Check~i didnt feel like reading ur whole post,but i think i saw a "i will win if there r no throws" or something like that. anyway lets have a 1st to ten wins fight w/ no throws... if i throw by accident ill stand there and give u 1 free throw.. give me a time to play..

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UNIVERSAL TRACING is in full effect in MKD. You CANNOT SIDESTEP ANYTHING to avoid it, you WILL BE HIT.
In ANY MK GAME prior to MKDA, all you had to do to AVOID BEING THROWN was to HOLD D/B or BACK+BLOCK, there is no need to use the "Disable Throwing" code at all.
In ANY MK GAME prior to MKDA, all you had to do to AVOID BEING THROWN was to HOLD D/B or BACK+BLOCK, there is no need to use the "Disable Throwing" code at all.
Konqrr Wrote:
UNIVERSAL TRACING is in full effect in MKD. You CANNOT SIDESTEP ANYTHING to avoid it, you WILL BE HIT.
In ANY MK GAME prior to MKDA, all you had to do to AVOID BEING THROWN was to HOLD D/B or BACK+BLOCK, there is no need to use the "Disable Throwing" code at all.
UNIVERSAL TRACING is in full effect in MKD. You CANNOT SIDESTEP ANYTHING to avoid it, you WILL BE HIT.
In ANY MK GAME prior to MKDA, all you had to do to AVOID BEING THROWN was to HOLD D/B or BACK+BLOCK, there is no need to use the "Disable Throwing" code at all.
There was a crossup trick that made throws unblockable on UMK 3 I forgot exactly how to do it but it had something to do with a crossup punch and the person couldn't block the throw after the punch left or right.

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Konqrr Wrote:
UNIVERSAL TRACING is in full effect in MKD. You CANNOT SIDESTEP ANYTHING to avoid it, you WILL BE HIT.
Just to clarify, to utilize universal tracking you just press Up before beginning a combo or move, correct?
UNIVERSAL TRACING is in full effect in MKD. You CANNOT SIDESTEP ANYTHING to avoid it, you WILL BE HIT.
Just to clarify, to utilize universal tracking you just press Up before beginning a combo or move, correct?

0
Could you explain in detail then? I have looked all over trying to figure it out..
Konqrr Wrote:
Not if they were expecting said crossup and blocked accordingly...MK1/2/3/U...All throw attempts can be thwarted, even if you are frozen, speared, etc.
Not if they were expecting said crossup and blocked accordingly...MK1/2/3/U...All throw attempts can be thwarted, even if you are frozen, speared, etc.
No it was a glitch in the game. Thats what I'm saying you couldn't block it either direction. Some of the players in portland used it and were telling me about it. It actually promoted people to learn to run under and upper cut crossup attempts. I trust what they say since I saw them using ground combos after a launcher years before I saw it done outside.

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hlfbkd420 Wrote:
Could you explain in detail then? I have looked all over trying to figure it out..
Could you explain in detail then? I have looked all over trying to figure it out..
If the button you are going to press, be it a long combo or a single hit, DOES have a move involving up with that button or you have to press a different direction other than up for the move you are trying to do, then you would tap up right before you press the button for that particular hit. Then hold up for the rest of the combo if it was a long one.
If the button you are going to press DOES NOT have a move involving up with that button, then you hold up for the entire combo.
Once your combo hits, you can release up.
Here are some examples:
Liu Kang - Jun Fan - Hold UP, 113, backdash cancel (They cannot sidestep and you backdash to safety...very good poke)
Mileena - Mian Chuan - Hold UP, 41 (her bread and butter combo)
Kobra - Kali Sticks - Tap UP, b+3 (u+3 is a different move)
Baraka - Blades - Tap UP, 3, Hold UP, 3211 (all done quickly to do the 33211 combo)
That should clear it up for everyone.

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You rule man, thanks for the help!
And great combo video's too
And great combo video's too
Konqrr Wrote:
hlfbkd420 Wrote:
Could you explain in detail then? I have looked all over trying to figure it out..
Could you explain in detail then? I have looked all over trying to figure it out..
If the button you are going to press, be it a long combo or a single hit, DOES have a move involving up with that button or you have to press a different direction other than up for the move you are trying to do, then you would tap up right before you press the button for that particular hit. Then hold up for the rest of the combo if it was a long one.
If the button you are going to press DOES NOT have a move involving up with that button, then you hold up for the entire combo.
Once your combo hits, you can release up.
Here are some examples:
Liu Kang - Jun Fan - Hold UP, 113, backdash cancel (They cannot sidestep and you backdash to safety...very good poke)
Mileena - Mian Chuan - Hold UP, 41 (her bread and butter combo)
Kobra - Kali Sticks - Tap UP, b+3 (u+3 is a different move)
Baraka - Blades - Tap UP, 3, Hold UP, 3211 (all done quickly to do the 33211 combo)
That should clear it up for everyone.

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The first of several vids is up now showing some gameplay fixes. Other glitches still remain though.
Gamecube MKD vids
----------------------------------------------------------------
GAMECUBE GAMEPLAY DIFFERENCES
Bo' Rai Cho no longer has any broken throw combo, but he is still a top tier character. I still think he is #1 in the Gamecube version.
You can no longer sidestep to cancel the delay time in between special moves...example, no more puke~sidestep~puke~repeat. No more Tombstone Drop sidestep then again right as they get up. The Tombstone Drop has about a 5 second delay before you can do another one and it has been slowed down so you can see it coming. Dairou has dropped dramatically in the tier list.
All known infinite combos are still in the Gamecube version.
Shao Kahn's throw is worthless...does 5 damage and he can't move until they are almost getting up. Goro's is decent and does 18 damage. The are both very powerful, but nowhere near top tier.
I'll post more as I find more.
Gamecube MKD vids
----------------------------------------------------------------
GAMECUBE GAMEPLAY DIFFERENCES
Bo' Rai Cho no longer has any broken throw combo, but he is still a top tier character. I still think he is #1 in the Gamecube version.
You can no longer sidestep to cancel the delay time in between special moves...example, no more puke~sidestep~puke~repeat. No more Tombstone Drop sidestep then again right as they get up. The Tombstone Drop has about a 5 second delay before you can do another one and it has been slowed down so you can see it coming. Dairou has dropped dramatically in the tier list.
All known infinite combos are still in the Gamecube version.
Shao Kahn's throw is worthless...does 5 damage and he can't move until they are almost getting up. Goro's is decent and does 18 damage. The are both very powerful, but nowhere near top tier.
I'll post more as I find more.
Konqrr Wrote:
The first of several vids is up now showing some gameplay fixes. Other glitches still remain though.
Gamecube MKD vids
----------------------------------------------------------------
GAMECUBE GAMEPLAY DIFFERENCES
Bo' Rai Cho no longer has any broken throw combo, but he is still a top tier character. I still think he is #1 in the Gamecube version.
You can no longer sidestep to cancel the delay time in between special moves...example, no more puke~sidestep~puke~repeat. No more Tombstone Drop sidestep then again right as they get up. The Tombstone Drop has about a 5 second delay before you can do another one and it has been slowed down so you can see it coming. Dairou has dropped dramatically in the tier list.
All known infinite combos are still in the Gamecube version.
Shao Kahn's throw is worthless...does 5 damage and he can't move until they are almost getting up. Goro's is decent and does 18 damage. The are both very powerful, but nowhere near top tier.
I'll post more as I find more.
The first of several vids is up now showing some gameplay fixes. Other glitches still remain though.
Gamecube MKD vids
----------------------------------------------------------------
GAMECUBE GAMEPLAY DIFFERENCES
Bo' Rai Cho no longer has any broken throw combo, but he is still a top tier character. I still think he is #1 in the Gamecube version.
You can no longer sidestep to cancel the delay time in between special moves...example, no more puke~sidestep~puke~repeat. No more Tombstone Drop sidestep then again right as they get up. The Tombstone Drop has about a 5 second delay before you can do another one and it has been slowed down so you can see it coming. Dairou has dropped dramatically in the tier list.
All known infinite combos are still in the Gamecube version.
Shao Kahn's throw is worthless...does 5 damage and he can't move until they are almost getting up. Goro's is decent and does 18 damage. The are both very powerful, but nowhere near top tier.
I'll post more as I find more.
So if all the infinites are still in that means that BRC was the only glitch throw that was fixed?
I also noticed that the throw still appeared to combo off the f3. So would it be safe to assume that a throw being combo'd off a throw was intended.
another 61% Combo for scorpion, possibly 63 or 64, will work on it some more
vary between them to get the 63 one
Must Be In Corner
Scorpion
Mugai Ryu
14 hits
spear, spear, F+1, cs, B+1, B+1, B+1, cs + 1, 1, 2, B+1, hellfire = 61%
13 hits
spear spear, F+1, cs, B+1, B+1, cs, 1, 1, 2, 2, B+1, hellfire = 58%
get that second 2 to hit in the first one and theres your 63%, all legit this time. and yes, that is 4 hits in the corner, not 3, if your close enough to the corner without touching it, the second 2, will bounce them, then B+1, hellfire

vary between them to get the 63 one
Must Be In Corner
Scorpion
Mugai Ryu
14 hits
spear, spear, F+1, cs, B+1, B+1, B+1, cs + 1, 1, 2, B+1, hellfire = 61%
13 hits
spear spear, F+1, cs, B+1, B+1, cs, 1, 1, 2, 2, B+1, hellfire = 58%
get that second 2 to hit in the first one and theres your 63%, all legit this time. and yes, that is 4 hits in the corner, not 3, if your close enough to the corner without touching it, the second 2, will bounce them, then B+1, hellfire
actually it does 62, not 61
im not even gonna try the other, so again it is
Scorpion
Mugai Ryu
12 hits
spear, spear, F+1, cs, B+1, B+1, B+1, cs + 1, 1, 3, B+1, hellfire = 62%
it has to be somewhat into the corner, the combo goes the whole screen , so thats all u need to know, just when u sidestep, go the opposite way of the corner closest to you, the rest is easy
im not even gonna try the other, so again it is
Scorpion
Mugai Ryu
12 hits
spear, spear, F+1, cs, B+1, B+1, B+1, cs + 1, 1, 3, B+1, hellfire = 62%
it has to be somewhat into the corner, the combo goes the whole screen , so thats all u need to know, just when u sidestep, go the opposite way of the corner closest to you, the rest is easy

0
why don't you edit your posts instead of creating 30 in a row. If no one else has posted then it will probably still be read, no? And I thought scorpion could not do double spears?

0
Check Wrote:
you should be thanking me, not insulting me, goodbye
you should be thanking me, not insulting me, goodbye
For a bunch of blockable combo's? Gee.. Thanks.
speaking of which, after that F+1 in the corner, you can actually, F+1 them again or go into B+1 and do a spear, call it a glitch, but it works. so it would look something like this
Scorpion
Mugai Ryu
5 hits plus spear
F+1, cs, 3, B+1, cs, cs, F+1, cs, B+1, spear.......
u can do another F+1, instead of switching over to B+1, after the spear, its up to u, u can do B+1, ( Hapkido, not Moi Fah ) hellfire, into throw, avoidable, but works for me, so basically, if u keep nailing them until u cant do any more damage to them, you can B+1 ( Hapkido ) into hellfire for 10, then into throw for another 11, must stay on the ground the whole time except for the F+1 at the end into the spear or it will register like F+1, F+1, F+1, and the combo is over, so if u spear, do either his style branch combos into F+1 for repeat until damage is up, then B+1 ( Hapkido ), hellfire, throw for 21%
Scorpion
Mugai Ryu
5 hits plus spear
F+1, cs, 3, B+1, cs, cs, F+1, cs, B+1, spear.......
u can do another F+1, instead of switching over to B+1, after the spear, its up to u, u can do B+1, ( Hapkido, not Moi Fah ) hellfire, into throw, avoidable, but works for me, so basically, if u keep nailing them until u cant do any more damage to them, you can B+1 ( Hapkido ) into hellfire for 10, then into throw for another 11, must stay on the ground the whole time except for the F+1 at the end into the spear or it will register like F+1, F+1, F+1, and the combo is over, so if u spear, do either his style branch combos into F+1 for repeat until damage is up, then B+1 ( Hapkido ), hellfire, throw for 21%

0
Check Wrote:
into throw
into throw
I thought you didn't throw?
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