combo, without free throws, without second combos linked in, so on and so forth. And also, depending on which stance he is in, he can be one of the fastest characters in the game. His combos are almost limitless, his damage is great, and all it takes is one pop-up to take half your opponents life.
Now, a little history about me and my experiences with Shujinko. I admit that I have not played as many matches with Shujinko as I have with my Noob-Smoke, but I DO have over 1,500 matches under my belt using Shujinko. I am not the best Shujinko online, not by a lot. BUT, before I came over to the XBOX, I was in a Klan on the PS2 called 1320. IN THIS KLAN, there were three of the great Shujinko players: CRKFIEND, ELAMIT, & QUIK1320.
QUIK 1320 learned from ELAMIT.
ELAMIT learned from CRKFIEND.
DooMsDaY (me!) learned from BOTH ELAMIT and QUIK1320.
QUIK1320 taught me strategy, and ELAMIT taught me the art of poking, and Shujinkos 50/50.
So needless to say, my Shujinko is my second best. Out of 1,500 matches or so, I have won approx 1,200 of them using Shujinko.
So, credit from this guide does not go to JUST ME, it goes to the following;
CRKFIEND, ELAMIT, QUIK1320, DooMsDaY oF NY, FosterBrute, and Nitekin.
And without further adieu, we shall move into the actual guide.
Moves to Use:
Flip Kick (D,B+3) - This is Shujinkos most useful move, because of the damage it dishes out in combos. Take this rule as FACT: Every single time you connect with ANY moves that pop your opponent up, DO THIS MOVE. If you throw your opponent, DO THIS MOVE. If you pop them up HOWEVER, DO THIS MOVE AFTERWARDS. Immediately after you connect with this move, do the most damaging combo you have at your disposal.
NOTE: A lot of people have asked me questions about doing this move correctly in the combos that Konqrr posted. The trick is this; in those combos, Konqrr is in DAN TIEN DO stance, and he presses U+2. IMMEDIATELY after the U+2, you have to press the buttons VERY FAST, in THIS ORDER: D,B, CS, 3 . . Then do the combo. Practice it, and do it very fast in practice mode. ALSO do this so many times that you can do it in your sleep.
Flaming Fist (D,F+2) - This move is so fast that its retarded. It also covers a lot of ground, and hits mid, so a lot of the time your opponent wont see it coming, or even if they do, its so fast they might not even have enough time to block.
Teleslam (B,D,B+4) - USE THIS MOVE FREQUENTLY! I have found that with Shujinko, because his throw is a pop-up, whenever you get close to your opponents, they will block/DUCK 90% of the time! This move will pick them up off their asses, and let you combo the hell out of them. It also has a decent range on it, but it is slow to recover.
Sindels Foot grab (F,B+3) - This is one sneaky bitch of a move, guys. I have found, in my personal experience, that the best time to use this move is IMMEDIATELY after someone uses a breaker on you. The reason this works so well is because when they use a breaker, it launches you pretty far away, and they always start to advance to close the gap between you and them. As they walk, you do the move. They will see A move coming, but they usually wont know WHICH move is coming, so they will block high. Then the move hits low, and kicks their ass away, giving you a second to recuperate.
Ice Freeze - ONLY use this move as a DIVERSION. This move is as useless as vaginal sex is to a gay man. Its very easy to see coming, and I would not recommend using this unless youre a full screen away. Do it once. Do it twice. Play mind games with your opponent. After you train them to block the freeze, do it AGAIN, and IMMEDIATELY follow it with a spear. They will grow impatient waiting for more freezes, and will most likely walk right into the spear.
Spear - Great move, good for psyche outs. Also, use this a lot whenever you are in SHAOLIN FIST stance. Every time you connect with Shujinkos F+1, immediately do a spear, and get some more damage. This move is very slow to recover, so only use it when you truly think you will connect with it.
Move You NEVER Use:
Flying Jinko - Youve got to be joking. This move can be seen coming from 10 minutes away. If they block it, JUST LIKE RAIDEN, if they do a combo on you, it will do almost DOUBLE damage because their attack is a counter. God forbid the combo drives you into a wall, and god forbid you have your weapon out. Then it will be closer to triple damage.
Bicycle Kick - This move is very good to use is a pop-up combo, but just to use on its own is almost useless. ONLY use this move in juggle combos, for the same reason as listed above: if they block and counter, it will take a ton of damage from you.
Now, with all that being said, Shujinko is unique in the fact that he has very long and damaging combos. As Nitekin had mentioned in his previous Shujinko guide, Shujinko has a few unlisted combos. I will start, in order, according to which combos start in the stances.
MANTIS StyleThis style is perhaps his best in order to begin the highly damaging combos. Before I launch into all of the combos, let it be known that universal tracking is a wonderful thing, especially for such characters as Shujinko, who RELY on combos. Universal tracking is something you do while executing a combo. Its actually very simple; all you have to do is hold either up or down while you do a combo. (Example: Mantis Style, 1, HOLD UP, 1, 2, B+2, RELEASE UP.)
This is Shujinkos most damaging, UNLISTED combo in Mantis.
1, 1, 1, CS, 4, 4, CS - 7 hits, 37% Damage
Nothing too impressive, right? Well, heres the beauty of this thing - If you do ONE HIT before it, a pop-up attack, the whole game changes.
Example: U+4, 1, 1, 1, CS, 4, 4, CS - 8 hits, 47% Damage
See where Im going with this? STUDY THIS COMBO, and DO IT in practice mode for HOURS. You practice this combo until you can do it IN YOUR SLEEP; this combo is your key to victory. Without this combo, winning is A LOT harder with Shujinko, though obviously not impossible.
Now, the moves you NEED to learn in Mantis style, are as follows:
U+4 - This is a pop-up combo started. He jump kicks you into the air, and you can then combo the hell out of them. This move hits HIGH, youll MISS if they block low.
B+2 - This move also hits high, so it will miss if they block low. It is faster than the above move, and pops them up faster, to be prepared to move fast after this move connects.
B+4 - This is a decent sweep that is one of the only moves in Mantis style that hits low. Its not very fast, but often catches your opponents off guard.
1, 1, 2, B+2 - This is a VERY fast combo that can easily catch your opponent off guard, and if that last hit connects, it will pop them up, allowing you to use yet again another combo.
F+4 - This is Shujinkos most useful single move in Mantis style, because of multiples reasons. First, when done, this move has a SIDESTEP built into it. It hits high, but if times right, this can piss your opponent off very frequently, because it will move you out of harms way, and actually smack them in the head. Second, if you so choose, this move can continue into two SEPARATE combos; a short one, and a long one. The short combo is F+4, 1, 2, B+2. This leads into a pop-up, where you can do another combo. The long combo is F+4, 1, 1, CS, 4, 4, CS. This is a damaging combo when used in a juggle, but the same damage as the unlisted combo I posted above.
All in all, Mantis is the style you want to be in if you want to start a combo, and deal out big damage. Strategies for this style will be listed below, after all of the styles have been explained.
SHAOLIN FIST StyleThis is the style to use if you want to keep the pressure on your opponent in close quarters situations. This stance is actually SIGNIFICANTLY faster than any of his others. His combos are very fast, and mix up the high and low hits. This style is not as damaging as his others, but he is fast, and can do MORE combos quicker than anything else.
The moves to learn for this style are as follows:
F+1 - This move hits mid, and is only to be used when your opponent is crouching or blocking low. It basically smacks them in the head and pops them up into the air, where you can combo the crap out of them. This move is tricky, because depending on how fast you are, you can press CS, CS really fast to get back into Mantis and do the long combos to dish out damage. If you dont have enough confidence in your speed, IMMEDIATELY do the spear after this move. Its guaranteed to hit them, and gives you a second or two to switch stances if you so desire.
4 - This is a little bitch kick that hits very low. ITS THE FASTEST MOVE that Shujinko has in his arsenal! It also does a decent amount of damage for a simple 1 hit move. The best part of this move is that if it connects, you can sidestep and get a FREE THROW, in which you can combo into again.
1, 4, 4 - This is a decently fast combo, the first hit land high, and second and third hit low, and guarantee a throw, as I mentioned above.
D+1 - This is his second fastest move, and best yet... its a poke! This move hits very low, but they have to be in decently close to you in order for it to connect. This move can stop most oncoming attacks. It rips them out of special moves, it rips them out of combos, and it rips them out of a ton of crap. Its also a great shock factor move, because no one ever expects to be ripped out of their moves once theyve decided to execute them.
B+1 - This move is also a poke, but its some funny shit, because LIKE the D+1, no one ever sees it coming because of how fast this is. He basically lunges forward, and karate chops you in the throat. The best part is that if you connect with this hit, it makes your opponent spin around real quick, and stuns them for a second. Also a great move.
F+2 - This is a launcher move. If you connect, it sends their ass across the screen. Dont use this move unless you need some time to re-coup, or gather yourself, because it doesnt do very much damage, and its great for buying yourself some time.
4, F+2 - This is his bitch kick into the move mentioned above. The best time to use this is usually in the middle of a punch of pokes. For EXAMPLE, train your opponent. Example: Keep on using D+1, UNTIL they start to block low. The second they block low, use 4,F+2. Does decent damage and lauthem awaynches .
DAN TIEN DO StyleThis style is almost nil and void. This style is good also for pokes, and A LOT of people refuse to use this stance. Thats a mistake. Its a GREAT stance for pokes, and often times when you execute combos that span all three styles, youll wind up in this stance often times without enough time to change out of it. This stance as I said, is extremely good for pokes, but the only down side is that none of these moves recover fast, but they do pretty decent damage.
Moves to learn in this stance:
D+1 - He crouches low, and pokes straight in front of him, and connects low. Its good to stop people from charging you, and if they block it, it will push them away ever so slightly.
B+2 - This move is a powerhouse, it takes 15% damage, and plants your opponent on the floor, giving you time to either back away, or continuing to charge your opponent.
U+2 - This move is good, but will only connect if they a) arent blocking, or b) are blocking low. Its also good to start a combo afterwards, for example, you can do the Konqrr Flip Kick after wards (D,B,CS,3) and run into a long combo afterwards. Its great also if your looking to deathtrap people.
D+2 - This is very much like the move above in the sense that its a pop-up, but its also a pop-up that disables any further attacks. You dont actually have any time to continue attacking after this move, but it gives you a decent amount of time to collect yourself, and plan out your next attack.
1, 1 - This is a decent combo that catches people off guard a lot, because believe it or not, most people forget that Shujinko has a combo in this stance. They will usually block the first hit, and then let go and try to charge, right into the second hit. This is also a good combo do to AFTER the U+2 move as well. Its got decently fast recovery time, and does a decent amount of damage.
Now, for the best part - STRATEGIES!
Shujinko Strategies
As I said before, Shujinko is one of the few characters in Deception who can either revolve completely around damaging combos, or he can completely revolve around pokes, and 1-hit attacks. Because of his large wealth of special moves, this makes him unique in the strategy section, simply because he always keeps you guessing.
Mantis Strategies
Use his 1,1,2,B+2 combo very frequently. It can be a started into either an extremely long combo that takes more than half your life bar, or it can throw you right into a death trap.
This combo does a ridiculous amount of damage because it leads right into a popup. EVERY TIME you land this combo, the next move that you should throw out if the Flip Kick (D,B+3), and lead into a combo immediately after connecting with the flip kick. If you connect with the above combo, and follow it with a flip kick, DO NOT try to attempt to do the Ermac Slam, the combo system has it disabled at this point. IDEAL combos to do after this, are:
1, 1, 2, B+2. . . Flip Kick(D,B+3) . . .1, 1, 1, CS, 4, 4, CS
This combo will do approximately 60-64% Damage, and piss your opponent off, because a lot of the times, its the thing that changes the tide of your whole match.
1, 1, 2, B+2,. . . (Flip Kick (D,B+2). . .1, 1, 1, CS, 4, 4, . . .4, Sidestep, Free Throw, Combo X
The above combo will bring you all the way into SHAOLIN FIST, but DONT COMPLETE the whole combo. EXAMPLE - The REAL combo is 1, 1, 1, CS, 4, 4, CS. DONT PRESS THE LAST BUTTON, let them fall to the ground, but as they fall, WALK UP VERY CLOSE TO THEM. They will MOST LIKELY block low, and then you hit them with the 4 bitch kick, sidestep, and Throw. Launch yourself into whatever combos you see fit.
Now, Shujinko has a GUARANTEED death trap from the above combo. Depending on which level you are playing on, and if your opponent has no breakers, do this combo:
1, 1, 2, B+2, Flip Kick, 1, 1, 1, CS, 2, 4, CS, 1
This combo basically juggles your opponent ALL THE WAY across the level. And gods forbid that youre on a small death trap level, like falling cliffs, or the nexus. They dont stand a chance.
The best thing to do with Shujinko is to actually look for an opening, and then do his long combo NOT in a juggle. For example, if you see an opening to freeze them, or spear them, DO IT. Then, do this exact combo;
Freeze/Spear, 1, 1, 1, CS, 4, 4. . . Sidestep, Throw, Flip Kick, 1, 2, 4, CS, 1, 1
This combo is just flat out unfair. Its NOT an infinite, because it can be broken, but it WILL take over 80% damage. Heres why: After you temporarily subdue them with either the freeze or spear, do that combo, but DO NOT FINISH the last hit. EXAMPLE - The REAL combo is 1, 1, 1, CS, 4, 4, CS. DO NOT CONNECT OR EVEN PRESS the last CS. If you leave it with just . . . CS, 4, 4... you can SIDESTEP afterwards, and get a FREE throw. You will be in SHAOLIN FIST right now, and this is the best combo you can do from that stance: Throw, 1, 2, 4, CS, 1 - This combo ALONE will take 45% damage, IMMEDIATELY after part ONE of this combo, which takes approx 41-44% damage!
SHALON FIST Strategies
The best move to use is the simple 4. Use this move every chance you get, because a lot of people dont see it coming. You can then get a free throw into a combo afterwards. After you connect with the 4, Sidestep, and...
THROW!
Use as many free throws as you can get, because his throw is a juggle, you can do tons of shit afterwards. As I mentioned above, his most damaging combo from SHAOLIN FIST that will almost ALWAYS connect online is:
Throw, Flip Kick, 1, 2, 4, CS, 1
This combo will take about 45% Damage, and you give yourself a second afterwards to collect yourself, and plan your next move.
Also, the best thing you can do with Shujinko in this stance is ALSO to use his F+1 for more pop-ups that they dont see coming.
EXAMPLE - If they catch on to your game, and realize that you throw a lot, walk up to them, and when they DUCK to avoid the throw, press F+1, which will pop them up into a SPEAR. Where you can THEN Throw, Flip Kick, 1, 2, 4, CS, 1.
There are tons of things that can be done, but just those two moves alone can almost guarantee you victory, and they play an AMAZING hi-lo game. The THROW for high blockers, and the F+1 for low blockers. If youre good at guessing, and your timing is right, you can play the entire game using ONLY these methods.
Now, we move on to. . .
DAN TIEN DO
The only tactic that I will mention for this style is the look for any opening where you can connect with the U+2, so you can combo into other styles.
The other advice I can give you is to poke the shit out of your opponent every time that they try to attack you using the D+1 and D+2 pokes.
Also, whenever you see them duck, use his B+2 plant move, it will take damage, and give you enough distance to plan ahead into your next move.
So in essence, the GENERAL strategy for Shujinko is to make your opponent use their breakers as fast as possible. As soon as they have no breakers, rip into them with as many 50+% combos that you can do. Also, dont feel bad about doing the guaranteed death trap I mentioned above, if your opponent for a second feels that THEY could get away with it, they would do it to you.
Other things to note:
If at any point you see your opponent ducking, and youre not close enough to do anything to them, USE the Ermac Slam. It will catch them if they crouch, and lead them into a juggle where you can dish out major damage.
Other useful information for Shujinko:
Shujinko has THREE free throws that I know of. But two of them they only work if you hit your opponent with a pop-up that launches them HIGH up, for example in Mantis, if you connect with B+2, or a Throw, you can do Kobras Flaming Fist and fly right under them. As they are getting up, you can throw them again.
Also, if you catch your opponent with an Ermac Slam that is CLOSE to you, as they fall to the floor, you can jump OVER them, and get a free throw as they get up.
And, as I mentioned above, in SHAOLIN FIST style, if you connect with the 4, you can sidestep, and get ANOTHER free throw. This is the one that everyone knows about and tried to abuse.
If you guys have any questions or additions, as well as input and/or comments to make, please feel free. Any and all information is a plus, and helps out other people who are currently using, or trying to LEARN how to use Shujinko. RESPECT THE RULES I MENTIONED above. If you do not, I will request that the moderators close this thread, and completely remove it from the forums.
Thanks, and have fun dominating your competition.
MODS - I want this thread closed if:
1) People come on here yelling at me because they dont think Im good with Shujinko. Their opinions do not matter; this is the best guide for Shujinko that will ever be released.
2) People who come here trying to challenge me. I am not posting this because I want or need any new enemies who want to "beat the great Shujinko".
3) People decide to start flaming each other, insulting each other, or just flat out start shit-talking.
Those are my three rules. If you dont obey them, I will request that this thread be shut down.
"You all laugh at me because Im different. I laugh at you because youre all the same."
-Jonathan Davis-Shujinko Breakdown:
Now, Shujinko may not have been DESIGNED to be the powerhouse that he is, but thanks to designing flaws, Shujinko is one of the most damaging combatants in this game. He's the only character that can legitimately dish out an 87% combo, without free throws, without second combos linked in, so on and so forth. And also, depending on which stance he is in, he can be one of the fastest characters in the game. His combos are almost limitless, his damage is great, and all it takes is one pop-up to take half your opponents life.
Now, a little history about me and my experiences with Shujinko. I admit that I have not played as many matches with Shujinko as I have with my Noob-Smoke, but I DO have over 1,500 matches under my belt using Shujinko. I am not the best Shujinko online, not by a lot. BUT, before I came over to the XBOX, I was in a Klan on the PS2 called 1320. IN THIS KLAN, there were three of the great Shujinko players: CRKFIEND, ELAMIT, & QUIK1320.
QUIK 1320 learned from ELAMIT.
ELAMIT learned from CRKFIEND.
DooMsDaY (me!) learned from BOTH ELAMIT and QUIK1320.
QUIK1320 taught me strategy, and ELAMIT taught me the art of poking, and Shujinkos 50/50.
So needless to say, my Shujinko is my second best. Out of 1,500 matches or so, I have won approx 1,200 of them using Shujinko.
So, credit from this guide does not go to JUST ME, it goes to the following;
CRKFIEND, ELAMIT, QUIK1320, DooMsDaY oF NY, FosterBrute, and Nitekin.
And without further adieu, we shall move into the actual guide.
Moves to Use:
Flip Kick (D,B+3) - This is Shujinkos most useful move, because of the damage it dishes out in combos. Take this rule as FACT: Every single time you connect with ANY moves that pop your opponent up, DO THIS MOVE. If you throw your opponent, DO THIS MOVE. If you pop them up HOWEVER, DO THIS MOVE AFTERWARDS. Immediately after you connect with this move, do the most damaging combo you have at your disposal.
NOTE: A lot of people have asked me questions about doing this move correctly in the combos that Konqrr posted. The trick is this; in those combos, Konqrr is in DAN TIEN DO stance, and he presses U+2. IMMEDIATELY after the U+2, you have to press the buttons VERY FAST, in THIS ORDER: D,B, CS, 3 . . Then do the combo. Practice it, and do it very fast in practice mode. ALSO do this so many times that you can do it in your sleep.
Flaming Fist (D,F+2) - This move is so fast that its retarded. It also covers a lot of ground, and hits mid, so a lot of the time your opponent wont see it coming, or even if they do, its so fast they might not even have enough time to block.
Teleslam (B,D,B+4) - USE THIS MOVE FREQUENTLY! I have found that with Shujinko, because his throw is a pop-up, whenever you get close to your opponents, they will block/DUCK 90% of the time! This move will pick them up off their asses, and let you combo the hell out of them. It also has a decent range on it, but it is slow to recover.
Sindels Foot grab (F,B+3) - This is one sneaky bitch of a move, guys. I have found, in my personal experience, that the best time to use this move is IMMEDIATELY after someone uses a breaker on you. The reason this works so well is because when they use a breaker, it launches you pretty far away, and they always start to advance to close the gap between you and them. As they walk, you do the move. They will see A move coming, but they usually wont know WHICH move is coming, so they will block high. Then the move hits low, and kicks their ass away, giving you a second to recuperate.
Ice Freeze - ONLY use this move as a DIVERSION. This move is as useless as vaginal sex is to a gay man. Its very easy to see coming, and I would not recommend using this unless youre a full screen away. Do it once. Do it twice. Play mind games with your opponent. After you train them to block the freeze, do it AGAIN, and IMMEDIATELY follow it with a spear. They will grow impatient waiting for more freezes, and will most likely walk right into the spear.
Spear - Great move, good for psyche outs. Also, use this a lot whenever you are in SHAOLIN FIST stance. Every time you connect with Shujinkos F+1, immediately do a spear, and get some more damage. This move is very slow to recover, so only use it when you truly think you will connect with it.
Move You NEVER Use:
Flying Jinko - Youve got to be joking. This move can be seen coming from 10 minutes away. If they block it, JUST LIKE RAIDEN, if they do a combo on you, it will do almost DOUBLE damage because their attack is a counter. God forbid the combo drives you into a wall, and god forbid you have your weapon out. Then it will be closer to triple damage.
Bicycle Kick - This move is very good to use is a pop-up combo, but just to use on its own is almost useless. ONLY use this move in juggle combos, for the same reason as listed above: if they block and counter, it will take a ton of damage from you.
Now, with all that being said, Shujinko is unique in the fact that he has very long and damaging combos. As Nitekin had mentioned in his previous Shujinko guide, Shujinko has a few unlisted combos. I will start, in order, according to which combos start in the stances.
MANTIS StyleThis style is perhaps his best in order to begin the highly damaging combos. Before I launch into all of the combos, let it be known that universal tracking is a wonderful thing, especially for such characters as Shujinko, who RELY on combos. Universal tracking is something you do while executing a combo. Its actually very simple; all you have to do is hold either up or down while you do a combo. (Example: Mantis Style, 1, HOLD UP, 1, 2, B+2, RELEASE UP.)
This is Shujinkos most damaging, UNLISTED combo in Mantis.
1, 1, 1, CS, 4, 4, CS - 7 hits, 37% Damage
Nothing too impressive, right? Well, heres the beauty of this thing - If you do ONE HIT before it, a pop-up attack, the whole game changes.
Example: U+4, 1, 1, 1, CS, 4, 4, CS - 8 hits, 47% Damage
See where Im going with this? STUDY THIS COMBO, and DO IT in practice mode for HOURS. You practice this combo until you can do it IN YOUR SLEEP; this combo is your key to victory. Without this combo, winning is A LOT harder with Shujinko, though obviously not impossible.
Now, the moves you NEED to learn in Mantis style, are as follows:
U+4 - This is a pop-up combo started. He jump kicks you into the air, and you can then combo the hell out of them. This move hits HIGH, youll MISS if they block low.
B+2 - This move also hits high, so it will miss if they block low. It is faster than the above move, and pops them up faster, to be prepared to move fast after this move connects.
B+4 - This is a decent sweep that is one of the only moves in Mantis style that hits low. Its not very fast, but often catches your opponents off guard.
1, 1, 2, B+2 - This is a VERY fast combo that can easily catch your opponent off guard, and if that last hit connects, it will pop them up, allowing you to use yet again another combo.
F+4 - This is Shujinkos most useful single move in Mantis style, because of multiples reasons. First, when done, this move has a SIDESTEP built into it. It hits high, but if times right, this can piss your opponent off very frequently, because it will move you out of harms way, and actually smack them in the head. Second, if you so choose, this move can continue into two SEPARATE combos; a short one, and a long one. The short combo is F+4, 1, 2, B+2. This leads into a pop-up, where you can do another combo. The long combo is F+4, 1, 1, CS, 4, 4, CS. This is a damaging combo when used in a juggle, but the same damage as the unlisted combo I posted above.
All in all, Mantis is the style you want to be in if you want to start a combo, and deal out big damage. Strategies for this style will be listed below, after all of the styles have been explained.
SHAOLIN FIST StyleThis is the style to use if you want to keep the pressure on your opponent in close quarters situations. This stance is actually SIGNIFICANTLY faster than any of his others. His combos are very fast, and mix up the high and low hits. This style is not as damaging as his others, but he is fast, and can do MORE combos quicker than anything else.
The moves to learn for this style are as follows:
F+1 - This move hits mid, and is only to be used when your opponent is crouching or blocking low. It basically smacks them in the head and pops them up into the air, where you can combo the crap out of them. This move is tricky, because depending on how fast you are, you can press CS, CS really fast to get back into Mantis and do the long combos to dish out damage. If you dont have enough confidence in your speed, IMMEDIATELY do the spear after this move. Its guaranteed to hit them, and gives you a second or two to switch stances if you so desire.
4 - This is a little bitch kick that hits very low. ITS THE FASTEST MOVE that Shujinko has in his arsenal! It also does a decent amount of damage for a simple 1 hit move. The best part of this move is that if it connects, you can sidestep and get a FREE THROW, in which you can combo into again.
1, 4, 4 - This is a decently fast combo, the first hit land high, and second and third hit low, and guarantee a throw, as I mentioned above.
D+1 - This is his second fastest move, and best yet... its a poke! This move hits very low, but they have to be in decently close to you in order for it to connect. This move can stop most oncoming attacks. It rips them out of special moves, it rips them out of combos, and it rips them out of a ton of crap. Its also a great shock factor move, because no one ever expects to be ripped out of their moves once theyve decided to execute them.
B+1 - This move is also a poke, but its some funny shit, because LIKE the D+1, no one ever sees it coming because of how fast this is. He basically lunges forward, and karate chops you in the throat. The best part is that if you connect with this hit, it makes your opponent spin around real quick, and stuns them for a second. Also a great move.
F+2 - This is a launcher move. If you connect, it sends their ass across the screen. Dont use this move unless you need some time to re-coup, or gather yourself, because it doesnt do very much damage, and its great for buying yourself some time.
4, F+2 - This is his bitch kick into the move mentioned above. The best time to use this is usually in the middle of a punch of pokes. For EXAMPLE, train your opponent. Example: Keep on using D+1, UNTIL they start to block low. The second they block low, use 4,F+2. Does decent damage and lauthem awaynches .
DAN TIEN DO StyleThis style is almost nil and void. This style is good also for pokes, and A LOT of people refuse to use this stance. Thats a mistake. Its a GREAT stance for pokes, and often times when you execute combos that span all three styles, youll wind up in this stance often times without enough time to change out of it. This stance as I said, is extremely good for pokes, but the only down side is that none of these moves recover fast, but they do pretty decent damage.
Moves to learn in this stance:
D+1 - He crouches low, and pokes straight in front of him, and connects low. Its good to stop people from charging you, and if they block it, it will push them away ever so slightly.
B+2 - This move is a powerhouse, it takes 15% damage, and plants your opponent on the floor, giving you time to either back away, or continuing to charge your opponent.
U+2 - This move is good, but will only connect if they a) arent blocking, or b) are blocking low. Its also good to start a combo afterwards, for example, you can do the Konqrr Flip Kick after wards (D,B,CS,3) and run into a long combo afterwards. Its great also if your looking to deathtrap people.
D+2 - This is very much like the move above in the sense that its a pop-up, but its also a pop-up that disables any further attacks. You dont actually have any time to continue attacking after this move, but it gives you a decent amount of time to collect yourself, and plan out your next attack.
1, 1 - This is a decent combo that catches people off guard a lot, because believe it or not, most people forget that Shujinko has a combo in this stance. They will usually block the first hit, and then let go and try to charge, right into the second hit. This is also a good combo do to AFTER the U+2 move as well. Its got decently fast recovery time, and does a decent amount of damage.
Now, for the best part - STRATEGIES!
Shujinko Strategies
As I said before, Shujinko is one of the few characters in Deception who can either revolve completely around damaging combos, or he can completely revolve around pokes, and 1-hit attacks. Because of his large wealth of special moves, this makes him unique in the strategy section, simply because he always keeps you guessing.
Mantis Strategies
Use his 1,1,2,B+2 combo very frequently. It can be a started into either an extremely long combo that takes more than half your life bar, or it can throw you right into a death trap.
This combo does a ridiculous amount of damage because it leads right into a popup. EVERY TIME you land this combo, the next move that you should throw out if the Flip Kick (D,B+3), and lead into a combo immediately after connecting with the flip kick. If you connect with the above combo, and follow it with a flip kick, DO NOT try to attempt to do the Ermac Slam, the combo system has it disabled at this point. IDEAL combos to do after this, are:
1, 1, 2, B+2. . . Flip Kick(D,B+3) . . .1, 1, 1, CS, 4, 4, CS
This combo will do approximately 60-64% Damage, and piss your opponent off, because a lot of the times, its the thing that changes the tide of your whole match.
1, 1, 2, B+2,. . . (Flip Kick (D,B+2). . .1, 1, 1, CS, 4, 4, . . .4, Sidestep, Free Throw, Combo X
The above combo will bring you all the way into SHAOLIN FIST, but DONT COMPLETE the whole combo. EXAMPLE - The REAL combo is 1, 1, 1, CS, 4, 4, CS. DONT PRESS THE LAST BUTTON, let them fall to the ground, but as they fall, WALK UP VERY CLOSE TO THEM. They will MOST LIKELY block low, and then you hit them with the 4 bitch kick, sidestep, and Throw. Launch yourself into whatever combos you see fit.
Now, Shujinko has a GUARANTEED death trap from the above combo. Depending on which level you are playing on, and if your opponent has no breakers, do this combo:
1, 1, 2, B+2, Flip Kick, 1, 1, 1, CS, 2, 4, CS, 1
This combo basically juggles your opponent ALL THE WAY across the level. And gods forbid that youre on a small death trap level, like falling cliffs, or the nexus. They dont stand a chance.
The best thing to do with Shujinko is to actually look for an opening, and then do his long combo NOT in a juggle. For example, if you see an opening to freeze them, or spear them, DO IT. Then, do this exact combo;
Freeze/Spear, 1, 1, 1, CS, 4, 4. . . Sidestep, Throw, Flip Kick, 1, 2, 4, CS, 1, 1
This combo is just flat out unfair. Its NOT an infinite, because it can be broken, but it WILL take over 80% damage. Heres why: After you temporarily subdue them with either the freeze or spear, do that combo, but DO NOT FINISH the last hit. EXAMPLE - The REAL combo is 1, 1, 1, CS, 4, 4, CS. DO NOT CONNECT OR EVEN PRESS the last CS. If you leave it with just . . . CS, 4, 4... you can SIDESTEP afterwards, and get a FREE throw. You will be in SHAOLIN FIST right now, and this is the best combo you can do from that stance: Throw, 1, 2, 4, CS, 1 - This combo ALONE will take 45% damage, IMMEDIATELY after part ONE of this combo, which takes approx 41-44% damage!
SHALON FIST Strategies
The best move to use is the simple 4. Use this move every chance you get, because a lot of people dont see it coming. You can then get a free throw into a combo afterwards. After you connect with the 4, Sidestep, and...
THROW!
Use as many free throws as you can get, because his throw is a juggle, you can do tons of shit afterwards. As I mentioned above, his most damaging combo from SHAOLIN FIST that will almost ALWAYS connect online is:
Throw, Flip Kick, 1, 2, 4, CS, 1
This combo will take about 45% Damage, and you give yourself a second afterwards to collect yourself, and plan your next move.
Also, the best thing you can do with Shujinko in this stance is ALSO to use his F+1 for more pop-ups that they dont see coming.
EXAMPLE - If they catch on to your game, and realize that you throw a lot, walk up to them, and when they DUCK to avoid the throw, press F+1, which will pop them up into a SPEAR. Where you can THEN Throw, Flip Kick, 1, 2, 4, CS, 1.
There are tons of things that can be done, but just those two moves alone can almost guarantee you victory, and they play an AMAZING hi-lo game. The THROW for high blockers, and the F+1 for low blockers. If youre good at guessing, and your timing is right, you can play the entire game using ONLY these methods.
Now, we move on to. . .
DAN TIEN DO
The only tactic that I will mention for this style is the look for any opening where you can connect with the U+2, so you can combo into other styles.
The other advice I can give you is to poke the shit out of your opponent every time that they try to attack you using the D+1 and D+2 pokes.
Also, whenever you see them duck, use his B+2 plant move, it will take damage, and give you enough distance to plan ahead into your next move.
So in essence, the GENERAL strategy for Shujinko is to make your opponent use their breakers as fast as possible. As soon as they have no breakers, rip into them with as many 50+% combos that you can do. Also, dont feel bad about doing the guaranteed death trap I mentioned above, if your opponent for a second feels that THEY could get away with it, they would do it to you.
Other things to note:
If at any point you see your opponent ducking, and youre not close enough to do anything to them, USE the Ermac Slam. It will catch them if they crouch, and lead them into a juggle where you can dish out major damage.
Other useful information for Shujinko:
Shujinko has THREE free throws that I know of. But two of them they only work if you hit your opponent with a pop-up that launches them HIGH up, for example in Mantis, if you connect with B+2, or a Throw, you can do Kobras Flaming Fist and fly right under them. As they are getting up, you can throw them again.
Also, if you catch your opponent with an Ermac Slam that is CLOSE to you, as they fall to the floor, you can jump OVER them, and get a free throw as they get up.
And, as I mentioned above, in SHAOLIN FIST style, if you connect with the 4, you can sidestep, and get ANOTHER free throw. This is the one that everyone knows about and tried to abuse.
If you guys have any questions or additions, as well as input and/or comments to make, please feel free. Any and all information is a plus, and helps out other people who are currently using, or trying to LEARN how to use Shujinko. RESPECT THE RULES I MENTIONED above. If you do not, I will request that the moderators close this thread, and completely remove it from the forums.
Thanks, and have fun dominating your competition.
Half of my PM's are "How do I play Dairou like you?"I'm tired of it so I decided to write a little strategy thread here for interested people to view...
Before I start,though,a little request...
Administrators of Mortal Kombat Online,can we please get some kind of strategy forum dedicated to characters and analysis of their gameplay?Sites like www.tekkenzaibatsu.com and many,many others have such forums dedicated only for strategies.I am honestly sick and tired of seeing good strategy threads,such as Doomsday's,getting flooded with mostly less inferior threads.People like Doomsday put a lot of work into posting their strategies,so it's only fair if it remains in some other part of the forum un-flooded.It's not required that you have a strategy section for every Mortal Kombat game,but how about just the most recent one?In addition,if you need moderators,there are a LOT of knowledgeable people on this forum who are suitable for the job.Thank you for considering
Update: Thanks to Crow,we now have a sticky thread reserved for strategy threads.Thanks,man.
As for some rules for this thread,moderators,I want this thread closed if:
1.This comes down to Dairou being a "cheap" character and numerous people complain about him.
2.This comes down to a flaming fest.
3.People who don't contribute or suggest corrections,but rather spam for the sole purpose of interrupting our Dairou strategy discussion.
Now,let's start with the good stuff...
Dairou is considered by many one of the best characters in the game.He's part of the three "God Tiers" in MK:D.However,picking him will not guarantee a victory if you don't know how to utilize his strengths.Thus,let's take a look at his three special moves followed by a break-down of his stances.
Tombstone Drop (TS Drop) - Dairou's signature move and quite possibly the best special move in the entire game.It's unblockable,hits full screen,juggles and cannot be avoided at all besides jumping away from it.It's done by f,b,d+1.
HOWEVER,you cannot block CONSTANTLY for at least 3 seconds after you execute the move.You can side step,backdash,jump,execute another move,etc. BUT not block.The best way to block is to mash the block button constantly.You will block like every 30-40 (?) frames.In between those times,though,you will remain vulnerable to all attacks.Remember,that doesn't mean you can't duck,side step,or jump over your opponent's projectiles.Keeping that in mind,MOST characters can't do anything if you do a TS Drop full screen away.
Lastly,you can never do a TS Drop when the opponent is on the ground or tech-rolling.Remember this!Don't put yourself at a disadvantage and get 1,1 (in Escrima,for example) just because you did the TS Drop at an inappropriate time.
Fireball/Star Projectile - Dairou's projectile attack.It travels quite fast for a pojectile and hits people who jump.It's NOT safe up close,so it should be used for distance fighting ONLY.The move is done by d,b+2.
Teleport - Some of you don't realize how important this move is to Dairou against certain characters.The teleport avoids all projectiles in the game assuming you do it before the projectile actually hits you.The teleport also has priority over other teleports (Jade's,Raiden's,Kenshi's,etc.);that means,if they do their teleport and you do yours with Dairou,your teleport will take effect and NOT theirs,which usually means they'll be standing next to you giving you a free 50/50 mix up.As for some cons,Dairou's teleport can be BLOCKED and even PUNISHED up close,so watch out when you do it.
STANCES
First Stance - His first stance is USELESS.No mid pop ups and no damaging dial-a-combos.There are two good moves in it though since you'll always start your first round with this anyway...
-d+1 ~ great low poke;quick recovery;very good to start the round with
-1,1,1 ~ I do this sometimes only;it's high,high,high;pretty quick and the recovery after it is alright
Second Stance - His second stance (Escrima) is great BUT very slow.Here are the good moves in there...
-b+1 ~ quick mid pop up that juggles;very good move;you can do this very quickly ONLINE (ONLY) kind of like Darrius' 3 in weapon stance
-d+1 ~ quick low poke;very good recovery
-d+4 ~ a low kick;I rarely use it but it's nice
Basic Combos in Escrima ~
-TS Drop, u+2, CS, 1,1,f+3
-TS Drop, u+2, 3,4,4
-b+1, 3,4,4
-b+1, d+1, 3,4,4
-b+1, CS, 1,1,f+3
-2,3,1,u+2, CS, 1,1,f+3 (for punishing ONLY)
Third Stance (weapon stance) - quicker than Escrima,but this stance lacks a mid pop up.However,it doesn't matter that much as you'll see.Important moves...
-1,1,f+3 ~ high,mid,mid.Very good move,but very punishable on block.This should ONLY be used when your opponent jumps at you or after the TS Drop as an easy combo.When you hit your opponent with this when they jump at you,it will do significantly more damage than usual
-b+2 ~ a mid pop up that has a huge recovery and little range;why use this then you may ask;use this when people JUMP at you.It works so WELL.Follow with 1,1,f+3 after it for a damaging combo
-d+1 ~ another great low poke;very useful
-f+3 - a mid move that does a lot damage (I think it's like 19%);use it to mix it up with your throw.NEVER throw out randomly
Combos in Weapon Stance ~
-TS Drop, 1,1,f+3
-TS Drop, d+2
-TS Drop, d+2, CS, dash in, 1,2,4 (hard as fuck;don't even try )
-b+2, 1,1,f+3 (as a punisher or when people jump at you)
Dairou's Throw
Dairou's throw is actually quite pathetic.Very low damage and nothing guaranteed after it.However,the only good thing it does is create distance between you and your opponent,which is what ultimately Dairou needs
-----BUFFERING-----
If you don't want to be another Dairou TS Drop/Fireball scrub you have to utilize this with Dairou.First of all,buffering refers to executing another move (in Dairou's case the TS Drop) while you're recovering from another move (I'll list these below).Buffering allows you to perform the TS Drop as fast as possible,or as I'd like to call it "iTS Drop" (Instant TS Drop).Here are the moves from which you can buffer your TS Drop very well...
Universal - full screen blocked fireball,full screen connected fireball (extremely hard;if you ever hit a TS Drop after a connected fireball,it's most likely an inconstant glitch),after teleport connects,backdash,then do TS Drop
First Stance - d+1
Second Stance - d+1,a blocked b+1 (mix it up with another b+1 or TS Drop of course;won't work Vs. all characters that well)
Third Stance (weapon stance) - d+1, 1,1 (buffer TS Drop here or do 1,1 again as a mix up)
These are NEVER guaranteed but create a great mix up and constant pressure.Again,remember,do ANY of these moves and while you're recovering,buffer the TS Drop (in other words,just do it).If they ever jump,just do b+2 (in weapon stance) or simply a fireball.
Other TS Dropping Wonders
-Side step TS Drop - simply do the TS Drop motion (f,b,d+1) and input the "d" that way that you SIDE STEP and don't duck.If done correctly,Dairou will side step slighty to the right on P1 side or left on P2 side,and then immediately do a TS drop.
-Crouching TS Drop - simply do the TS Drop motion (f,b,d+1) and input the "d" that way that you DUCK and hold it a little bit and then press "1".If done correctly,Dariou will duck after the "d" input and then when you hold it a little bit and press "1",he will basically do a TS Drop from a crouching position
-Mid-air TS Drop -simply jump at the opponent and buffer a TS Drop;when you do this ONLINE,it will look like Dairou did a TS Drop shortly before he landed on his feet
Dairou's INFINITE COMBO (ONLINE ONLY)
This infinite combo takes advantage of a glitch DF-Thug and I discovered recently.However,Konqrr and he have pulled off the actual Dairou infinite combo to my knowledge,so they get the credit for it.Anyway,here's how i's done...in CORNER ONLY...
In Escrima, b+1, b+1, b+1, 2,3,1,u+2, b+1, b+1, 2,3,1,u+2,etc.
For some crazy reason,they can't block the "2,3,1,u+2" when they recover.That's how it works basically.Dairou will suffer from damage reduction from this combo at some point which will ultimately result in a time infinite combo.Seriously,I would NEVER do this unless someone used their infinite combo on me first.Hopefully,you'll do the same.
Dairou Vs. (a few hinters Vs. the characters of MK:D).I've tried to make this list in a particular order;order of difficulty for Dairou to beat.Please let's not discuss which character is the hardest to beat,but rather let's take a look at the problems Dairou faces when fighting these specific characters.
BRC - one of the most broken characters in MK:D and the best example of the MK team's poor testing.Anyway,when fighting BRC,STAY AWAY at all times.You simply can never afford fighting BRC up close,not even at sweep distance.f+3 (in BRC's weapon stance obviously) will hit you at very ridiculous distances (it can even prevent you from doing TS Drops because it's relatively fast).His Puke Puddle is also some bull shit you will have to deal with up close.His throw gives him very easy 50/50 mix ups.From my experience,after his throw simply hold "u/b" (so you jump back and avoid another throw) while simultaneously you need to be ready to break f+3 if the BRC player intends to go for it.However,that's not all.More experienced BRC players will also do some nasty guaranteed combos on you after their throw (68% of damage is possible) or they may also simply do b+1 (which is breakable by the way) and force their 50/50 mix ups on you when you recover.How do you deal with all of this then?Stay away by using your teleport and use your weapon stance (TS Drop, d+2, backdash and let them guess from far away).Watch out when the BRC player comes close to you because f+3 will connect even when he's at 1/3 a screen away.Keep in mind,however,that when BRC is full screen away,he cannot do anything to you since he poses no threat due to his non-existant,long-range projectile.However,he does have the Stomp which can be seen on REACTION.Jump,and you get a free TS Drop into a combo.
Remember,stay away from this fool or you will die quickly by lame and repetitive 50/50 mix ups.I lose against BRC (and N/S) the most out of all the characters in MK:D.
N/S - Noob-Smoke.Mr.Infinite Combo/Mr. 50/50 mix ups...*sigh*.I hate N/S not because he has many infinite combos but because of f,f+4 with Smoke.This is the move that will kill you if you're not careful.This is one of the ONLY moves Dairou's TS Drop doesn't have priority over.It will connect when you try a TS Drop,Fireball and Teleport.Smoke's f,f+4 will simply beat you everytime.Fortunately,a blocked f,f+4 gives Dairou 50% of damage due to its huge recovery on block.Thus,make sure you punish it properly.But still,remember,from far away,NO random TS Drops,Fireballs,and Teleports,you need to be careful and read your opponent's mind.If they want to throw out f,f+4's,let them.Just punish it.Also,keep in mind that Smoke is quite a poor rush down character.If they ever want to rush you,they'll need to use Noob who is considerably easier to deal with than Smoke.Noob can't do f,f+4,but Smoke can.In addition,don't worry about their other teleports that hit you from behind;the TS Drop will always beat them.f,f+4 is your main concern whn fighting Smoke.Against Noobe,simply stay away or you'll have to deal with the lame 4, d,b+2, Throw mix ups.In closing,play careful.Watch how you play against Smoke.If they ever come close,use one of your buffering tactics and let them guess (many people think Dairou is weak up close;that's not true.he may be weak up close compared to BRC and Darrius,but who isn't?).Anyway,and as for Noob,stay away and let them guess from far.
Dairou - Dairou Vs. Dairou.Who will win?Use your weapon stance for this one.This is a MUST.If the other player is smart enough,he'll do the same.Basically,this match will come down to who can buffer the TS Drop faster and land 1,1,f+3 in weapon stance after it,so you use up their breakers or do considerable damage to them.Really,this is ALL this match comes down to.Whoever tries fighting up close will lose badly.Thus,play smart and make sure you outmsart the other Dairou player from the distance fight.
Kabal,Darrius,Kobra,Scorpion,etc. coming soon!
Comments,suggestions,corrections,etc. please do post.
Before I start,though,a little request...
Administrators of Mortal Kombat Online,can we please get some kind of strategy forum dedicated to characters and analysis of their gameplay?Sites like www.tekkenzaibatsu.com and many,many others have such forums dedicated only for strategies.I am honestly sick and tired of seeing good strategy threads,such as Doomsday's,getting flooded with mostly less inferior threads.People like Doomsday put a lot of work into posting their strategies,so it's only fair if it remains in some other part of the forum un-flooded.It's not required that you have a strategy section for every Mortal Kombat game,but how about just the most recent one?In addition,if you need moderators,there are a LOT of knowledgeable people on this forum who are suitable for the job.Thank you for considering
Update: Thanks to Crow,we now have a sticky thread reserved for strategy threads.Thanks,man.
As for some rules for this thread,moderators,I want this thread closed if:
1.This comes down to Dairou being a "cheap" character and numerous people complain about him.
2.This comes down to a flaming fest.
3.People who don't contribute or suggest corrections,but rather spam for the sole purpose of interrupting our Dairou strategy discussion.
Now,let's start with the good stuff...
Dairou is considered by many one of the best characters in the game.He's part of the three "God Tiers" in MK:D.However,picking him will not guarantee a victory if you don't know how to utilize his strengths.Thus,let's take a look at his three special moves followed by a break-down of his stances.
Tombstone Drop (TS Drop) - Dairou's signature move and quite possibly the best special move in the entire game.It's unblockable,hits full screen,juggles and cannot be avoided at all besides jumping away from it.It's done by f,b,d+1.
HOWEVER,you cannot block CONSTANTLY for at least 3 seconds after you execute the move.You can side step,backdash,jump,execute another move,etc. BUT not block.The best way to block is to mash the block button constantly.You will block like every 30-40 (?) frames.In between those times,though,you will remain vulnerable to all attacks.Remember,that doesn't mean you can't duck,side step,or jump over your opponent's projectiles.Keeping that in mind,MOST characters can't do anything if you do a TS Drop full screen away.
Lastly,you can never do a TS Drop when the opponent is on the ground or tech-rolling.Remember this!Don't put yourself at a disadvantage and get 1,1 (in Escrima,for example) just because you did the TS Drop at an inappropriate time.
Fireball/Star Projectile - Dairou's projectile attack.It travels quite fast for a pojectile and hits people who jump.It's NOT safe up close,so it should be used for distance fighting ONLY.The move is done by d,b+2.
Teleport - Some of you don't realize how important this move is to Dairou against certain characters.The teleport avoids all projectiles in the game assuming you do it before the projectile actually hits you.The teleport also has priority over other teleports (Jade's,Raiden's,Kenshi's,etc.);that means,if they do their teleport and you do yours with Dairou,your teleport will take effect and NOT theirs,which usually means they'll be standing next to you giving you a free 50/50 mix up.As for some cons,Dairou's teleport can be BLOCKED and even PUNISHED up close,so watch out when you do it.
STANCES
First Stance - His first stance is USELESS.No mid pop ups and no damaging dial-a-combos.There are two good moves in it though since you'll always start your first round with this anyway...
-d+1 ~ great low poke;quick recovery;very good to start the round with
-1,1,1 ~ I do this sometimes only;it's high,high,high;pretty quick and the recovery after it is alright
Second Stance - His second stance (Escrima) is great BUT very slow.Here are the good moves in there...
-b+1 ~ quick mid pop up that juggles;very good move;you can do this very quickly ONLINE (ONLY) kind of like Darrius' 3 in weapon stance
-d+1 ~ quick low poke;very good recovery
-d+4 ~ a low kick;I rarely use it but it's nice
Basic Combos in Escrima ~
-TS Drop, u+2, CS, 1,1,f+3
-TS Drop, u+2, 3,4,4
-b+1, 3,4,4
-b+1, d+1, 3,4,4
-b+1, CS, 1,1,f+3
-2,3,1,u+2, CS, 1,1,f+3 (for punishing ONLY)
Third Stance (weapon stance) - quicker than Escrima,but this stance lacks a mid pop up.However,it doesn't matter that much as you'll see.Important moves...
-1,1,f+3 ~ high,mid,mid.Very good move,but very punishable on block.This should ONLY be used when your opponent jumps at you or after the TS Drop as an easy combo.When you hit your opponent with this when they jump at you,it will do significantly more damage than usual
-b+2 ~ a mid pop up that has a huge recovery and little range;why use this then you may ask;use this when people JUMP at you.It works so WELL.Follow with 1,1,f+3 after it for a damaging combo
-d+1 ~ another great low poke;very useful
-f+3 - a mid move that does a lot damage (I think it's like 19%);use it to mix it up with your throw.NEVER throw out randomly
Combos in Weapon Stance ~
-TS Drop, 1,1,f+3
-TS Drop, d+2
-TS Drop, d+2, CS, dash in, 1,2,4 (hard as fuck;don't even try )
-b+2, 1,1,f+3 (as a punisher or when people jump at you)
Dairou's Throw
Dairou's throw is actually quite pathetic.Very low damage and nothing guaranteed after it.However,the only good thing it does is create distance between you and your opponent,which is what ultimately Dairou needs
-----BUFFERING-----
If you don't want to be another Dairou TS Drop/Fireball scrub you have to utilize this with Dairou.First of all,buffering refers to executing another move (in Dairou's case the TS Drop) while you're recovering from another move (I'll list these below).Buffering allows you to perform the TS Drop as fast as possible,or as I'd like to call it "iTS Drop" (Instant TS Drop).Here are the moves from which you can buffer your TS Drop very well...
Universal - full screen blocked fireball,full screen connected fireball (extremely hard;if you ever hit a TS Drop after a connected fireball,it's most likely an inconstant glitch),after teleport connects,backdash,then do TS Drop
First Stance - d+1
Second Stance - d+1,a blocked b+1 (mix it up with another b+1 or TS Drop of course;won't work Vs. all characters that well)
Third Stance (weapon stance) - d+1, 1,1 (buffer TS Drop here or do 1,1 again as a mix up)
These are NEVER guaranteed but create a great mix up and constant pressure.Again,remember,do ANY of these moves and while you're recovering,buffer the TS Drop (in other words,just do it).If they ever jump,just do b+2 (in weapon stance) or simply a fireball.
Other TS Dropping Wonders
-Side step TS Drop - simply do the TS Drop motion (f,b,d+1) and input the "d" that way that you SIDE STEP and don't duck.If done correctly,Dairou will side step slighty to the right on P1 side or left on P2 side,and then immediately do a TS drop.
-Crouching TS Drop - simply do the TS Drop motion (f,b,d+1) and input the "d" that way that you DUCK and hold it a little bit and then press "1".If done correctly,Dariou will duck after the "d" input and then when you hold it a little bit and press "1",he will basically do a TS Drop from a crouching position
-Mid-air TS Drop -simply jump at the opponent and buffer a TS Drop;when you do this ONLINE,it will look like Dairou did a TS Drop shortly before he landed on his feet
Dairou's INFINITE COMBO (ONLINE ONLY)
This infinite combo takes advantage of a glitch DF-Thug and I discovered recently.However,Konqrr and he have pulled off the actual Dairou infinite combo to my knowledge,so they get the credit for it.Anyway,here's how i's done...in CORNER ONLY...
In Escrima, b+1, b+1, b+1, 2,3,1,u+2, b+1, b+1, 2,3,1,u+2,etc.
For some crazy reason,they can't block the "2,3,1,u+2" when they recover.That's how it works basically.Dairou will suffer from damage reduction from this combo at some point which will ultimately result in a time infinite combo.Seriously,I would NEVER do this unless someone used their infinite combo on me first.Hopefully,you'll do the same.
Dairou Vs. (a few hinters Vs. the characters of MK:D).I've tried to make this list in a particular order;order of difficulty for Dairou to beat.Please let's not discuss which character is the hardest to beat,but rather let's take a look at the problems Dairou faces when fighting these specific characters.
BRC - one of the most broken characters in MK:D and the best example of the MK team's poor testing.Anyway,when fighting BRC,STAY AWAY at all times.You simply can never afford fighting BRC up close,not even at sweep distance.f+3 (in BRC's weapon stance obviously) will hit you at very ridiculous distances (it can even prevent you from doing TS Drops because it's relatively fast).His Puke Puddle is also some bull shit you will have to deal with up close.His throw gives him very easy 50/50 mix ups.From my experience,after his throw simply hold "u/b" (so you jump back and avoid another throw) while simultaneously you need to be ready to break f+3 if the BRC player intends to go for it.However,that's not all.More experienced BRC players will also do some nasty guaranteed combos on you after their throw (68% of damage is possible) or they may also simply do b+1 (which is breakable by the way) and force their 50/50 mix ups on you when you recover.How do you deal with all of this then?Stay away by using your teleport and use your weapon stance (TS Drop, d+2, backdash and let them guess from far away).Watch out when the BRC player comes close to you because f+3 will connect even when he's at 1/3 a screen away.Keep in mind,however,that when BRC is full screen away,he cannot do anything to you since he poses no threat due to his non-existant,long-range projectile.However,he does have the Stomp which can be seen on REACTION.Jump,and you get a free TS Drop into a combo.
Remember,stay away from this fool or you will die quickly by lame and repetitive 50/50 mix ups.I lose against BRC (and N/S) the most out of all the characters in MK:D.
N/S - Noob-Smoke.Mr.Infinite Combo/Mr. 50/50 mix ups...*sigh*.I hate N/S not because he has many infinite combos but because of f,f+4 with Smoke.This is the move that will kill you if you're not careful.This is one of the ONLY moves Dairou's TS Drop doesn't have priority over.It will connect when you try a TS Drop,Fireball and Teleport.Smoke's f,f+4 will simply beat you everytime.Fortunately,a blocked f,f+4 gives Dairou 50% of damage due to its huge recovery on block.Thus,make sure you punish it properly.But still,remember,from far away,NO random TS Drops,Fireballs,and Teleports,you need to be careful and read your opponent's mind.If they want to throw out f,f+4's,let them.Just punish it.Also,keep in mind that Smoke is quite a poor rush down character.If they ever want to rush you,they'll need to use Noob who is considerably easier to deal with than Smoke.Noob can't do f,f+4,but Smoke can.In addition,don't worry about their other teleports that hit you from behind;the TS Drop will always beat them.f,f+4 is your main concern whn fighting Smoke.Against Noobe,simply stay away or you'll have to deal with the lame 4, d,b+2, Throw mix ups.In closing,play careful.Watch how you play against Smoke.If they ever come close,use one of your buffering tactics and let them guess (many people think Dairou is weak up close;that's not true.he may be weak up close compared to BRC and Darrius,but who isn't?).Anyway,and as for Noob,stay away and let them guess from far.
Dairou - Dairou Vs. Dairou.Who will win?Use your weapon stance for this one.This is a MUST.If the other player is smart enough,he'll do the same.Basically,this match will come down to who can buffer the TS Drop faster and land 1,1,f+3 in weapon stance after it,so you use up their breakers or do considerable damage to them.Really,this is ALL this match comes down to.Whoever tries fighting up close will lose badly.Thus,play smart and make sure you outmsart the other Dairou player from the distance fight.
Kabal,Darrius,Kobra,Scorpion,etc. coming soon!
Comments,suggestions,corrections,etc. please do post.
m2dave Wrote:
Comments,suggestions,corrections,etc. please do post.
Comments,suggestions,corrections,etc. please do post.
About your Dairou guide, wow I guessed a lot of stuff right about Dairou, ex/ how broken TS drop is, the usefulness of 11F+3 etc. One comment I'd like to make is that you didn't mention that you can get a free throw off TS drop, 11F+3 because the last hit grounds, though you have to be close to a wall so the opponent doesn't get pushed too far back.
m2dave Wrote:
Kabal,Darrius,Kobra,Scorpion,etc. coming soon!
Kabal,Darrius,Kobra,Scorpion,etc. coming soon!
Does Darrius even need a guide? Just use his weapon stance and use 3,df3, throw, 124...70+%
or you can do: throw, cs, 123cs, cs, cs, walk up, sidestep, throw, 124...100+%
50/50 mixup that does a minimum of 70% if they don't have breakers. But realistically they'll only be able to break the 1st hit of the throw glitch combo and by then you'll have done at least 30% right off a throw or 50% off the launcher.
df3 is also mid so you could mixup df3, throw, 124 with just a throw, 124 which makes for another good 50/50 mixup.
And that's all you really need to know about Darrius, IMO.
On the other hand, I really suck with Kabal and I'll be soooooooo happy if someone does a guide for him.


About Me

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Yes, we need a guide for Kabal. :)
About your Dairou guide, wow I guessed a lot of stuff right about Dairou, ex/ how broken TS drop is, the usefulness of 11F+3 etc. One comment I'd like to make is that you didn't mention that you can get a free throw off TS drop, 11F+3 because the last hit grounds, though you have to be close to a wall so the opponent doesn't get pushed too far back.
I knew that of course.I just forgot to put it up.You can actually get the free throw ANYWHERE on the screen.After 1,1,f+3, simply switch to first stance and walk up (he's fast in his first stance,so it will work).Then when the opponent is about to rise,throw him.
This will work with a little bit of practice and timing.This does very decent damage as well by the way.
Also,that was a misunderstanding.I wasn't going to write a Darrius,Kabal,etc. strategy thread;I was going to give people a few hinters when fighting them with Dairou.
I knew that of course.I just forgot to put it up.You can actually get the free throw ANYWHERE on the screen.After 1,1,f+3, simply switch to first stance and walk up (he's fast in his first stance,so it will work).Then when the opponent is about to rise,throw him.
This will work with a little bit of practice and timing.This does very decent damage as well by the way.
Also,that was a misunderstanding.I wasn't going to write a Darrius,Kabal,etc. strategy thread;I was going to give people a few hinters when fighting them with Dairou.
About Me

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sub~zero guide plz coz many people dont know how to use him..
specially in the first stance..he doesnt have any pop up...and if ur enemy stays down u cannt even touch him..and the second stance only one hit the catches..so plz a guide for him..
specially in the first stance..he doesnt have any pop up...and if ur enemy stays down u cannt even touch him..and the second stance only one hit the catches..so plz a guide for him..


About Me
There are three rules for doing scientific research. Unfortunately, no one knows what they are.
0
DooMsDaYoFNYC Wrote:
Yes, we need a guide for Kabal. :)
Yes, we need a guide for Kabal. :)
Galactic and me are working on one :).
VQ
zZHA~
her combo 111 gives her a free throw, so after u 111 walk up and throw :) a easy 30% combo is back 1 (hits mid) back 1 then 111.. another combo, but its hard to get out, the timing is very very hard.. but its back 1, 111,111=39%
then theres back 1,111 cs 1113cs41=62%
3 is a mid uppercut.. 4444 is a easy 13% combo.. i tend to walk right back up and do it again, it tends to hit again.. or do 4444 then 444cs to mix it up...
*update* back+1,1,1,1 she recovers fast. so after this, walk up to them and press the throw button a few times, by the time they get up they'll think ur gonna throw them so, they will block low when they recover, back +1 them again
FU JOW PAI
the back 2 move~if u want to be able to do it over and over be sure to press back 2 then forward back 2 (repeat as many times as u like :)..
if u just do back 2 back 2, it wont come out as fast..
both of her down 3 and down 4 moves have zero delay. There for she can get up and back 2 or , scream, fireball, throw, combo~ 111, or just keep doing down 3 or 4 over and over.
her 111 combo~ she recovers quickly.
What I do w/ it is~I keep holding up and press 111, 111, 33, 112,112, etc. these short 3 hit combos can be done over and over w/ almost no delay, but if u add 33 to the 111 she has delay. U can also 111 then do, back 2 quickly.. I do 111, down 4, then back 2.. because if u do 111 back 2, the back 2 damage given is lowered but, when I add in the down 4 then back 2 , damage given is back to normal.
The key to my style w/ her is to whore the down 4, keep holding down and mash that 4!!! whore it as much as u can!!!!!!!!!! but make sure u r up close to them if ur gonna whore it, from a distance make sure u mix in the leg grab among other things...
Back 2 is a mid hit, Its her best move because its safe and she recovers quickly... (as just about every hit in this stance does)
her up 4 also hits mid, fast and its a pop up (u can get some nice 30 plus hit combos from it).
free throws in this stance~ 2 is her uppercut looking move after it u can walk up and throw.. what i do if i catch them in a scream ill 2 then throw=19% i think.. her 4 move also gives her a free throw, but dont do it if u catch them in a scream, as for some reason her 4 can be combo broken
some thing new i have been doing w/ her, is ill press the throw button and again again and again plus mix in the back 2 w/ it, she has a split second delay after her throw motion (w/ out throwing) so do 50/50 mix ups w/ it.. r1r1 back2 r1 back2 etc mix in a leg grab..
when u do her up 4 pop up, i do her uppercut as it keeps them close to her and u can start doing some 50/50 mix ups.. walk up and r1 r1 then back 2 to confuse them
KWAN DO
1 hits mid, plus after u do it u get a free throw.. 1 then down 1 is a mid then low..
her up 3 recovers quickly when done.. her standing 2 does also.. whats nice about this is that u can 2 then up 3 quickly the delay is about 1 sec In between each hit..i also do a lot of 2 2 2 2 2 or up 3 up 3 up 3..etc back 2 in this stance hits fast and mid.. when u do the 1 then up 3 mini combo, if it doesnt hit she will have delay, so watch out....
44 hits mid..
a nice unbreakable combo w/ her is up 3 , 2 then up 3. 22%..
the standing 2 is good at tracking side steppers.
if im able to do her up 1 move (which is another mid hit) instead of doing a combo i do her leg grab move.. or cs cs uppercut into the 50/50 w/ fu jow pai..
things i have been doing recently.. its pretty much a simple sindel, and tends to lend to victories.. fu jow pai~keep it simple get up close as u can, mix up down 4, down 1, then back 2.. the 3 moves back to back to back come out real fast after each other, it creates alot of confusion for ur foe
Kwan do~when in this stance i now do a bunch of 4,4 then another 4,4 up 2, 4,4 walk up back 2.. mix it up
i use to do alot of 4,4, walk up and throw, BUT i suggest that u not use her throw UNLESS they are out of breakers and near a death trap..
whats wrong w/ her throw u ask? well
1~it is 2 hits that do 5% then 5% they can break it after the 1st 5%. ur better off doing her leg grab as it does 9% and they cant break it.
2~ur foe can quick recover after it, while she is still recovering
3~the fact she cant do any 50/50 mix ups after it like the rest of the cast
likei said the ONLY time it is worth while is when they are out of breakers and near a deathtrap..
i can understand y the mk team made her throw breakable, because she can send her foe into a deathtrap w/ it, BUT ashrah, nightwolf and ERMAC all have unbreakable death trap throws. making hers breakable when theirs arent makes no fucking sense, again because of this i want to say FU boon for being a moron!! nice game testing
i have been playing like this recently gearing up for my next match w/ mr dairou up there (m2dave) damn the Ts drop


About Me
There are three rules for doing scientific research. Unfortunately, no one knows what they are.
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Bizatch Wrote:
df3 is also mid so you could mixup df3, throw, 124 with just a throw, 124 which makes for another good 50/50 mixup.
And that's all you really need to know about Darrius, IMO.
df3 is also mid so you could mixup df3, throw, 124 with just a throw, 124 which makes for another good 50/50 mixup.
And that's all you really need to know about Darrius, IMO.
Target practice (d,f+3) is a low, not a mid. His other punch is a mid though.
VQ


About Me
Kenshi Wins-Fatality!
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plz make a kenshi guide...me gettin desperate :(
LIU KANG
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Key Techniques
I will admit I'm not the best with Liu Kang. A few other people could most likely beat me with Liu in a mirror, but I'll still post what I think, and what works most effective on most players in the MKO universe.
Liu Kang is a strong, kickass charactor that is fun to use and is actually pretty easy to learn. He has extremly large damaging combos that can easily be performed. Liu is also a 50/50 king when used right. I will be showing you the key techniques used in Liu Kang.
Liu's fighting style to me bases on a lol of mid hit launchers into high damaging combos, and his crazy ass 50/50 mix up game which will throw off even the best of fighters
The guide below will show you the highest damaging combos, many of his 50/50 combo possibility, when to do his throw,free throws.....and many more.
Hope you like it..................
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*****
SPECIAL MOVES
High Fireball - F,F,2; Liu will spit a fireball out of his hands, directed towards the head of his opponet. (This can be easily avoided by ducked, so I suggest you not do this move very often.)
Low Fireball - F,F,1; Liu will spit a fireball out of his hands, directed to the calves or feet of his opponet. (This can yet again be easily avoided by ducking and block low, but is good against a turtling opponet)
Flying Kick - F,F,4; Liu will jolt forward is a jumping motion, hitting the other persons head. This is a quick attack but you pay a price for missing..so when missed, the opponet has a long time to do a combo or grab you.
Flying Bycicle Kick - D,F,3; Liu will do his famous signature multi-hitting kick...hitting the opponet about 7-9 times. This is another special that can be easily avoided and costly effects you when missed. This is a great move to use as a last hit in a combo.
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STANCES
*JUN FAN*
First Stance - Jun Fan is a extremly fast stance. It is also king-like for 50/50 and huge damage combos that are capable of being online.This would most likely be your primary stance throughout the match.
COMBOS WITHIN THE JUN FAN STANCE
Liu's trick of the trade is in the JUN FAN stance. So many 50/50 options and so many mid hits that will piss your opponet off very easily.
Basic Combos:
<1,1,3>:considered his fastest move and this is also known as a safe move, fall back on this if you think your challenger has the uper hand-punches them 2 times then snap kicks them~use this and the 1,1,3,4 as your primary way to end ur 50/50 combo
<1,1,3,4>-punches them 2 times then snap kicks them and ends it with a high kick to the head.....after this combo your opponet becomes SLIGHTLY stunned, if thewy are smart they will dash back if not head in and throw them
2,B1-punches them once then launches them in the air
2,3-punches them once then kicks them
1,1F2-punches them 2 time then hammers them on the ground causing the opponet to launch, this is a slow move so i suggest not using it bc of the delay after the move
1,1-double punch
50/50's:
D1:punches low~use this low poke mainly bc of its speed and it doesn't push the opponet too far ahead in distance
D3:heel kicks low
D4:low spin kick
B3:kick the opponet in the shin
B4:spin kicks the opponet low, causing him to fall down~ use this a lil often if your challenger is a good side stepper
!!These all have to follow up with either another low hit, or a mid hit combo!!
Examples of some 50/50 combos:
D1,1,1,3,4~my favorite combo bc of it's speed and most people think it will end after 1,1,3>
D1,D3,1,1,3,4
D3,D3,1,1,3
B3,B3,D1,1,1,F2
.......THESE ARE NOT ALL THE 50/50 COMBOS, LIU IS CAPABLE OF DOING!!!!!!!......Be creative and screw your opponet up with your own variation of those moves....... Use the 50/50 combos continuously, never stop them because you think you can hit a big combo off or what not. Those are your key tools to winning a match against a smart, strong player.
Complex Combos:
F2...1,1...*change stance quickly*...4,1,1,B1...45 damage * THIS BEGINS WITH A MID HIT*after this move walk up and either hit F2 again to start another one of these or throw if your opponet is still standing
B1...1,1...2,3...*change stance quickly*...1,1,B1...57% damage~this combos takes extreme timing to pull off, you might think it is imposible at first but it is possible in doing
1,1,F2...1,1...*change stance quickly*...1,1,B1...38% damage *MID HIT*
F2...1,1...D,F,3(bycicle kick)...34% damage *MID HIT*
2,B1...2,3...D,F,3(bycicle kick)...36% damage
B1...1,1...1,1...*change stance quickly*...1,1,B1.....not sure of damage(it will be given shortly)**
B1...2,3...*change stance quickly*...4,1,1,B1....not sure of damage(it will be give shortly)
......................THESE COMBOS ALL TAKE VERY GOOD TIMING, BUT THEY ALL ARE POSSIBLE!.......................
Free Throws:
U4...hits them in the head twice
4...stuns them preparing them for a throw
3...stuns them preparing them for a throw
..I am not sure if there is more but I am sure those work...
These are another trick move that can turn into a guessing game*AKA a 50/50*
Example of a free throw turned into a 50/50:
U4...throw...walk up...F2...1,1...*change stance quickly*...4,1,1,B1
Another ex. but with another throw into it (considered a partial infinate)
4...throw...walk up...throw...F2...2,3...*change stance quickly*...4,1,1,B1
Infinates:
against wall-1,1,F2..F2...F2......*repeat*
throw...walk up...throw...walk up...throw......*repeat*
I DO NOT SUGGEST YOU DO INFINATES UNLESS THEY ARE DONE TO YOU!!!
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*PAO CHUI*
Seccond Stance- Liu Kangs weakness lies in this stance. This stance is very slow with very little mid hits and quick low hits. But this is a primary stance for finishing your combos.
Basic Combos:
4,1,1,B1-hits them 3 times then knocks them half way across the screen
4,1,1,U2-hits them 3 times then launches them in the air
4,3,3,3-punches once then kicks three time*can be used as a delay move*
50/50's:
There aren't any consistant 50/50's that are like in his JUN FAN stance but there are a couple strong mid hit, low punch 50/50's
throw...walk up...U4...B1
throw...walk up...4,3,cs
those are his only hard to guess 50/50's..the others one are way to slow
Complex Combos:
U2...4,1,1,B1.........42% damage
U4...U2...4,1,1,B1.......35% damage *this can also be used as a 50/50
since it begins with a mide hit launcher*
4,1,1,U2...4,1,1,B1.......39% damage
1,1,U2...4,1,1,B1.....43% damage
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*NUNCHAKU*
Weapon Stance- - Liu's weapon...this stance is hardly ever use by me except in my branch combos. This stance does have a good amount of free throws in it though.
Basic Combos:
1,1,1,1-spins the sticks around 4 times
1,1,3,4-spins the sticks 3 thimes then kicks them half way accross the screen
1,1,2,B2-spins the sticks 3 times then lauches them up in the air
1,1,3-spins the sticks 3 times
1,1,2- spins the sticks 3 times
50/50's
D1-spins the stick low
D3-spins the stick low
D4-spins the stick low
B3-leans back and spins the stick low
Example of a 50/50 in his weapon stance
D1,B3,D1,B2,D2
Like I said before.be creative and make your opponet piss his pants with some of your own 50/50's
Free Throws:
1,1,1,1-stuns them, preparing them for a throw
F3-Stuns the opponet preparing them for a attack
Complex Combos within the weapon stance:
B2...*change stance quickly*1,1,3,cs,1,B1.....35% damage
B2...1,1....D,F,3(bycicle kick).......35% damage
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*****
Liu's Throw
Liu's throw is a great throw because you have enough time to walk up and do a mid hit launcher and finish that launcher with a high damaging combo, or you have your choice to do another throw which is considered a infinate
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Auto Recovery/ Instant Recovery
Now I don't know if half of you know what this means but after you are knocked down or launch theres a combination of buttons used to get up "IMEDIATLY!"...this is called auto recovery. This is a key part in play a fast Liu Kang. Right before you hit the ground you press Down,Back in an angle or Down,Forward in an angle. This will cause Liu to get up instantly and will catch the opponet off guard. If the player is standing next to you, within reach of the F2 launcher in Jan Fan stance do it!!!!! and finish your laucher off with a nice damaging combo.
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Strategies Against Other Characters
Bo` Rai Cho
We all know Bo is a pain in the ass with his glitch throws and stupid
F3...Throw shit....,but Liu is the anti Bo in my mind. Liu quick F2 in Jun
Fan stance will easily catch the opponet off guard if you block the F3
crap. With his quick and easy high damaging combos....,Liu is the
Anti Bo.
Dairou
Dairou is another charactor that will make you throw the controller
against the wall and break your consol when used right. His
tombstone shit will frustrate the living hell out of you..., but Liu can
make Dairou a wanna be when played smart. Dairous Tombstone
drop has a 3 seccond delay after the drop if you jump n the drop
misses. This gives yoo plenty of time to go in for the kill and start one
of Liu's high damaging combos.
Kabal
Ok....some of you will think, why is kabal being put her as a hard
charactor to beat. Well with great timing of the spin..kabal will make
Liu's high damaging combos look like a baby's plaything. When Liu
isn't used smartly (ex. trying to do his chaincombo while kabals half
way accross the screen)Kabal will have a huge chance to run and
spin your ass for a good bit. So I'll tell you about Kabal's weaknesses
and what people try to pull. These combos are known as safe
combos.
1,1,U3 is a safe combo, this being that the move is done so fast you
think he'll do it again. Well most Kabalers don't they spin you after that.
1,3
1,3,3
are both safe combos as well.
If Kabal's cought give him a long damaging combo, and follow it up
with a free throw or a imediate 50/50
Noob-Smoke
Noob Smoke can be a bitch sometimes with his throws, so best thing to do is keep him a decent distance away and wait for him to attack. Noob is a midrange to close fighter so 70% of the time smoke will be in. Don't walk into the smokey cloud and wait him to attack
I will be giving more charactor strategies soon.......
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This is all I have time to do right now. All comment about this guide
will be greatly appreciated. If a good comment is given about the post
regarding something that involves Liu Kang, I will update this thread
with that information.
This Will Be Updated More Within The Future......!!!!!!!
KUTCHEZ..............................................
First off, I did not make this myself...ThuggishRuggish helped out a lot so if there's anything that the mods can do to put bout of our names on this guide it will be appreciated. Once again half credit goes to the thug.
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Baraka
Baraka is a awesome and fun charactor to use, he has delay combos that will screw up even the best of fighters. His blades is probly one of the best weapons to use in the game thanks to it's speed and it universal tracking hits.
Baraka is also easy to learn and wil be even easier to learn thanks to this guide. We have put together of high damaging combos,50/50's, throws, what to do and what not to do, ect....
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Special Moves
Baraka Blades- this move made baraka famous, the blades come out of his arms and imediatly start slashing up and down, the last hit sends the opponet flying....this is also a very safe move to use
Mutant Blades-this is probly the fastest move in the game, baraka will imediatly shove the blades of his arms send the opponet flying, this trick has hardly a delay in the beginning so the opponet won't know whats coming
Shadethis is baraka's arsenal, he will shoot a blade out of his arm hitting the opponet in the face.This move will suck if the opponet's close and if he blocks it. I suggest using this move for a turtling opponet half way accross the screen
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-Silat-
In silat, the first move you want to learn is his Style branching combo, as you are gonna be using these alot its really simple.
1,1,3,cs-now that, thats out of the way, i can ,move onto combos...and moves and such
1,3,cs- is another move to do to switch up the combos to make the other person think another hit's coming
up+3-now, next thing you want to learn is that combo, this move is great online, becuz it sends them back so its a pretty safe move....except vs a kabal spin or baraka ff+4....ect.....
d+4-this isanother move you want to learn, this is a fast low hit and can be used just like noobs 4, and d+4, but instead of 4,
2- nice mid hit, knocks them down and you get to walk up and do some more 50/50, yay!! thats pretty much it
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Hung Gar
This is my fav stance, great mids and lows and great 50/50 game first off the bat, get yourself used to.
1+b+2- this move is great becuz b+2 is great, and you can use 1 as a trainer, just get them used to you using 1, than when they catch on, throw in the b+2, another move i find funny
up+2- the baraka jump!, heh, anyways, its good vs dai and ermac, and bo....ground type specials....anyways, after you jump it, and say your to far away to do anything, just throw out ff+4, takes a while to get the timing but its good only vs them
3 best moves in this stance are:
b+2- being one
d+3- this low hit is great, i love it so much, its like my fav move, i use du+3, after it somtimes or ill keep doing d+3, than after a few times do du+3, works good its fast, if they block it you can back dash and block at the same time and wont get hit ;)
b+3- mix this one up with d+3 and du+3, like this: d+3, b+3, b+2 or du+3
than after that, switch it up, do like b+3, b+2 or du+3, ect., anther usfull move is b+4, not the greatest, but its a ok sweep now moving on, the style branch combos in this stance arnt that good except, 3, cs, sneek ass move, if you mix it up with just 3, and than next time do 3, cs, works pretty good, plus you get to walk up and do some 50/50, yay!!!
3,cs- this move has a awesome delay to it sometimes confusing the other player....if this hits walk up and throw or start out with one of baraka's high damaging blade combos
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Blades
this should be your first move in Blades:
up+3- this is your popup, its a mid...i think......so you can mix it in pretty good in blades, but if you miss, it sucks.....
b+4- its a quick sweep, and you can mix it up with du+3 like b4, only other thing to learn is his combos in blades
3,3,2,1,1- you can mix it up with 3,3,2,du+3....ect
u3...3,3,2,1....f,f,3....................43% damage
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More is coming soon...we have to try out some combos and get the damage, after that we'll post them......much more is coming your way
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Baraka
Baraka is a awesome and fun charactor to use, he has delay combos that will screw up even the best of fighters. His blades is probly one of the best weapons to use in the game thanks to it's speed and it universal tracking hits.
Baraka is also easy to learn and wil be even easier to learn thanks to this guide. We have put together of high damaging combos,50/50's, throws, what to do and what not to do, ect....
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Special Moves
Baraka Blades- this move made baraka famous, the blades come out of his arms and imediatly start slashing up and down, the last hit sends the opponet flying....this is also a very safe move to use
Mutant Blades-this is probly the fastest move in the game, baraka will imediatly shove the blades of his arms send the opponet flying, this trick has hardly a delay in the beginning so the opponet won't know whats coming
Shadethis is baraka's arsenal, he will shoot a blade out of his arm hitting the opponet in the face.This move will suck if the opponet's close and if he blocks it. I suggest using this move for a turtling opponet half way accross the screen
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-Silat-
In silat, the first move you want to learn is his Style branching combo, as you are gonna be using these alot its really simple.
1,1,3,cs-now that, thats out of the way, i can ,move onto combos...and moves and such
1,3,cs- is another move to do to switch up the combos to make the other person think another hit's coming
up+3-now, next thing you want to learn is that combo, this move is great online, becuz it sends them back so its a pretty safe move....except vs a kabal spin or baraka ff+4....ect.....
d+4-this isanother move you want to learn, this is a fast low hit and can be used just like noobs 4, and d+4, but instead of 4,
2- nice mid hit, knocks them down and you get to walk up and do some more 50/50, yay!! thats pretty much it
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Hung Gar
This is my fav stance, great mids and lows and great 50/50 game first off the bat, get yourself used to.
1+b+2- this move is great becuz b+2 is great, and you can use 1 as a trainer, just get them used to you using 1, than when they catch on, throw in the b+2, another move i find funny
up+2- the baraka jump!, heh, anyways, its good vs dai and ermac, and bo....ground type specials....anyways, after you jump it, and say your to far away to do anything, just throw out ff+4, takes a while to get the timing but its good only vs them
3 best moves in this stance are:
b+2- being one
d+3- this low hit is great, i love it so much, its like my fav move, i use du+3, after it somtimes or ill keep doing d+3, than after a few times do du+3, works good its fast, if they block it you can back dash and block at the same time and wont get hit ;)
b+3- mix this one up with d+3 and du+3, like this: d+3, b+3, b+2 or du+3
than after that, switch it up, do like b+3, b+2 or du+3, ect., anther usfull move is b+4, not the greatest, but its a ok sweep now moving on, the style branch combos in this stance arnt that good except, 3, cs, sneek ass move, if you mix it up with just 3, and than next time do 3, cs, works pretty good, plus you get to walk up and do some 50/50, yay!!!
3,cs- this move has a awesome delay to it sometimes confusing the other player....if this hits walk up and throw or start out with one of baraka's high damaging blade combos
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Blades
this should be your first move in Blades:
up+3- this is your popup, its a mid...i think......so you can mix it in pretty good in blades, but if you miss, it sucks.....
b+4- its a quick sweep, and you can mix it up with du+3 like b4, only other thing to learn is his combos in blades
3,3,2,1,1- you can mix it up with 3,3,2,du+3....ect
u3...3,3,2,1....f,f,3....................43% damage
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More is coming soon...we have to try out some combos and get the damage, after that we'll post them......much more is coming your way
KUTCHEZ Wrote:
LIU KANG
<
COMBOS WITHIN THE JUN FAN STANCE
<
Complex Combos:
F2...1,1...*change stance quickly*...4,1,1,B1...45 damage * THIS BEGINS WITH A MID HIT*after this move walk up and either hit F2 again to start another one of these or throw if your opponet is still standing
B1...1,1...2,3...*change stance quickly*...1,1,B1...57% damage~this combos takes extreme timing to pull off, you might think it is imposible at first but it is possible in doing
1,1,F2...1,1...*change stance quickly*...1,1,B1...38% damage *MID HIT*
B1...1,1...1,1...*change stance quickly*...1,1,B1.....not sure of damage(it will be given shortly)**
B1...2,3...*change stance quickly*...4,1,1,B1....not sure of damage(it will be give shortly)
......................THESE COMBOS ALL TAKE VERY GOOD TIMING, BUT THEY ALL ARE POSSIBLE!.......................
<
LIU KANG
<
COMBOS WITHIN THE JUN FAN STANCE
<
Complex Combos:
F2...1,1...*change stance quickly*...4,1,1,B1...45 damage * THIS BEGINS WITH A MID HIT*after this move walk up and either hit F2 again to start another one of these or throw if your opponet is still standing
B1...1,1...2,3...*change stance quickly*...1,1,B1...57% damage~this combos takes extreme timing to pull off, you might think it is imposible at first but it is possible in doing
1,1,F2...1,1...*change stance quickly*...1,1,B1...38% damage *MID HIT*
B1...1,1...1,1...*change stance quickly*...1,1,B1.....not sure of damage(it will be given shortly)**
B1...2,3...*change stance quickly*...4,1,1,B1....not sure of damage(it will be give shortly)
......................THESE COMBOS ALL TAKE VERY GOOD TIMING, BUT THEY ALL ARE POSSIBLE!.......................
<
B+1, 11, cs 411B+1.......48% easy timing
B+1, 11, 113cs1B+1....dunno the % but real easy timing
B+1, 11, 11, cs 411B+1....54% easier than the 57%
B+1, 11, 11, cs 11B+1...easier than the 54%
I'd also like to REmention that you can get a free throw off ANY of these combos that end with 11B+1 or 411B+1 as long as you double tap forward like mad to get to the opponent on time for the ss throw. I'm not 100% sure because the opponent can get up right after certain plant moves, like Baraka's weapon stance 33211 and Tanyas weapon stance B+22.
Many people have requested a kobra strategy guide so here it is. Many of
the tatics you will see below were tought to me by a ps2 fight
named "chimage" so some credit should go to him.....................
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Kobra
Kobra is a fast martial arts specialist, many people think of him as a glitcher, so on so forth. He can be used in my opinion, 2 different ways...a kali stick kobra and a shorin ryu charactor. I use my kobra as a shorin ryu charactor so most of the tactics here will be revolving around that stance.
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Special Moves
low fireball-use this after a throw or against a turtling opponet
high fireballi think the arsenal is useless because of its reaction time and it can be easily blocked
flaming punchthis move is very fast so do it when you think the fighter is leaste expecting it..this is also a free throw attack
switch screen punch use this move also when you this thew opponet is leaste expecting it or when you think your cornerd and about to be knocked into a dt
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*Shorin Ryu*( i think thats how you spell it)
There are man unlisted combos in the stance...you can practically put the attack 2(button 2) in front of every combo within this stance.(The numbers in * * are optional and can be put in the begining of each combo)
Ex.2,1,1,4,cs.......2,1,2,u4....ect
The main moves to remember and the way to use those moves are list listed below:
*2*,1,1,4-this move stuns them if they block, imediatly side step and do this again (80% of the time the seccond combo around works)
*2*,1,1,3,cs-mix this move up without the button 2 to confuse the opponet
*2*,1,1,3,3-this is a great move to do after the *2*,1,1,4 combo
2,3,3-also use this combo after the *2*,1,1,4
*2*,1,2,u3-this move to me is worthless but many kobra like to follow up their stun combo with this move
d,1-fast low poke, follow this up with a u,3 (side step kick) to fool your opponet, also use the side step kick against a good side stepping opponet
^^^^^those above are practically the only moves to learn within the shorin ryu stance.....
(combos coming soon)
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Kickboxing
This move has a few 50/50 mix ups....
2,2,2- this move is unlisted and is also a free throw....after the throw change stance into the kali sticks and use the combo 2,4,3....about 50%
b3,3-nice combo that hits directly if the opponet isnt blocking
b4-nice sweeping kick
u2,-a good launcher, follow this up with either one of the combos listed below
1,3,cs-hits them twice then takes out the kali sticks and knocks them half way accross the screen
1,1,2,cs-hits 3 time then takes out kali sticks and spins them
^^^^^those are also the only moves worth knowing in that stance......
(combos coming soon....)
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Kali Sticks
Many people debat on if this is a cheap stance or not...but whocares it;s in the game so use it.
f1-this is a great launcher follow it up with a few of the moves listed below
1,1,2,4,b3-this is his combo with the most hits in it...mix this up with the 1,1,2,4,3 to confuse the challenger
u3- cool flashy mide hit knock down move...instantly change stance and do a *2*1,1,3,cs...hits almost everytime
like i said before, i don't know too much about kali sticks because i was trained to use his other stance...
(combos coming soon...)
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That is really all to know to use a good kobra believe it or not, it might look small but it sure is effective.............One more tip with kobra, never let your opponet get up..stay on his their ass like a pack of wolves...
I will take any suggestions on combos, move (preferably kali stick), ect
the tatics you will see below were tought to me by a ps2 fight
named "chimage" so some credit should go to him.....................
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Kobra
Kobra is a fast martial arts specialist, many people think of him as a glitcher, so on so forth. He can be used in my opinion, 2 different ways...a kali stick kobra and a shorin ryu charactor. I use my kobra as a shorin ryu charactor so most of the tactics here will be revolving around that stance.
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Special Moves
low fireball-use this after a throw or against a turtling opponet
high fireballi think the arsenal is useless because of its reaction time and it can be easily blocked
flaming punchthis move is very fast so do it when you think the fighter is leaste expecting it..this is also a free throw attack
switch screen punch use this move also when you this thew opponet is leaste expecting it or when you think your cornerd and about to be knocked into a dt
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*Shorin Ryu*( i think thats how you spell it)
There are man unlisted combos in the stance...you can practically put the attack 2(button 2) in front of every combo within this stance.(The numbers in * * are optional and can be put in the begining of each combo)
Ex.2,1,1,4,cs.......2,1,2,u4....ect
The main moves to remember and the way to use those moves are list listed below:
*2*,1,1,4-this move stuns them if they block, imediatly side step and do this again (80% of the time the seccond combo around works)
*2*,1,1,3,cs-mix this move up without the button 2 to confuse the opponet
*2*,1,1,3,3-this is a great move to do after the *2*,1,1,4 combo
2,3,3-also use this combo after the *2*,1,1,4
*2*,1,2,u3-this move to me is worthless but many kobra like to follow up their stun combo with this move
d,1-fast low poke, follow this up with a u,3 (side step kick) to fool your opponet, also use the side step kick against a good side stepping opponet
^^^^^those above are practically the only moves to learn within the shorin ryu stance.....
(combos coming soon)
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Kickboxing
This move has a few 50/50 mix ups....
2,2,2- this move is unlisted and is also a free throw....after the throw change stance into the kali sticks and use the combo 2,4,3....about 50%
b3,3-nice combo that hits directly if the opponet isnt blocking
b4-nice sweeping kick
u2,-a good launcher, follow this up with either one of the combos listed below
1,3,cs-hits them twice then takes out the kali sticks and knocks them half way accross the screen
1,1,2,cs-hits 3 time then takes out kali sticks and spins them
^^^^^those are also the only moves worth knowing in that stance......
(combos coming soon....)
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Kali Sticks
Many people debat on if this is a cheap stance or not...but whocares it;s in the game so use it.
f1-this is a great launcher follow it up with a few of the moves listed below
1,1,2,4,b3-this is his combo with the most hits in it...mix this up with the 1,1,2,4,3 to confuse the challenger
u3- cool flashy mide hit knock down move...instantly change stance and do a *2*1,1,3,cs...hits almost everytime
like i said before, i don't know too much about kali sticks because i was trained to use his other stance...
(combos coming soon...)
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That is really all to know to use a good kobra believe it or not, it might look small but it sure is effective.............One more tip with kobra, never let your opponet get up..stay on his their ass like a pack of wolves...
I will take any suggestions on combos, move (preferably kali stick), ect
0
lol i already made a kobra guide, but ok, its old tho, prob a few pages back O_o good work tho kut, btw im thinking of makin a raiden guide but hmm i need to test more stuff, anyone want to help? lol


About Me
0
Moi Fah
Since Doomsday doesnt have much taste for this stance ill point out his strenghts
Moi Fah in Fact is probably a better stance than hapkido
Strenghts
11 33
this move will push your opp away and if one of the 3's hit you get a free hellfire or throw
11 33 cs another safe combo and pushes your opp father away if cs hits free hellfire
11 back 1
back 1 itself comes out fast and good to stop on rushing opp.
one way to use it auto recovery back 1 free hell fire almost 20 %!
moh fai is the better stance for a few reasons
1 its right near his weapon 2 its combos are almost complelely safe
3 has the better pokes
when you get to high level play you will notice unless theres a drastic diff in chars being played that whoever has a better poke game wins
down 3 in moh fai is a LONG poke its good for frustating your opp
now dont go out and spam this one like he was sindel cause it is also a slow poke
something i like to do in moh fai
is run up and poke them with down 3 back dash run up do it again back dash
and on the next run up cs to ryu and foward 1 them spear them do 11 3 cs 3 cs for 50 damage
if your opp gets too rush happy remember a few things back 1 will push them away and plant them
and your right there at your sword so dont hesitate to pull it out and down 1 a few times then switch to hapkido and do 1 2 up 4
as for good pokes in fighting style
spam scorps 4 in moh fai it does 10 damage and is almost completely safe and has a LONG Reach almost as long as bo's foward 3 without the free throw
hopefully this will help people be more unique with scorpian
cause he has 3 good stances
if you mix all 3 stances in you will win a lot more than just doing the hapkido sword bash scorp
being up predictable goes a long way
Since Doomsday doesnt have much taste for this stance ill point out his strenghts
Moi Fah in Fact is probably a better stance than hapkido
Strenghts
11 33
this move will push your opp away and if one of the 3's hit you get a free hellfire or throw
11 33 cs another safe combo and pushes your opp father away if cs hits free hellfire
11 back 1
back 1 itself comes out fast and good to stop on rushing opp.
one way to use it auto recovery back 1 free hell fire almost 20 %!
moh fai is the better stance for a few reasons
1 its right near his weapon 2 its combos are almost complelely safe
3 has the better pokes
when you get to high level play you will notice unless theres a drastic diff in chars being played that whoever has a better poke game wins
down 3 in moh fai is a LONG poke its good for frustating your opp
now dont go out and spam this one like he was sindel cause it is also a slow poke
something i like to do in moh fai
is run up and poke them with down 3 back dash run up do it again back dash
and on the next run up cs to ryu and foward 1 them spear them do 11 3 cs 3 cs for 50 damage
if your opp gets too rush happy remember a few things back 1 will push them away and plant them
and your right there at your sword so dont hesitate to pull it out and down 1 a few times then switch to hapkido and do 1 2 up 4
as for good pokes in fighting style
spam scorps 4 in moh fai it does 10 damage and is almost completely safe and has a LONG Reach almost as long as bo's foward 3 without the free throw
hopefully this will help people be more unique with scorpian
cause he has 3 good stances
if you mix all 3 stances in you will win a lot more than just doing the hapkido sword bash scorp
being up predictable goes a long way


About Me

0
Regarding this particular guide, I reserve the right to ask the moderators to close it at my discretion.
MODS - I want this thread closed if:
1) People come on here yelling at me because they dont think I'm good with Scorpion. Their opinions do not matter; this is the best guide for Scorpion that is currently out there, so take it for what it is..
2) People who come here trying to challenge me. I am not posting this because I want or need any new enemies who want to "beat the guy who writes the guides!".
3) People decide to start flaming each other, insulting each other, or just flat out start shit-talking.
Those are my three rules. If you dont obey them, I will request that this thread be shut down.
"When there is no room left in hell, the dead shall walk the earth."
-Dawn of the Dead-Scorpion Breakdown:
The way Scorpion is used best is as a "Rush Down" fighter. He's good for constantly being on the offensive, and charging the hell out of your opponent. He's got a pretty bad distance game with the exception of extremely skillyfully placed Hellfires, and if used correctly, his special moves really don't matter. Truth be told, he had two stances that can be FULLY utilized to do nothing but charge your opponent. Both Hapkido and Muguryu are DESIGNED to make your opponent guess whats coming next. These stances were designed purely for 50/50. With this particular character, you better get used to 50/50 games, and if you don't, don't even bother reading this guide, because its ALL 50/50. Without it, Scorpion is just 'another character'..
Now, a little history about me and my experiences with Scorpion. I have probably played as many matches with Scorpion as I have with my Shujinko, and I DO have over 1,500 matches under my belt using Scorpion alone. I am not the best Scorpion online, not by a lot. Since I came over to the XBOX, I have played TONS of literally GREAT Scorpions. One of the best goes by the name of YouWillPerish, and the other goes to ALEXEI09. Everyoen else is just an immitation. =-P No offense to anyone who thinks they're good, but the thing is, I only play with Scorpion as my third in command (Preceded by Noob-Smoke and Shujinko) but you don't see me going around getting insulted when other people like that say THEY have the best Scorpion. Often times, they do. Perish has handed my ass to me many a times, and so has ALEXEI09. So this guide goes out to those guys, who took the time and mastered Scorpion to an UNATTAINABLE perfection.
So needless to say, my Scorpion is my third best. Out of over 1,750 matches or so, I have won approx 1,400 of them using Scorpion.
So, credit from this guide does not go to JUST ME, it goes to the following;
YouWillPerish for showing me what Scorpion was capable of, ALEXEI09 for taking it and mastering it, Aldagod for whupping me, and Molson for schooling me back in the day on the PS2. This guide is for you guys..
And without further adieu, we shall move into the actual guide.
Moves to Use:
Flip Kick (F,B+3) - This is Scorpion's most underused move, because of the fact that immediately after it, you get a free Hellfire. Its fast, and I believe it hits low, so god forbid they happen to be crouching or crouch blocking when you throw it out.
Hellfire (D,B+2) - This move is one of the most useful in the game, simply because of the fact that its fast, it comes from below, and its great at punishing someone who thinks they can turtle and throw fireballs all day. (*ahem* KOBRA!) You WILL take the fireball on occassion, but the GREAT thing about this move is that it can be done in the middle of a downwards sidestep. In example, if someone throws you a fireball, and you decide to sidestep down, immediately press B+2 in the middle of the downwards sidestep, and you will throw out a hellfire and not only sidestep the projectile, but punish your opponent for being dick enough to throw it. you can ALSO get a FREE Hellfire after almost all of Scorpions style-branching combos. Its ridiculous how damagiong this move is in the middle of combos.
Bloody Spear (B,F+1) - USE THIS MOVE SPARINGLY! I have found that with Scorpion, whenever you get the spear to connect, IMMEDIATELY move into Moi Fah, and press EITHER B+2, or B+1. EACH move will either stun your opponent for long enough to get a Hellfire, or plant them long enough to get a Hellfire. Either way, Moi Fah is the way to go. I PREFER to use B+2 because it does 11% Damage, as opposed to the 9% that B+1 does.
Teleport Kick (D,B+3) - This move is as useless as a tit on bullfrogs. The only times I have ever gotten this move to work was against newbies and less-skilled players. Its retardedly slow, and if they attack you, it takes damn near twice as much damage because your stupid ass got blocked. Its honestly useless in my eyes, but I'm sure than the enlightened people out there will find a use for it. It's just got so many negative factors that its not even funny. If your opponent is crouching or crouch-blocking, your teleport will go right over them, and leave you standing... yep, you guessed it... EXACTLY WHERE YOU WERE before you did the damn move! So honestly, use at your own discretion and risk, its all up to you and how you want to play.
Now, with all that being said, Scorpion is unique in the fact that he is the ULTIMATE true high/low fighter in this game, in my opinion. Some may argue that Havik has the best TRUE 50/50 in MK:D, but I argue that vehemently. Scorpion was DESIGNED for straight up guessing games. He has two seperate stances dedicated to charging the hell out of your opponent, and trust me, I'll teach you to utilize them in this guide..
HAPKIDO StyleThis style is perhaps his best in order to catch your opponent off guard. Let me explain that Scorpion is a "poke fighter", in the sense where all of his damage will come from doing perfectly timed and meneuvered single strikes. In this stance, he has two moves that give free throws OR free hellfires. I prefer to do the Hellfires because if I used the throws, everyone and their mother would be bitching about how I throw all day. The throw takes 11% damage, and the Hellfire takes 10%, so its no major difference, just 1% actually, so its not a big deal. This stance is also used alot for pop-ups, as well as great poke moves that give you the advantage in any 50/50 match-up.
Now, the moves you NEED to learn in Hapkido style, are as follows:
U+4 - This is a pop-up combo starter. Hehgih kicks you into the air, and you can then combo the hell out of them. This move hits HIGH, you'll MISS if they block low. If you connect with this move, STAND THERE AND WAIT FOR THEM TO HIT THE FLOOR. The second they hit the floor, do a Free Helfire, and then a new 50/50 mix-up of your choice.
3 - This is Scorpions most useful move in the entire three stances. Its his Axe Kick. Anyone from the MK:DA days will tell you that this move is so good its scary. It hits in 2 sections, the first hit being high, the second being mid. So unless your superman and have his speed with the blocking, your usually going to get hit with one of them. The only way they can avoid it is by blocking HIGH, but they won't do that, because if they do, they get THROWN. (*hehehe*) This is a GREAt trained move for some combos listed below.
2 - This is a kick-ass "poke" maneuver. It hits high, and often times alot of people expect you to start a combo off of it. There's no need. If you connect with this move, all you have to do is do a Hellfire immediately after this. Once this move connects, the animations make your opponent "stumble". you have a faster recovery time, so you can so either a Throw of a Hellfire by the time the computer LETS them be able to either block, or crouch/block. This is a great wake-up move, because if you literally walk up to someone, and do nothing but STAND there while they are blocking, they will feel foolish, and let go of block to try to attack you. The thing is, if you work on your timing, the second they let go of the block button, they'll get hit with the 2. Then a Hellfire. Then a new 50/50 mix-up. This is a great trainer for some combos listed below.
B+3 - This is a VERY fast sweep move that hits low, and makes your opponent fall to the floor. If they DO NOT tech roll either to the side or normally, you can usually get a free Hellfire after this move..
2, 3 - This is an awesome combo that truly fucks with the whole 50/50 aspect of things. The first hit, the 2, will connect high, as I described above. But the next hit will come out lightening fast, and thats the Axe kick. Use this combo to mix it up.The thing is, mix this move up alot. For example, when you are trying to put the pressure on your opponent, usually when you notice that they are starting to block alot, for example you press 2.. They block high. you press 2 again.. They block hgih again. Press 2,3, and 9 times out of 10, after the 2 is successfully blocked, they will try to attack you, only to get hit by the 3 (Axe Kick) that follows it). Thats what a trainer is.
2,3,B+1 - This is ANOTHER awesome combo. you can use either the REGULAR 2 as a trainer. you can do what I described above, and catch them by surprise with the 2,3. OR, you can do this combo. The last hit LAUNCHES them accross the screen, where guess what? YOU GET A FREE HELLFIRE! If you connect even with only the last hit of this combo, you will be guaranteed a free hellfire. Mix this combo up with the above mentioned trainers, as well as the short combo mentioned above. This particular combo followed by a hellfire does a GREAT amount of damage, is lightening quick, and makes them think twice about going on the offensive.
3,B+1 - The same as above, only missing the first hit (2).
All in all, Hapkido is the style you want to be in if you want to dish out tons of damage quickly, and efficiently. Strategies for this style will be listed below, after all of the styles have been explained.
MOI FAH StyleThis is the style to use when you want to throw in a few QUICK moves before switching FROM Hapkido INTO Mugai Ryu. It has very limited wake up moves, but it does have a few good stun moves, and a decent combo that leads into the Hellfire. All in all, this is NOT Scorpions best Stance, so don't spent too much time in here or your bound to lose.
The moves to learn for this style are as follows:
B+1 - This move hits mid, plants them on the floor. This is only good is I want to walk up, sidestep, and get a free throw. The better move is to just do a free hellfire, and walk up with a new 50/50 mix-up. in example, this move should ONLY be used after you successfully catch your opponent in a Bloody Spear. If your not in Moi Fah, CS into it, do this B+2, then CS out to either Hapkido or Mugai Ryu and 50/50 them.
B+2 - This is the move you do for extra damage. In example, this move should ONLY be used after you successfully catch your opponent in a Bloody Spear. If your not in Moi Fah, CS into it, do this B+2, then CS out to either Hapkido or Mugai Ryu and 50/50 them.
3, 3, 3 - This is a decently fast combo, and serves 2 purposes; Obviously if he charges you connect and take damage with this combo, or you can do this PURPOSEFULLY knowing they're going to block it, this way it pushes them backwards enough for you to recover and re-think your next move.
3,3,CS - Do this combo, and your guaranteed decent damage. As I said, Scorpion is a poke fighter, and these are some decent pokes. If you land this combo, the last hit will launch you accross the screen, amd give you a FREE Hellfire.right after this combo. It does good damage, and automatically switches you over into the Mugai Ryu stance.
MUGAI RYU StyleThis style is his most defensive yet offensive style. In all honesty, this style is great for doing literally both, as longas you are good at mixing up highs and low hits. All you have to do is really learn 2 moves, because this is what this move was designed for.
Moves to learn in this stance:
F+1 - This is a GREAT move that hits mid, and launches your opponent into the air. EVERYTIME you connect with this move, you throw out a Bloody Spear, and then combo off of that. This is a great move to catch your opponents guarding low. Fortunately for you, so many people online abuse the simple THROW that it has EVERYONE trained to naturally block low. That works in your favor for this case, because if they block low, they get launched. This is a great move and has a very good recovery rate. if you miss it, its almosy immediate that you can do your next move.
D+1 - This move is a powerhouse, It's like Kobra's D+1 and Bo Rai Cho's F+3 combined. It doesn't give you a free throw, but it DOES guarantee you space when you need it. Throw this fucker out FREQUENTLY, whenever your opponent charges you. Also, its great to stop someone from an already oncoming attack. Usually its also a good idea to use this in the middle of an oncoming combo, as its a good interrupter. Its also LIGHTENING fast, and gives you just the advantages that you need in order to get that split second to plan your next move. You can also combo like a mofo off this. But not in the senses that you guys are used to. This is a great poke move, that stops your opponent in their tracks, and often times, if you connect with this, you'll notice that AFTER it connects, your opponent will just STAND there for a second; they weren't expecting to get hit by this. THIS is the rare situation where I am referring to. In that split second they stand there, charge the hell out of them, combo them with whatever you have the feel for at that moment. It works, its effective, it's quick, and gets the job done. Use this move very frequently.
Now, for the best part - STRATEGIES!
Scorpion Strategies
As I said before, Scorpion is one of the few characters in Deception who can either revolve completely around poke combos, or he can completely revolve around 50/50 attacks. Because of his large wealth of single hit poke moves, this makes him unique in the strategy section, simply because he always keeps you guessing where the hits are going to be coming from next, high? Low? Mid? Low? WTF?!?!?
Hapkido Strategies
Use his 2 as a trainer, where you can throw in other moves, like 3, or even 2,3,B+1 followed by Hellfire. These moves hit ALL OVER the place so the chances are that you'll be able to hit them with one of them in the combo..
2, 3, U+4. . . Hellfire, Walk Up, 50/50
The above combo will truly piss you off, because its one of those combos where if you connect with the pop-up, everyone wants to roll out of the way and continue attacking, where this combo doesn't let you. if you connect with the U+4, you have a guaranteed Hellfire, and if you time it correctly, the Hellfire will connect, and force your opponent to stand straight up, where you can walk up and 50/50 them with either his 3 Axe Kick, or the Throw. if they just stand there for a second or two... fuck it, throw out a second Hellfire! Then continue the 50/50..
2, 3, U+4. . . Hellfire, B+3 (IF THIS CONNECTS) Throw out another Hellfire, and continue the 50/50.
This combo is very much like the one listed above, and completely plays with the 50/50 mix-ups. It will keep your opponent guessing literally until the bitter end..
The best thing to do with Scorpion is to actually look for an opening, and then do his 2 poke NOT in a juggle. For example, if you see an opening to 2 poke them, DO IT. Stande real close, and then throw out a Hellfire, and continue your 50/50. If they duck, press 3. If they stand, either throw out another hellfire, or Throw them.
MOI FAH Strategies
3
The simple 3 has a decently long range, and does a good bit of damage (10%) and is also completely safe on block. If they block, it pushes them away and gives you space to retaliate if they attack you as well.
The best move to use is the simple B+2 in close quarters. it has an EXTREMELY little range, but its great for getting yourself a free hit (Hellfire or Throw) afterwards.
1, 1, 3, 3
As both Mr S & Chimage have mentioned, this combo is completely safe, even if blocked. If you connect with one of the kicks, your GUARANTEED a throw, and ALMOST guaranteed a Hellfire instead of a throw.
1, 1, 3, 3, CS
This is a great combo that Chimage pointed out. it accomplished half of the things that Hapkido does - In essence, the last CS hit launches them accross the screen, and guaranteed you a Hellfire, and leaves you in Mugai Ryu. Not bad, eh?
3,3,CS
Use this as I said above to launch your opponent accross the street, and get yourself another free Hellfire. Scorpion REVOLVES around the Hellfire, and he is awesom as I stated with the 50/50 game. USE IT TO YOUR ADVANTAGE.:
Now, we move on to. . .
MUGAI RYU Strategies
The only tactic that I will mention for this style is the look for any opening where you can connect with the F+1, so you can combo into other styles.
The other advice I can give you is to poke the shit out of your opponent every time that they try to attack you using the D+1 pokes.
Also, whenever you see them duck, use his F+1 pop-up move, it will take damage, and give you enough distance to plan ahead and do the Bloody Spear into your next combos.
So in essence, the GENERAL strategy for Scorpion is to make your opponent panic by attacking them as fast as possible. As soon as they have no breakers, you can use his Style-Branching combos from Hapkido (2,2,CS,3,CS followed by a free Hellfire). Also, don't feel bad about doing the F+1/D+1 'Scorpion Cheese' in his weapon stance. EVERYONE ONLINE who uses Scorpion runs to those two moves. if you want respect from your opponents, I would suggest that you spend most of your time in Hapkido, and beat them without the "cheesy tactics" that everyone else so vehemently bitches about..
Other things to note:
If at any point you see your opponent ducking, and you're not close enough to do anything to them, USE the Hellfire. You MAY catch them, or you MAY NOT, but use your judgment and timing. See exactly what works for you, and what exactly doesn't. But try everything under the son, see what works for you. That's the only way to win.
Other useful information for Scorpion:
Scorpion has SO MANY free throws and free Hellfires that Ican't even actually list them all. Basically, EVERYTIME YOU LAUNCH YOUR OPPONENT, do a Hellfire. EVERYTIME you catch your opponent with 2 in Hapkido, do a Hellfire. EVERYTIME you connect with U+4 in Hapkido, do a Hellfire. After EVERY Hellfire, use a 50/50 combo. Mix it up, and thats your key to victory, I swear to you.
If you guys have any questions or additions, as well as input and/or comments to make, please feel free. Any and all information is a plus, and helps out other people who are currently using, or trying to LEARN how to use Scorpion. RESPECT THE RULES I MENTIONED above. If you do not, I will request that the moderators lock this thread, and completely remove it from the forums.
Thanks, and have fun dominating your competition.
MODS - I want this thread closed if:
1) People come on here yelling at me because they dont think I'm good with Scorpion. Their opinions do not matter; this is the best guide for Scorpion that is currently out there, so take it for what it is..
2) People who come here trying to challenge me. I am not posting this because I want or need any new enemies who want to "beat the guy who writes the guides!".
3) People decide to start flaming each other, insulting each other, or just flat out start shit-talking.
Those are my three rules. If you dont obey them, I will request that this thread be shut down.
"When there is no room left in hell, the dead shall walk the earth."
-Dawn of the Dead-Scorpion Breakdown:
The way Scorpion is used best is as a "Rush Down" fighter. He's good for constantly being on the offensive, and charging the hell out of your opponent. He's got a pretty bad distance game with the exception of extremely skillyfully placed Hellfires, and if used correctly, his special moves really don't matter. Truth be told, he had two stances that can be FULLY utilized to do nothing but charge your opponent. Both Hapkido and Muguryu are DESIGNED to make your opponent guess whats coming next. These stances were designed purely for 50/50. With this particular character, you better get used to 50/50 games, and if you don't, don't even bother reading this guide, because its ALL 50/50. Without it, Scorpion is just 'another character'..
Now, a little history about me and my experiences with Scorpion. I have probably played as many matches with Scorpion as I have with my Shujinko, and I DO have over 1,500 matches under my belt using Scorpion alone. I am not the best Scorpion online, not by a lot. Since I came over to the XBOX, I have played TONS of literally GREAT Scorpions. One of the best goes by the name of YouWillPerish, and the other goes to ALEXEI09. Everyoen else is just an immitation. =-P No offense to anyone who thinks they're good, but the thing is, I only play with Scorpion as my third in command (Preceded by Noob-Smoke and Shujinko) but you don't see me going around getting insulted when other people like that say THEY have the best Scorpion. Often times, they do. Perish has handed my ass to me many a times, and so has ALEXEI09. So this guide goes out to those guys, who took the time and mastered Scorpion to an UNATTAINABLE perfection.
So needless to say, my Scorpion is my third best. Out of over 1,750 matches or so, I have won approx 1,400 of them using Scorpion.
So, credit from this guide does not go to JUST ME, it goes to the following;
YouWillPerish for showing me what Scorpion was capable of, ALEXEI09 for taking it and mastering it, Aldagod for whupping me, and Molson for schooling me back in the day on the PS2. This guide is for you guys..
And without further adieu, we shall move into the actual guide.
Moves to Use:
Flip Kick (F,B+3) - This is Scorpion's most underused move, because of the fact that immediately after it, you get a free Hellfire. Its fast, and I believe it hits low, so god forbid they happen to be crouching or crouch blocking when you throw it out.
Hellfire (D,B+2) - This move is one of the most useful in the game, simply because of the fact that its fast, it comes from below, and its great at punishing someone who thinks they can turtle and throw fireballs all day. (*ahem* KOBRA!) You WILL take the fireball on occassion, but the GREAT thing about this move is that it can be done in the middle of a downwards sidestep. In example, if someone throws you a fireball, and you decide to sidestep down, immediately press B+2 in the middle of the downwards sidestep, and you will throw out a hellfire and not only sidestep the projectile, but punish your opponent for being dick enough to throw it. you can ALSO get a FREE Hellfire after almost all of Scorpions style-branching combos. Its ridiculous how damagiong this move is in the middle of combos.
Bloody Spear (B,F+1) - USE THIS MOVE SPARINGLY! I have found that with Scorpion, whenever you get the spear to connect, IMMEDIATELY move into Moi Fah, and press EITHER B+2, or B+1. EACH move will either stun your opponent for long enough to get a Hellfire, or plant them long enough to get a Hellfire. Either way, Moi Fah is the way to go. I PREFER to use B+2 because it does 11% Damage, as opposed to the 9% that B+1 does.
Teleport Kick (D,B+3) - This move is as useless as a tit on bullfrogs. The only times I have ever gotten this move to work was against newbies and less-skilled players. Its retardedly slow, and if they attack you, it takes damn near twice as much damage because your stupid ass got blocked. Its honestly useless in my eyes, but I'm sure than the enlightened people out there will find a use for it. It's just got so many negative factors that its not even funny. If your opponent is crouching or crouch-blocking, your teleport will go right over them, and leave you standing... yep, you guessed it... EXACTLY WHERE YOU WERE before you did the damn move! So honestly, use at your own discretion and risk, its all up to you and how you want to play.
Now, with all that being said, Scorpion is unique in the fact that he is the ULTIMATE true high/low fighter in this game, in my opinion. Some may argue that Havik has the best TRUE 50/50 in MK:D, but I argue that vehemently. Scorpion was DESIGNED for straight up guessing games. He has two seperate stances dedicated to charging the hell out of your opponent, and trust me, I'll teach you to utilize them in this guide..
HAPKIDO StyleThis style is perhaps his best in order to catch your opponent off guard. Let me explain that Scorpion is a "poke fighter", in the sense where all of his damage will come from doing perfectly timed and meneuvered single strikes. In this stance, he has two moves that give free throws OR free hellfires. I prefer to do the Hellfires because if I used the throws, everyone and their mother would be bitching about how I throw all day. The throw takes 11% damage, and the Hellfire takes 10%, so its no major difference, just 1% actually, so its not a big deal. This stance is also used alot for pop-ups, as well as great poke moves that give you the advantage in any 50/50 match-up.
Now, the moves you NEED to learn in Hapkido style, are as follows:
U+4 - This is a pop-up combo starter. Hehgih kicks you into the air, and you can then combo the hell out of them. This move hits HIGH, you'll MISS if they block low. If you connect with this move, STAND THERE AND WAIT FOR THEM TO HIT THE FLOOR. The second they hit the floor, do a Free Helfire, and then a new 50/50 mix-up of your choice.
3 - This is Scorpions most useful move in the entire three stances. Its his Axe Kick. Anyone from the MK:DA days will tell you that this move is so good its scary. It hits in 2 sections, the first hit being high, the second being mid. So unless your superman and have his speed with the blocking, your usually going to get hit with one of them. The only way they can avoid it is by blocking HIGH, but they won't do that, because if they do, they get THROWN. (*hehehe*) This is a GREAt trained move for some combos listed below.
2 - This is a kick-ass "poke" maneuver. It hits high, and often times alot of people expect you to start a combo off of it. There's no need. If you connect with this move, all you have to do is do a Hellfire immediately after this. Once this move connects, the animations make your opponent "stumble". you have a faster recovery time, so you can so either a Throw of a Hellfire by the time the computer LETS them be able to either block, or crouch/block. This is a great wake-up move, because if you literally walk up to someone, and do nothing but STAND there while they are blocking, they will feel foolish, and let go of block to try to attack you. The thing is, if you work on your timing, the second they let go of the block button, they'll get hit with the 2. Then a Hellfire. Then a new 50/50 mix-up. This is a great trainer for some combos listed below.
B+3 - This is a VERY fast sweep move that hits low, and makes your opponent fall to the floor. If they DO NOT tech roll either to the side or normally, you can usually get a free Hellfire after this move..
2, 3 - This is an awesome combo that truly fucks with the whole 50/50 aspect of things. The first hit, the 2, will connect high, as I described above. But the next hit will come out lightening fast, and thats the Axe kick. Use this combo to mix it up.The thing is, mix this move up alot. For example, when you are trying to put the pressure on your opponent, usually when you notice that they are starting to block alot, for example you press 2.. They block high. you press 2 again.. They block hgih again. Press 2,3, and 9 times out of 10, after the 2 is successfully blocked, they will try to attack you, only to get hit by the 3 (Axe Kick) that follows it). Thats what a trainer is.
2,3,B+1 - This is ANOTHER awesome combo. you can use either the REGULAR 2 as a trainer. you can do what I described above, and catch them by surprise with the 2,3. OR, you can do this combo. The last hit LAUNCHES them accross the screen, where guess what? YOU GET A FREE HELLFIRE! If you connect even with only the last hit of this combo, you will be guaranteed a free hellfire. Mix this combo up with the above mentioned trainers, as well as the short combo mentioned above. This particular combo followed by a hellfire does a GREAT amount of damage, is lightening quick, and makes them think twice about going on the offensive.
3,B+1 - The same as above, only missing the first hit (2).
All in all, Hapkido is the style you want to be in if you want to dish out tons of damage quickly, and efficiently. Strategies for this style will be listed below, after all of the styles have been explained.
MOI FAH StyleThis is the style to use when you want to throw in a few QUICK moves before switching FROM Hapkido INTO Mugai Ryu. It has very limited wake up moves, but it does have a few good stun moves, and a decent combo that leads into the Hellfire. All in all, this is NOT Scorpions best Stance, so don't spent too much time in here or your bound to lose.
The moves to learn for this style are as follows:
B+1 - This move hits mid, plants them on the floor. This is only good is I want to walk up, sidestep, and get a free throw. The better move is to just do a free hellfire, and walk up with a new 50/50 mix-up. in example, this move should ONLY be used after you successfully catch your opponent in a Bloody Spear. If your not in Moi Fah, CS into it, do this B+2, then CS out to either Hapkido or Mugai Ryu and 50/50 them.
B+2 - This is the move you do for extra damage. In example, this move should ONLY be used after you successfully catch your opponent in a Bloody Spear. If your not in Moi Fah, CS into it, do this B+2, then CS out to either Hapkido or Mugai Ryu and 50/50 them.
3, 3, 3 - This is a decently fast combo, and serves 2 purposes; Obviously if he charges you connect and take damage with this combo, or you can do this PURPOSEFULLY knowing they're going to block it, this way it pushes them backwards enough for you to recover and re-think your next move.
3,3,CS - Do this combo, and your guaranteed decent damage. As I said, Scorpion is a poke fighter, and these are some decent pokes. If you land this combo, the last hit will launch you accross the screen, amd give you a FREE Hellfire.right after this combo. It does good damage, and automatically switches you over into the Mugai Ryu stance.
MUGAI RYU StyleThis style is his most defensive yet offensive style. In all honesty, this style is great for doing literally both, as longas you are good at mixing up highs and low hits. All you have to do is really learn 2 moves, because this is what this move was designed for.
Moves to learn in this stance:
F+1 - This is a GREAT move that hits mid, and launches your opponent into the air. EVERYTIME you connect with this move, you throw out a Bloody Spear, and then combo off of that. This is a great move to catch your opponents guarding low. Fortunately for you, so many people online abuse the simple THROW that it has EVERYONE trained to naturally block low. That works in your favor for this case, because if they block low, they get launched. This is a great move and has a very good recovery rate. if you miss it, its almosy immediate that you can do your next move.
D+1 - This move is a powerhouse, It's like Kobra's D+1 and Bo Rai Cho's F+3 combined. It doesn't give you a free throw, but it DOES guarantee you space when you need it. Throw this fucker out FREQUENTLY, whenever your opponent charges you. Also, its great to stop someone from an already oncoming attack. Usually its also a good idea to use this in the middle of an oncoming combo, as its a good interrupter. Its also LIGHTENING fast, and gives you just the advantages that you need in order to get that split second to plan your next move. You can also combo like a mofo off this. But not in the senses that you guys are used to. This is a great poke move, that stops your opponent in their tracks, and often times, if you connect with this, you'll notice that AFTER it connects, your opponent will just STAND there for a second; they weren't expecting to get hit by this. THIS is the rare situation where I am referring to. In that split second they stand there, charge the hell out of them, combo them with whatever you have the feel for at that moment. It works, its effective, it's quick, and gets the job done. Use this move very frequently.
Now, for the best part - STRATEGIES!
Scorpion Strategies
As I said before, Scorpion is one of the few characters in Deception who can either revolve completely around poke combos, or he can completely revolve around 50/50 attacks. Because of his large wealth of single hit poke moves, this makes him unique in the strategy section, simply because he always keeps you guessing where the hits are going to be coming from next, high? Low? Mid? Low? WTF?!?!?
Hapkido Strategies
Use his 2 as a trainer, where you can throw in other moves, like 3, or even 2,3,B+1 followed by Hellfire. These moves hit ALL OVER the place so the chances are that you'll be able to hit them with one of them in the combo..
2, 3, U+4. . . Hellfire, Walk Up, 50/50
The above combo will truly piss you off, because its one of those combos where if you connect with the pop-up, everyone wants to roll out of the way and continue attacking, where this combo doesn't let you. if you connect with the U+4, you have a guaranteed Hellfire, and if you time it correctly, the Hellfire will connect, and force your opponent to stand straight up, where you can walk up and 50/50 them with either his 3 Axe Kick, or the Throw. if they just stand there for a second or two... fuck it, throw out a second Hellfire! Then continue the 50/50..
2, 3, U+4. . . Hellfire, B+3 (IF THIS CONNECTS) Throw out another Hellfire, and continue the 50/50.
This combo is very much like the one listed above, and completely plays with the 50/50 mix-ups. It will keep your opponent guessing literally until the bitter end..
The best thing to do with Scorpion is to actually look for an opening, and then do his 2 poke NOT in a juggle. For example, if you see an opening to 2 poke them, DO IT. Stande real close, and then throw out a Hellfire, and continue your 50/50. If they duck, press 3. If they stand, either throw out another hellfire, or Throw them.
MOI FAH Strategies
3
The simple 3 has a decently long range, and does a good bit of damage (10%) and is also completely safe on block. If they block, it pushes them away and gives you space to retaliate if they attack you as well.
The best move to use is the simple B+2 in close quarters. it has an EXTREMELY little range, but its great for getting yourself a free hit (Hellfire or Throw) afterwards.
1, 1, 3, 3
As both Mr S & Chimage have mentioned, this combo is completely safe, even if blocked. If you connect with one of the kicks, your GUARANTEED a throw, and ALMOST guaranteed a Hellfire instead of a throw.
1, 1, 3, 3, CS
This is a great combo that Chimage pointed out. it accomplished half of the things that Hapkido does - In essence, the last CS hit launches them accross the screen, and guaranteed you a Hellfire, and leaves you in Mugai Ryu. Not bad, eh?
3,3,CS
Use this as I said above to launch your opponent accross the street, and get yourself another free Hellfire. Scorpion REVOLVES around the Hellfire, and he is awesom as I stated with the 50/50 game. USE IT TO YOUR ADVANTAGE.:
Now, we move on to. . .
MUGAI RYU Strategies
The only tactic that I will mention for this style is the look for any opening where you can connect with the F+1, so you can combo into other styles.
The other advice I can give you is to poke the shit out of your opponent every time that they try to attack you using the D+1 pokes.
Also, whenever you see them duck, use his F+1 pop-up move, it will take damage, and give you enough distance to plan ahead and do the Bloody Spear into your next combos.
So in essence, the GENERAL strategy for Scorpion is to make your opponent panic by attacking them as fast as possible. As soon as they have no breakers, you can use his Style-Branching combos from Hapkido (2,2,CS,3,CS followed by a free Hellfire). Also, don't feel bad about doing the F+1/D+1 'Scorpion Cheese' in his weapon stance. EVERYONE ONLINE who uses Scorpion runs to those two moves. if you want respect from your opponents, I would suggest that you spend most of your time in Hapkido, and beat them without the "cheesy tactics" that everyone else so vehemently bitches about..
Other things to note:
If at any point you see your opponent ducking, and you're not close enough to do anything to them, USE the Hellfire. You MAY catch them, or you MAY NOT, but use your judgment and timing. See exactly what works for you, and what exactly doesn't. But try everything under the son, see what works for you. That's the only way to win.
Other useful information for Scorpion:
Scorpion has SO MANY free throws and free Hellfires that Ican't even actually list them all. Basically, EVERYTIME YOU LAUNCH YOUR OPPONENT, do a Hellfire. EVERYTIME you catch your opponent with 2 in Hapkido, do a Hellfire. EVERYTIME you connect with U+4 in Hapkido, do a Hellfire. After EVERY Hellfire, use a 50/50 combo. Mix it up, and thats your key to victory, I swear to you.
If you guys have any questions or additions, as well as input and/or comments to make, please feel free. Any and all information is a plus, and helps out other people who are currently using, or trying to LEARN how to use Scorpion. RESPECT THE RULES I MENTIONED above. If you do not, I will request that the moderators lock this thread, and completely remove it from the forums.
Thanks, and have fun dominating your competition.


About Me
0
--Strategy Guide for the Character Raiden--
Mortal Kombat:Deception
By Raidenwins, 2005
First, a little history. Raiden has always been my favorite
Mortal Kombat character from the very beginning, back in the glorious
days of MK1 in the arcades. There is something about him that just
fascinates me.
Raiden is one of the original seven combatants in the very first MK
game, which came out in arcades back in 1992. He is also one of the
most popular MK characters and has been in all MK games to date, except for Mortal Kombat 3 and Ultimate Mortal Kombat 3. He is also known as the God of Thunder and Protector of Earth Realm.
In MKD, Raiden is a high to mid tier character. He has a good assortment of moves in all of his stances as well as some good special attacks, especially his Teleport which is immensely useful and comes into play in most of his strategies. I was very glad they gave him back his Teleport after a short hiatus in MKDA. Raiden is also one of the few characters in MKD who posses both good distance as well as close-up combat capabilities.
Version History
----------------------
09-20-2007 - Version 1.4
-Added a new strategy
07-17-2005 - Version 1.3
-Added two new combos
-Added a new strategy
04-30-2005 - Version 1.2
-Added new ~50% combo by ThuggishRugish
-Fixed a few errors
04-23-2005 - Version 1.1
-Added versus Darrius tips
-Added a tip about teleporting while opponent is jumping
-Added a few more strategies including a free throw after D+2 in Jujutsu (thanks to Konqrr for that one)
-Elaborated a bit on Raiden's infinite combo
04-22-2005 - Version 1.0
Nan Chuan
-----------------
This is Raiden's first and most useful stance. You should spend most of your time during kombat in it. Pretty much all of Raiden's
high damaging combos start in Nan Chuan. There are three moves of
importance in this stance:
F+1 - after the Teleport this is definitely my favorite Raiden move in
MKD. It is important for four reasons: first, after it connects you
can teleport behind your downed opponent for a FREE THROW. Be careful though and DO NOT attempt to grab immeditely after you teleport because you will miss. You have to wait for a very short time, perhaps a half
second and then grab. Second, it puts a good distance between you and your opponent thus allowing you some time to recuperate and plan for
your next move. Third, after F+1 connects you can, again, teleport
behind your opponent and start a combo. 9 out of 10 times it will
connect. It's a good way to drain your opponenet's breakers. And last,
but not least, it is fast thus allowing you to surprise your opponent.
This is especilly useful around death traps. If you happen to corner
your opponent by a death trap, a good strategy is to hold Forward on
your controller/joystick and simply keep tapping 1 as fast as you can.
There are two possibilities here, number one they are not blocking high and as a result in the death trap they go and you win the round and/or match; number two they will block high. In this scenario 8 out of 10 times they will let go of the Block button or attempt to block low so in the death
trap they go again.
Note: what I've noticed working well, if the opponent blocks the first F+1, is to do it again. Most people fall for it the second time. F+1 is what some people also call 'plant' move.
2, B+2 - what's important about this attack is that the first hit, 2, hits
mid and the second one is a pop-up thus making it a really good combo launcher. Many good combos could be started from here. There is an infinite that starts with that attacks as well, but i will talk about
that later.
D+4 - this is a really good low poke. Use it to thwart your opponent's
combos or 50/50s, to get your self out of a tight situation or to
confuse your opponent. Works really well with the Teleport too and can not be side-stepped since you have to press Down to perform it.
Jujutsu
-----------
This is Raiden's second stance. You shouldn't spend too much time in it except for certain situations which i will be talking about in the
Strategies section of this guide. There is really only one move worth
mentioning here, but ah, what a move it is. It single-handedly makes
Jujutsu a good stance:
D+3 - wow, this really is a great move. It is a sweep move that is
incredibly fast, i can not confirm this with certainty, but some people
have said this is THE FASTEST sweep in MKD. On top of that it has quite a long reach and, even better, it does not look like its reach is that long thus your opponent does not expect to get caught in it from such a
distance. This move could really be a life-saver in tight situations,
it could very well turn the tide of battle in your favor, it works well
for 50/50 mind games with your opponent, and finally it is great for
finishing off your opponent when they have just a little life left. And
on top of everything else, it tracks side-steppers and like all that
wasn't enough, it has zero delay too, in other words as long as you keep tapping 3 Raiden will keep performing it without any delay.
And again, much like pretty much all of Raiden's moves/combos, it works great when combined with the Teleport. I have won many a matches, and on one occasion a whole round, thanks to that move.
Note: D+3 in Jujutsu works great aginst Darrius since it goes under all of his special attacks, even the ones that hit middle. So if you are playing against Darrius pay close attention to him and as soon as you see him perform any of his special attacks do D+3. It will get him and it will also confuse the heck out of the Darrius player since they are not used to their so far terrifying special attacks not connecting. While they are confused repeat D+3 a few times then Teleport and D+3 again. Just watch out for Darrius' 3 in his weapon stance becaus it will hit you if you are attempting D+3.
Staff
-------
Many people underestimate this stance, some go as far as calling it
'useless'. Raiden's third stance is far from useless however. It does
lack middle attacks, but it makes up for it with its very long reach,
power, and a couple of really good moves. One big advantage of Staff
lies in its very weakness, i.e. the lack of middle attacks. Allow me to
explain: because Raiden does not have any middle attacks in Staff, as
soon as you switch to it high-level players, who are aware of that
and know full well that if they block low Staff can't hit them, will
do just that, i.e. block low. This is very important from a Conditioning
point of view (conditioning is when you 'train' your opponent to do
something that you want them to do so you can attack them with an
attack you know will connect). In this particular example, high-level
players are conditioned to block low as soon as you switch to Staff.
Well, here is what to do, immediately switch to Nan Chuan and do F+1
or start a combo on them.
Now, as far as moves in Staff go there are two worthy of mentioning:
D+1 - this move is important for several reasons. First, it has a very
long reach, aproximately half screen. That makes it a good move to
use against so called 'turtle' players, and especially against Noob-
Smoke. Noob-Smoke players will often do the Smoke Cloud move and hide behind it, convinced of their invincibility. Well, as soon as you see
them perform Smoke Cloud do D+1, it will hit them as well as annoy the heck out of them and Raiden will still be safe from the equally
annoying smoke. This property also makes it a good move to use against Bo Rai Cho with his ridiculously long-reach, still not as long
as Raiden's Staff though.
Second, by virtue of being performed by pressing Down this move
automatically side-steps and in addition it auto-tracks any side-stepping opponents. Third, it posseses what i call the 'magical' property of hitting behind, i.e. if the opponent performs a teleport move and you do D+1
at the same time or even a little later, you will hit them even though
they are behind you. Again, this works particularly well against
Noob-Smoke with their many a teleport moves. D+1 also works well for stopping Kabal's Spin special attack dead in its track, the timing on that
is tricky though.
Use D+1 sparringly though. Against high-level players I would only
recommend using it once or twice during the round and as the finishing blow.
U+4 - this is a really good pop-up attack because it has long reach, it auto-tracks side-stepping opponents, and because you can perform Teleport immediately after it with zero delay. It also comes out pretty fast and it's good for catching your opponent off guard.
Special Moves
---------------------
F,F+4 - this is Raiden's staple Torpedo special move back from the days of MK1. Much like the Teleport, it was missing from MKDA and is now
making a glorious come back. Sadly, it is not useful at all because it
is easy to spot and thus block or side-step and leaves you open for any attack the opponent wishes to unleash upon you. It does hit middle
but that's its only good quality. I only have one good use for it, aside
from a combo finisher, which I will talk about in the Strategies
section. All in all, I would not recommend using it unless you are
confident that you know what you are doing.
F,F+2 - Electric Grab. This is a relatively new move for Raiden, it
made its debut in MKDA. Raiden dashes forward, grabs his opponent, lifts him/her in the air and electrocutes them, and finally knocks them down across the screen. It is a really cool looking move and it's quite useful for several reasons. First of all it has a decepteively long reach hence your opponent will most likley not expect to be caught by it. Also it
comes out fast thus making it a good move to use when you are both
circling each other, plotting your next move.
D,B+1 - this is Raiden's staple projectile attack that has been present
in every single MK game the Thunder God was in. It is most useful as
a way to keep your opponent at bay and comes into play in Raiden's
long-distance combat strategies. It is also a good move to finish your
opponent off with when they have little life left since at that point
in the round people get desperate, hence careless, and they either jump at you or just charge you straight up. In both cases a well timed
projectile will hit them thus giving you the victory. Also people generaly don't expect you to throw a projectile at them at the end of the round. It is also good because you have to press Down on your controller to perform it thus automatically side-stepping.
D,U+3 - WOW! Where should I start?! Raiden's famous Teleport. This is by far his best move in MKD. I just love to teleport with Raiden, to the
point that I now do it by instinct, I don't even have to think about
it any more. One of the things I do with Raiden in Practice mode is I
repeatedly Teleport+any attack. Perhaps I teleport too much, I have
met my end many a times due to badly timed Teleports, but the fact
remains, when timed correctly Raiden's Teleport is a very powerful
weapon. Probably about 70-80% of all my strategies with Raiden
revolve around teleporting. The Teleport's best property is that it is
probably the fastest teleport move in the game (correct me if I am wrong on this).
The most important aspect of teleporting with Raiden is to know WHEN to teleport. Fortunately, almost always it's a good time to teleport.
Here are few exceptions: be VERY careful when teleporting against Noob-Smoke players. A well-timed Smoke Cloud will catch Raiden and leave him open for a world of hurt. Also be careful with the Teleport against
Sub-Zero. Again, a well timed Ice Clone has a high chance of freezing you, although not as high as a Smoke Cloud. And finally, some high-level
players are quick enough to attack you as soon as you teleport, so watch out for those kind of opponents, teleport once or twice to 'test the
waters' and if you get caught each time you should start timing your
teleport more carefully. The fact of the matter though is that, at
least in my experience, 95% of all players I have faced can not
react fast enough to counter-attack the Teleport, even if they know
it's coming. The Teleport is also an invaluable tool in your 50/50
game with Raiden. A word of caution: do not teleport if the opponent is away from you and they start a combo, even though they are not hitting you if you do teleport their combo will connect even though you are behind them. I don't know if this is a glitch in the game or not, but be aware of it.
And on the other side of the spectrum, when is it SAFE to
teleport? Every time you knock an opponent down you can safely teleport behind them and choose your next attack. Good examples are F+1 in Nan Chuan, D+3 in Jujutsu, and U+4 in Staff. Another good time to teleport is when the opponent is jumping towards or away from you. Since the Teleport is incredibly quick you will find yourself right behind them before they've even landed.
Combos
-------------
I am not going to least all of Raiden's combos here, just the ones I find most useful.
Nan Chuan - 1,1,2,F+1 - this is a good combo since it ends with F+1. From here on you can safely Teleport behind the opponent and punish them. This is an unlisted combo.
Nan Chuan - 1,1,2,CS,1,B+1 - this is another good combo because the B+1 is relatively safe and it comes out at good speed.
Nan Chuan - 1,1,2,CS,1,3,4 - i believe the 3,4 hits middle although I may be wrong on that. It also pops the opponent up in the air. You can follow this up with B+1,1,1,3,CS,4,4 for a total of 42-43% damage. The whole combo is 1,1,2,CS,1,3,4,B+1,1,1,3,CS,4,4.
Nan Chuan - 1,1,2,CS,1,B+1,B+1,F,F+2 - this is a great looking combo, just do it and see what I mean. It does about 35-37% damage.
Nan Chuan - 1,1,2,CS,1,B+1,CS,U+4,F,F+2 - another very cool looking combo.
Nan Chuan - 1,1,2,CS,1,B+1,CS,U+4,F,F+4 - good damage and pushes your opponent all the way to the end of the screen. Great for cornering them and for knocking them in death traps.
Nan Chuan - 1, 1, 2, CS, 1, B+1, CS, U+4, CS, F+1..Teleport..Grab - 49% damage
Nan Chuan - 1,1,2,CS,1,B+1,CS,U+4,CS,1,1,2,F+1..Teleport..Grab - ~50% damage
Nan Chuan - 1, 1, 2, CS, 1, 3, CS, 4, 3, U+4, CS, F+1..Teleport..Grab - 53% damage
Tip: in order to successfully pull off Raiden's long style branch combos you have to actually do them slowly. That gave me a lot of trouble in the beginning when I was first practicing them.
Strategies
---------------
Teleport..F+1 - what's better than combining Raiden's two most powerful moves in one devastating attack?!
F+1..Teleport..Grab - FREE THROW
Teleport..D+4 - this works 98% of the time (don't ask me how I came up with that number) and in addition it really annoys people and when they are annoyed, they break their concetration. Works great for finishing the opponent off when they have little life left.
Jujutsu - D+3, D+3, Teleport..Grab
Jujutsu - D+3, D+3, CS, CS, F+1 - the D+3 annoys the HECK out of everybody I've faced and in addition to that it CONDITIONS them to block low so you can just walk up to them and punish them with F+1 in Nan Chuan. Follow that up with..yes you guessed it, a TELEPORT, and a free throw or a combo of your choice.
Nan Chuan - 1,1,2,CS,1,B+1..D+3,D+3 - this really is an awesome strategy. Like I said above the B+1 is safe and has almost no delay thus giving you time to perform Jujutsu's best move, D+3. Literally EVERYONE I've faced falls for this tactic and what they do after my B+1 is they immediately walk-up towards me not expecting the D+3. It takes even the most skilled high-level players quite a bit of time to adjust to this. The temptation to attack right after blocking my B+1 is just too hard to resist.
Jujutsu - D+3, D+3 ..3,4 - this is a great pop-up attack since it hits middle and by the time you execute it the opponent is conditioned to block low and therefore it hits them.
Nan Chuan (in a corner) - when you corner an opponent and should F+1 connect, just keep tapping 1. More likely than not it will connect again. So what you do after that is you have to, VERY FAST, press the grab button. This will cause Raiden to perform the grab motion. However, at this time your opponent will be still on the ground from the F+1 they suffered previously thus the grab will MISS. But this is the whole point, you WANT it to miss because this will make the opponent think that you will next try to grab thus CONDITIONING them to block low or simply duck. So since they are conditioned to block low/duck, what do you do??...Why, F+1 of course. Well, after they suffer yet another F+1, 9 out of 10 times they will next block high so you can now grab them.
Buffering - the only buffering I've found for Raiden so far is to perform his Teleport move while he is in the air. But you want to time it so that you hit the 3 right when Raiden's feet touch the ground. Very, very few players out there will be fast enough to counter that. This works especially well versus Dairou. While he is shooting a projectile at you or attempting the Tombstone special attack, jump away from him and perform the buffered Teleport as described above. You will teleport right behind him and, more likely than not, he will be open for an attack.
Staff - U+4, U+4..Teleport immediately. Like I mentioned above there is no delay for teleporting after U+4 in Staff, so just teleport behind the opponent and punish them.
Nan Chuan - 1,1,2,CS,1,3,4,D+2, Teleport, Throw - around 50%. That is yet another FREE THROW!
The above mentioned strategy, i.e. Jujutsu - D+2..Teleport+Throw, can also be used in combination with the 1,1,2,CS,1,B+1 combo. If B+1 is blocked, you can do D+2..Teleport+Throw - another FREE THROW - about 30% damage!
Nan Chuan - 1,1,2,CS,1,3,CS..walk up..CS,F+1 - the trick here is not to finish the long style branching combo that ends in Staff. Like mentioned above, as soon as they see Staff most high-level players will block low. So just switch to Nan Chuan and punish them with F+1. The same strategy could work with Raiden's Torpedo move since it hits middle. So what you would do would be: 1,1,2,CS,1,3,CS,F,F+4. That's risky though because if they don't duck or block low you'll be in serious trouble. Here is an improved version of this: 1,1,2,CS,1,3,CS..U+4 (U+4)..F,F+4. The reason why the second U+4 is in parenthesis is because the tactic could work without it, i.e. with one U+4 only, but i would recommend two to be on the safe side. This is an improved version of the previous strategy because if the opponent is not ducking/blocking low when you switch to Staff, the U+4 will make them block low since if they stay up it will hit them. This can tie in beautifully with the one of the above strategies, i.e.U+4,U+4..Teleport+Throw. So after you switch to Staff, do U+4 and observe what the opponent does and respond accordingly with one of the above tactics.
Any stance - if both you and the opponent should happen to land an attack at the same time and both of you are knocked down, wait a very short time and perform the Teleport move (D,U+3) while you are still on the ground or are in the process of getting up. If done correctly the Teleport will work and you will find yourself behind your opponent for yet another FREE THROW or a combo of your choice.
Any stance - another good strategy is after you plant the opponent (with Nan Chuan F+1 or Special Move F, F, 2 for example) to quickly walk-up towards them by tapping Forward. But only make 1 or at most 2 steps towards them. The idea is to trick them into thinking you are going to attack them somehow. This is yet another example of Conditioning. Many opponents will attempt to attack you with some sort of combo or will prepare to defend against a frontal attack. Then you teleport behind them and catch them unprepared for attack from behind.
Caution: for the tactic above, you have to watch out for combos that can catch Raiden if he teleports behind the opponent. There are many of those and I believe this is a bug in the game, but either way, just be aware of this.
Partial combos - a good strategy is to start some of Raiden's dial-up combos but not finish them. This is similar to what I was talking about a little earlier regarding the long style branch combos. If you start a combo on your opponent and they are blocking just do the first 2-3 hits then stop the combo, walk-up to them and throw them. An example would be: 1,1,2..walk-up..grab. In other words, the opponent will be expecting you to do something like 1,1,2,CS,1,B+1(3,4) but instead you just do 1,1,2. So after you do a few partial combos the opponent will be conditioned to that effect so the next time you start a long style branch combo actually finish it and it will be a lot more likely to connect that way. Some players start thinking I don't know how to do Raiden's long style branch combo because I rarely do them, well that's exactly when I do one.
Jump kick - another good strategy is to follow-up a plant move with a jump kick and then if they block high walk-up and grab. For example after F+1 (or anything than ends on F+1) or 1, 1, 2, B+2, B+2, B+2 or 1, 1, 2, CS, 1, B+1, B+1, B+1 or 1, 1, 2, CS, 1, B+1, B+1, 1, 1, B+1 just jump towards the opponent and just before you land press the grab button. They will block high or low or won't block at all. If they do anything else but block high they will get hit. If they block high simply walk-up to them and grab them.
Infinite - the only infinite I know of for Raiden is this:
Nan Chuan - 2,B+2..2,B+2...walk-up, repeat. This was not discovered by me. I read about it on the general MKD message board. As far as I know it only works on PS2 Online. So far I have not been able to get it to work on XBox Live (it could possibly be a corner infinite on XBox Live). This could be mixed up with a combo like so: 2,B+2..walk-up..1,1,2,CS,1,B+1,CS,CS,1,1,B+2 or another combo that ends with B+2.
Thanks to Ed and John for creating the greatest game of all time.
Mortal Kombat:Deception
By Raidenwins, 2005
First, a little history. Raiden has always been my favorite
Mortal Kombat character from the very beginning, back in the glorious
days of MK1 in the arcades. There is something about him that just
fascinates me.
Raiden is one of the original seven combatants in the very first MK
game, which came out in arcades back in 1992. He is also one of the
most popular MK characters and has been in all MK games to date, except for Mortal Kombat 3 and Ultimate Mortal Kombat 3. He is also known as the God of Thunder and Protector of Earth Realm.
In MKD, Raiden is a high to mid tier character. He has a good assortment of moves in all of his stances as well as some good special attacks, especially his Teleport which is immensely useful and comes into play in most of his strategies. I was very glad they gave him back his Teleport after a short hiatus in MKDA. Raiden is also one of the few characters in MKD who posses both good distance as well as close-up combat capabilities.
Version History
----------------------
09-20-2007 - Version 1.4
-Added a new strategy
07-17-2005 - Version 1.3
-Added two new combos
-Added a new strategy
04-30-2005 - Version 1.2
-Added new ~50% combo by ThuggishRugish
-Fixed a few errors
04-23-2005 - Version 1.1
-Added versus Darrius tips
-Added a tip about teleporting while opponent is jumping
-Added a few more strategies including a free throw after D+2 in Jujutsu (thanks to Konqrr for that one)
-Elaborated a bit on Raiden's infinite combo
04-22-2005 - Version 1.0
Nan Chuan
-----------------
This is Raiden's first and most useful stance. You should spend most of your time during kombat in it. Pretty much all of Raiden's
high damaging combos start in Nan Chuan. There are three moves of
importance in this stance:
F+1 - after the Teleport this is definitely my favorite Raiden move in
MKD. It is important for four reasons: first, after it connects you
can teleport behind your downed opponent for a FREE THROW. Be careful though and DO NOT attempt to grab immeditely after you teleport because you will miss. You have to wait for a very short time, perhaps a half
second and then grab. Second, it puts a good distance between you and your opponent thus allowing you some time to recuperate and plan for
your next move. Third, after F+1 connects you can, again, teleport
behind your opponent and start a combo. 9 out of 10 times it will
connect. It's a good way to drain your opponenet's breakers. And last,
but not least, it is fast thus allowing you to surprise your opponent.
This is especilly useful around death traps. If you happen to corner
your opponent by a death trap, a good strategy is to hold Forward on
your controller/joystick and simply keep tapping 1 as fast as you can.
There are two possibilities here, number one they are not blocking high and as a result in the death trap they go and you win the round and/or match; number two they will block high. In this scenario 8 out of 10 times they will let go of the Block button or attempt to block low so in the death
trap they go again.
Note: what I've noticed working well, if the opponent blocks the first F+1, is to do it again. Most people fall for it the second time. F+1 is what some people also call 'plant' move.
2, B+2 - what's important about this attack is that the first hit, 2, hits
mid and the second one is a pop-up thus making it a really good combo launcher. Many good combos could be started from here. There is an infinite that starts with that attacks as well, but i will talk about
that later.
D+4 - this is a really good low poke. Use it to thwart your opponent's
combos or 50/50s, to get your self out of a tight situation or to
confuse your opponent. Works really well with the Teleport too and can not be side-stepped since you have to press Down to perform it.
Jujutsu
-----------
This is Raiden's second stance. You shouldn't spend too much time in it except for certain situations which i will be talking about in the
Strategies section of this guide. There is really only one move worth
mentioning here, but ah, what a move it is. It single-handedly makes
Jujutsu a good stance:
D+3 - wow, this really is a great move. It is a sweep move that is
incredibly fast, i can not confirm this with certainty, but some people
have said this is THE FASTEST sweep in MKD. On top of that it has quite a long reach and, even better, it does not look like its reach is that long thus your opponent does not expect to get caught in it from such a
distance. This move could really be a life-saver in tight situations,
it could very well turn the tide of battle in your favor, it works well
for 50/50 mind games with your opponent, and finally it is great for
finishing off your opponent when they have just a little life left. And
on top of everything else, it tracks side-steppers and like all that
wasn't enough, it has zero delay too, in other words as long as you keep tapping 3 Raiden will keep performing it without any delay.
And again, much like pretty much all of Raiden's moves/combos, it works great when combined with the Teleport. I have won many a matches, and on one occasion a whole round, thanks to that move.
Note: D+3 in Jujutsu works great aginst Darrius since it goes under all of his special attacks, even the ones that hit middle. So if you are playing against Darrius pay close attention to him and as soon as you see him perform any of his special attacks do D+3. It will get him and it will also confuse the heck out of the Darrius player since they are not used to their so far terrifying special attacks not connecting. While they are confused repeat D+3 a few times then Teleport and D+3 again. Just watch out for Darrius' 3 in his weapon stance becaus it will hit you if you are attempting D+3.
Staff
-------
Many people underestimate this stance, some go as far as calling it
'useless'. Raiden's third stance is far from useless however. It does
lack middle attacks, but it makes up for it with its very long reach,
power, and a couple of really good moves. One big advantage of Staff
lies in its very weakness, i.e. the lack of middle attacks. Allow me to
explain: because Raiden does not have any middle attacks in Staff, as
soon as you switch to it high-level players, who are aware of that
and know full well that if they block low Staff can't hit them, will
do just that, i.e. block low. This is very important from a Conditioning
point of view (conditioning is when you 'train' your opponent to do
something that you want them to do so you can attack them with an
attack you know will connect). In this particular example, high-level
players are conditioned to block low as soon as you switch to Staff.
Well, here is what to do, immediately switch to Nan Chuan and do F+1
or start a combo on them.
Now, as far as moves in Staff go there are two worthy of mentioning:
D+1 - this move is important for several reasons. First, it has a very
long reach, aproximately half screen. That makes it a good move to
use against so called 'turtle' players, and especially against Noob-
Smoke. Noob-Smoke players will often do the Smoke Cloud move and hide behind it, convinced of their invincibility. Well, as soon as you see
them perform Smoke Cloud do D+1, it will hit them as well as annoy the heck out of them and Raiden will still be safe from the equally
annoying smoke. This property also makes it a good move to use against Bo Rai Cho with his ridiculously long-reach, still not as long
as Raiden's Staff though.
Second, by virtue of being performed by pressing Down this move
automatically side-steps and in addition it auto-tracks any side-stepping opponents. Third, it posseses what i call the 'magical' property of hitting behind, i.e. if the opponent performs a teleport move and you do D+1
at the same time or even a little later, you will hit them even though
they are behind you. Again, this works particularly well against
Noob-Smoke with their many a teleport moves. D+1 also works well for stopping Kabal's Spin special attack dead in its track, the timing on that
is tricky though.
Use D+1 sparringly though. Against high-level players I would only
recommend using it once or twice during the round and as the finishing blow.
U+4 - this is a really good pop-up attack because it has long reach, it auto-tracks side-stepping opponents, and because you can perform Teleport immediately after it with zero delay. It also comes out pretty fast and it's good for catching your opponent off guard.
Special Moves
---------------------
F,F+4 - this is Raiden's staple Torpedo special move back from the days of MK1. Much like the Teleport, it was missing from MKDA and is now
making a glorious come back. Sadly, it is not useful at all because it
is easy to spot and thus block or side-step and leaves you open for any attack the opponent wishes to unleash upon you. It does hit middle
but that's its only good quality. I only have one good use for it, aside
from a combo finisher, which I will talk about in the Strategies
section. All in all, I would not recommend using it unless you are
confident that you know what you are doing.
F,F+2 - Electric Grab. This is a relatively new move for Raiden, it
made its debut in MKDA. Raiden dashes forward, grabs his opponent, lifts him/her in the air and electrocutes them, and finally knocks them down across the screen. It is a really cool looking move and it's quite useful for several reasons. First of all it has a decepteively long reach hence your opponent will most likley not expect to be caught by it. Also it
comes out fast thus making it a good move to use when you are both
circling each other, plotting your next move.
D,B+1 - this is Raiden's staple projectile attack that has been present
in every single MK game the Thunder God was in. It is most useful as
a way to keep your opponent at bay and comes into play in Raiden's
long-distance combat strategies. It is also a good move to finish your
opponent off with when they have little life left since at that point
in the round people get desperate, hence careless, and they either jump at you or just charge you straight up. In both cases a well timed
projectile will hit them thus giving you the victory. Also people generaly don't expect you to throw a projectile at them at the end of the round. It is also good because you have to press Down on your controller to perform it thus automatically side-stepping.
D,U+3 - WOW! Where should I start?! Raiden's famous Teleport. This is by far his best move in MKD. I just love to teleport with Raiden, to the
point that I now do it by instinct, I don't even have to think about
it any more. One of the things I do with Raiden in Practice mode is I
repeatedly Teleport+any attack. Perhaps I teleport too much, I have
met my end many a times due to badly timed Teleports, but the fact
remains, when timed correctly Raiden's Teleport is a very powerful
weapon. Probably about 70-80% of all my strategies with Raiden
revolve around teleporting. The Teleport's best property is that it is
probably the fastest teleport move in the game (correct me if I am wrong on this).
The most important aspect of teleporting with Raiden is to know WHEN to teleport. Fortunately, almost always it's a good time to teleport.
Here are few exceptions: be VERY careful when teleporting against Noob-Smoke players. A well-timed Smoke Cloud will catch Raiden and leave him open for a world of hurt. Also be careful with the Teleport against
Sub-Zero. Again, a well timed Ice Clone has a high chance of freezing you, although not as high as a Smoke Cloud. And finally, some high-level
players are quick enough to attack you as soon as you teleport, so watch out for those kind of opponents, teleport once or twice to 'test the
waters' and if you get caught each time you should start timing your
teleport more carefully. The fact of the matter though is that, at
least in my experience, 95% of all players I have faced can not
react fast enough to counter-attack the Teleport, even if they know
it's coming. The Teleport is also an invaluable tool in your 50/50
game with Raiden. A word of caution: do not teleport if the opponent is away from you and they start a combo, even though they are not hitting you if you do teleport their combo will connect even though you are behind them. I don't know if this is a glitch in the game or not, but be aware of it.
And on the other side of the spectrum, when is it SAFE to
teleport? Every time you knock an opponent down you can safely teleport behind them and choose your next attack. Good examples are F+1 in Nan Chuan, D+3 in Jujutsu, and U+4 in Staff. Another good time to teleport is when the opponent is jumping towards or away from you. Since the Teleport is incredibly quick you will find yourself right behind them before they've even landed.
Combos
-------------
I am not going to least all of Raiden's combos here, just the ones I find most useful.
Nan Chuan - 1,1,2,F+1 - this is a good combo since it ends with F+1. From here on you can safely Teleport behind the opponent and punish them. This is an unlisted combo.
Nan Chuan - 1,1,2,CS,1,B+1 - this is another good combo because the B+1 is relatively safe and it comes out at good speed.
Nan Chuan - 1,1,2,CS,1,3,4 - i believe the 3,4 hits middle although I may be wrong on that. It also pops the opponent up in the air. You can follow this up with B+1,1,1,3,CS,4,4 for a total of 42-43% damage. The whole combo is 1,1,2,CS,1,3,4,B+1,1,1,3,CS,4,4.
Nan Chuan - 1,1,2,CS,1,B+1,B+1,F,F+2 - this is a great looking combo, just do it and see what I mean. It does about 35-37% damage.
Nan Chuan - 1,1,2,CS,1,B+1,CS,U+4,F,F+2 - another very cool looking combo.
Nan Chuan - 1,1,2,CS,1,B+1,CS,U+4,F,F+4 - good damage and pushes your opponent all the way to the end of the screen. Great for cornering them and for knocking them in death traps.
Nan Chuan - 1, 1, 2, CS, 1, B+1, CS, U+4, CS, F+1..Teleport..Grab - 49% damage
Nan Chuan - 1,1,2,CS,1,B+1,CS,U+4,CS,1,1,2,F+1..Teleport..Grab - ~50% damage
Nan Chuan - 1, 1, 2, CS, 1, 3, CS, 4, 3, U+4, CS, F+1..Teleport..Grab - 53% damage
Tip: in order to successfully pull off Raiden's long style branch combos you have to actually do them slowly. That gave me a lot of trouble in the beginning when I was first practicing them.
Strategies
---------------
Teleport..F+1 - what's better than combining Raiden's two most powerful moves in one devastating attack?!
F+1..Teleport..Grab - FREE THROW
Teleport..D+4 - this works 98% of the time (don't ask me how I came up with that number) and in addition it really annoys people and when they are annoyed, they break their concetration. Works great for finishing the opponent off when they have little life left.
Jujutsu - D+3, D+3, Teleport..Grab
Jujutsu - D+3, D+3, CS, CS, F+1 - the D+3 annoys the HECK out of everybody I've faced and in addition to that it CONDITIONS them to block low so you can just walk up to them and punish them with F+1 in Nan Chuan. Follow that up with..yes you guessed it, a TELEPORT, and a free throw or a combo of your choice.
Nan Chuan - 1,1,2,CS,1,B+1..D+3,D+3 - this really is an awesome strategy. Like I said above the B+1 is safe and has almost no delay thus giving you time to perform Jujutsu's best move, D+3. Literally EVERYONE I've faced falls for this tactic and what they do after my B+1 is they immediately walk-up towards me not expecting the D+3. It takes even the most skilled high-level players quite a bit of time to adjust to this. The temptation to attack right after blocking my B+1 is just too hard to resist.
Jujutsu - D+3, D+3 ..3,4 - this is a great pop-up attack since it hits middle and by the time you execute it the opponent is conditioned to block low and therefore it hits them.
Nan Chuan (in a corner) - when you corner an opponent and should F+1 connect, just keep tapping 1. More likely than not it will connect again. So what you do after that is you have to, VERY FAST, press the grab button. This will cause Raiden to perform the grab motion. However, at this time your opponent will be still on the ground from the F+1 they suffered previously thus the grab will MISS. But this is the whole point, you WANT it to miss because this will make the opponent think that you will next try to grab thus CONDITIONING them to block low or simply duck. So since they are conditioned to block low/duck, what do you do??...Why, F+1 of course. Well, after they suffer yet another F+1, 9 out of 10 times they will next block high so you can now grab them.
Buffering - the only buffering I've found for Raiden so far is to perform his Teleport move while he is in the air. But you want to time it so that you hit the 3 right when Raiden's feet touch the ground. Very, very few players out there will be fast enough to counter that. This works especially well versus Dairou. While he is shooting a projectile at you or attempting the Tombstone special attack, jump away from him and perform the buffered Teleport as described above. You will teleport right behind him and, more likely than not, he will be open for an attack.
Staff - U+4, U+4..Teleport immediately. Like I mentioned above there is no delay for teleporting after U+4 in Staff, so just teleport behind the opponent and punish them.
Nan Chuan - 1,1,2,CS,1,3,4,D+2, Teleport, Throw - around 50%. That is yet another FREE THROW!
The above mentioned strategy, i.e. Jujutsu - D+2..Teleport+Throw, can also be used in combination with the 1,1,2,CS,1,B+1 combo. If B+1 is blocked, you can do D+2..Teleport+Throw - another FREE THROW - about 30% damage!
Nan Chuan - 1,1,2,CS,1,3,CS..walk up..CS,F+1 - the trick here is not to finish the long style branching combo that ends in Staff. Like mentioned above, as soon as they see Staff most high-level players will block low. So just switch to Nan Chuan and punish them with F+1. The same strategy could work with Raiden's Torpedo move since it hits middle. So what you would do would be: 1,1,2,CS,1,3,CS,F,F+4. That's risky though because if they don't duck or block low you'll be in serious trouble. Here is an improved version of this: 1,1,2,CS,1,3,CS..U+4 (U+4)..F,F+4. The reason why the second U+4 is in parenthesis is because the tactic could work without it, i.e. with one U+4 only, but i would recommend two to be on the safe side. This is an improved version of the previous strategy because if the opponent is not ducking/blocking low when you switch to Staff, the U+4 will make them block low since if they stay up it will hit them. This can tie in beautifully with the one of the above strategies, i.e.U+4,U+4..Teleport+Throw. So after you switch to Staff, do U+4 and observe what the opponent does and respond accordingly with one of the above tactics.
Any stance - if both you and the opponent should happen to land an attack at the same time and both of you are knocked down, wait a very short time and perform the Teleport move (D,U+3) while you are still on the ground or are in the process of getting up. If done correctly the Teleport will work and you will find yourself behind your opponent for yet another FREE THROW or a combo of your choice.
Any stance - another good strategy is after you plant the opponent (with Nan Chuan F+1 or Special Move F, F, 2 for example) to quickly walk-up towards them by tapping Forward. But only make 1 or at most 2 steps towards them. The idea is to trick them into thinking you are going to attack them somehow. This is yet another example of Conditioning. Many opponents will attempt to attack you with some sort of combo or will prepare to defend against a frontal attack. Then you teleport behind them and catch them unprepared for attack from behind.
Caution: for the tactic above, you have to watch out for combos that can catch Raiden if he teleports behind the opponent. There are many of those and I believe this is a bug in the game, but either way, just be aware of this.
Partial combos - a good strategy is to start some of Raiden's dial-up combos but not finish them. This is similar to what I was talking about a little earlier regarding the long style branch combos. If you start a combo on your opponent and they are blocking just do the first 2-3 hits then stop the combo, walk-up to them and throw them. An example would be: 1,1,2..walk-up..grab. In other words, the opponent will be expecting you to do something like 1,1,2,CS,1,B+1(3,4) but instead you just do 1,1,2. So after you do a few partial combos the opponent will be conditioned to that effect so the next time you start a long style branch combo actually finish it and it will be a lot more likely to connect that way. Some players start thinking I don't know how to do Raiden's long style branch combo because I rarely do them, well that's exactly when I do one.
Jump kick - another good strategy is to follow-up a plant move with a jump kick and then if they block high walk-up and grab. For example after F+1 (or anything than ends on F+1) or 1, 1, 2, B+2, B+2, B+2 or 1, 1, 2, CS, 1, B+1, B+1, B+1 or 1, 1, 2, CS, 1, B+1, B+1, 1, 1, B+1 just jump towards the opponent and just before you land press the grab button. They will block high or low or won't block at all. If they do anything else but block high they will get hit. If they block high simply walk-up to them and grab them.
Infinite - the only infinite I know of for Raiden is this:
Nan Chuan - 2,B+2..2,B+2...walk-up, repeat. This was not discovered by me. I read about it on the general MKD message board. As far as I know it only works on PS2 Online. So far I have not been able to get it to work on XBox Live (it could possibly be a corner infinite on XBox Live). This could be mixed up with a combo like so: 2,B+2..walk-up..1,1,2,CS,1,B+1,CS,CS,1,1,B+2 or another combo that ends with B+2.
Thanks to Ed and John for creating the greatest game of all time.

0
Raidenwins Wrote:
Jujutsu - D+3, D+3 ..3,4 - this is a great pop-up attack since it hits middle and by the time you execute it the opponent is conditioned to block low and therefore it hits them.
Jujutsu - D+3, D+3 ..3,4 - this is a great pop-up attack since it hits middle and by the time you execute it the opponent is conditioned to block low and therefore it hits them.
I believe that 3,4 is not a true combo that even if 3 hits, 4 can be blocked. You have to use 1134 for it to work.
Anyways, great guide RW. Something that I'd like to add is that Jujitsu uppercut gives you a free throw! Like so:
Nan Chuan - 112cs134, d2, teleport, throw - around 50%
You can use it like you do your 112cs1b1 combo if it is blocked. Right after the b1 is blocked, hit d+2 and you get a free throw...almost 30%!


About Me
0
hey thanks man,
that's a great tip, i will add it right now.
that's a great tip, i will add it right now.
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