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MeatWad00
11/24/2006 06:35 PM (UTC)
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thanks man i got it workin.
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lockebelmont
11/25/2006 01:59 AM (UTC)
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Hello . .

Can't seem to get these to work


I am on the Xbox version, (Don't know if that matters)

With Sector in P.B stance. i do this

b+1, jump up, 1,1,2, (fall down then back up), CS, 1,1,4,CS, 444

He goes to do the throw, but they lock up in mid air, i land in the same spot, but my opponent goes fly the other way as IF the throw went through, no where close to me at all.


PS Great job on the video, give yourselves some serious congrats and the such. Really wicked job guys!

Thanks again.
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JFCalibur88
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My own MKD "timed" music video
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All Videos on My Filefront Page

11/25/2006 04:40 AM (UTC)
0
The air cancel is tricky. Thing of it in terms of "dailing on a phone". You will always get three results when trying the air cancel.

1. You are too late/early and your fighter just does the normal 1134 air throw.
2. You hit the cs slightly late so that you get a glitchy looking throw that bounces them away
3. you nail it and drop to the ground while the opponet is still airborne.

Some characters have a harder time withthis but here is a good one to try. Try Li Mei and go with weapon stance. Do the 112 in air after you launch them and then as your as bouncing back up to them....type in 114cs4444 at a decent speed. you don't need to button mash. Starting this string too late will backfire. The reason for pressing 4444 at the end is to help land faster. you can press 111111 or even 22222. It doesn't seem to matter.

The following characters can do this easier and even use 1134cs44.
chameleon
stryker
Jarek
mavado
nightwolf
kano
Kenshi
Shujinko
Kobra
Liu Kang
kung lao
Shang Tsung
Quan Chi
Shinnok
Raiden
Daegon
Kitana
Mileena
Li Mei
Tanya
Frost
Kira
Sareena
Havik
Meat

These characters have a harder time and need 114cs444 to drop quicker.

Reptile
Rain
Ermac
Noob
Cyrax
Sektor
Dairou
Darrius
Reiko
Fujin
Johnny cage
Kai
Taven
Sonya
Jade
Ashrah
Sindel
Nitara
sheeva
baraka

This list is insane and hopefully there are no mistakes. But just use 112..114cs444 to be safe. If a character's name wasn't mentioned it means that their 112's in either stance do a knock down so the combo is escapable. i hope this helps and wasn't too boring while reading.
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lockebelmont
11/25/2006 09:42 AM (UTC)
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Thank you,

I'm off to try some more.
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Shin-Akuma
11/25/2006 12:03 PM (UTC)
0
Here you can see two Scorpion Combos. Enjoy it. http://www.youtube.com/watch?v=ASwyCfBDCm8
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JFCalibur88
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About Me

My own MKD "timed" music video
My MKA tribute Combo Video
My Red Koin Guide for MKSM
My MKSM fatality glitch video
MKSM Goro & Kintaro video
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All Videos on My Filefront Page

11/25/2006 09:54 PM (UTC)
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Not to be a kill joy but that combo was removed from the video because the fire move is escapable. He does have a legit 52% though.
JFCalibur88 is correct, the hellfire is escapable after a knockback in MKA, it was not in mkda or mkd. good effort though.


JFCalibur88 - great list dude. very thorough research. i should add that, some characters in the 114cs44 list are harder than the others.
for example taven and sektor and nitara are MUCH harder than ashrah or rain or reiko. also i thought that darrius was able to use 113cs444?

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The_God_Bogard
11/26/2006 08:15 PM (UTC)
0
Well, I found an infinite with Rain a little time ago, I hope that It will help you.
Zi Ran Men, Forward,2, CS, AK, 112, 11 2&CS (At the same time), ----REPEAT FROM HERE--------CS, AK,112, 11 2&CS.

CS-Change Style
AK- Air Kombo
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Dark_Schneider84
11/27/2006 05:35 PM (UTC)
0
hi all boys.
i have a question about these air cancels......

i'm a very fair player and i don't use lame attacks,infinities,glitches,free throws etc.....i play with combos,attacks,special moves and tactics.

so....i want to know if these air cancels are a glitch or they were programmed to be in in this way......for the fact that you need to press the CS during the air combo and also smashing the 4 button to land faster, make me think that its a glitch and so i don't want to use them (except for lame players :D).....but if you explain me arguments about the fact that they aren't glitches but legit pre-programmed things, i will use them :)

note: did they work only if you do an initial air combo that bounce you to the ground (and so for chars that can make the opponent flip in the air without bouncing on the ground like reptile's 1,1,2 in pao chui, it doesn't work and also if you start directly with the 1,1,3,cs,4,4 it doesn't work)?????

tnx
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JFCalibur88
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About Me

My own MKD "timed" music video
My MKA tribute Combo Video
My Red Koin Guide for MKSM
My MKSM fatality glitch video
MKSM Goro & Kintaro video
MKSM_Cut_Scene_xvid_FNavi
My MKSM Cut Scene video w/ character hacks
All Videos on My Filefront Page

11/27/2006 06:42 PM (UTC)
0
I would call the air cancel a glitch. The proof is in thetiming. If your off you get a strange looking bounce-throw that happens to your opponet. Secondly, as broken as mortal kombat is I doubt they would want to purposely implement infinite combos. They were told and shown all the problems with mkd by m2dave and some other dedicated people. I guess this one was just over looked.
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PenguinIceNinja
11/27/2006 10:21 PM (UTC)
0
They are a cheat. It's pretty cheap. I consider it a challenge though. I've been trying to do it online just to see if it can be done and I tell you it's pretty hard to get the timing down online.

So if your conscience is bothering you you'd best stay away.

In other words, it probably was not intended to be in the game.
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Check
11/28/2006 12:44 AM (UTC)
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second vid will be out in a week

to anyone calling the the combo movie infs, please take this elsewhere, you are entitled to your opinion but im tired of hearing peoplerefer to them as infs

i will set the record straight

free throws were allowed in mkd

otgs were allowed in mkd

air cancels are allowed in mka

do u really need to step all over us and all the hard work we did, no, please be quiet

the air cancel system is a "2 and 2" rule, you can do 2 combos in the air at 2 SEPERATE TIMES. you cannot do 4 in a row, or 3 in a row, anything more than 14 hits per air set is a infinite.

you can seperate it into another 2, by the following

doing a second pop up

doing a second juggle

a second wall hit

thats the only way youre jumping back up again for another 14 hits max in the air, and 14 hits meaning 112 113cs4, cs 112 113cs4 only, then landing and doing something that can send u back up into the air

while in the air the second time, you can do

112 113cs4 112 1134

or

112 113cs4, land, a ground combo

if u hit wall, after that, you cant jump back up or else its a 3 air set,

the only time youre allowed to do 112 113cs4 twice in the second set is if its off wall, otherwise, first set only, because lets be honest, thats as long as youre gonna sit there till u strangle ur friend, wall is a exception because wall is suppose to have more damage

if you people cant accept these rules, and make ridiculous 5 air sets into a combo into another 5 air sets, and really think thats a combo, go elsewhere, and if u cant accept using air cancel as replacement for the damage of combos being less now, then u forget the whole reason air kombat was ever implemented into the game

in mkd, u could free throw combo across the screen, but that was a infinite

same with otgs

it needed a rule system, no different, i created one, and it is by far the most accurate in terms of LEGIT

if u dont like it, have fun doign easy ass 40% ground combos that have existed for 3 years already

and another thing

if u dont think its legit? go in the corner with shang tsung and see how many air sets and repititons you can do without using a air cancel. here let me save u the time

pop up, jump 112332, POP UP, 112332, wall hit, 112332, wall finisher

thats 3 repitions, we aint even using fuckin 3, were using 2, so everyone: SHUT THE FUCK UP

thank you, and enjoy the movie
Check is working very had on his upcomming video mortal kombat: evolved which is a sister video of mk: evolution, its gonna have a ton of new finds by Check and a few videos from me so if you enjoyed mk: evolution this will be of high interest to you, i should note that many OTG videos from Check will be shown.

its true what Check says. the MKA gameplay is such a nature that if certain rules arent in place then competitive play and combo discovery become impossible. Same deal with MKD and MKDA in a way, those game also had the same issues. bottom line is midway doesnt test very well but we love MK anyway.

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PenguinIceNinja
11/28/2006 02:18 AM (UTC)
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First, I do appreciate these videos/combos

Check Wrote:
second vid will be out in a week

, and if u cant accept using air cancel as replacement for the damage of combos being less now, then u forget the whole reason air kombat was ever implemented into the game


I believe that the intention by the midway staff was to make the game more competetive by having less-damaging combos. Some of the combos in MKD got a little rediculous. I also believe that the air cancel system is a discovery and the creators had no intentions of adding this purposefully. You are a bit defensive on this point. As you say, it's a way of extending the damage of combos - and I would say it's an "un-natural" way because the creators never intended it. However, I don't have a big problem with using them. They are fun.
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Dark_Schneider84
11/28/2006 09:20 AM (UTC)
0
Yeah they are fun and challenging (and sometimes you can use them to punish cheaters or cheap players)........but unfortunatly, they are still glitches (like free throws,far free throws etc) and so aren't legit.....

sometimes i will use them for fun with friends or lamers.....but i will not use them in fair matches because they are glitches and sometimes you can do an infinite (infact yesterday i did an easy infinite with Frost with about 10/11 air cancels)
air cancels will always do at least a small amount of damage, never below a certain point. the damage will never be 0 no matter what, and you will always get 4 damage if you end with 1134.
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The_God_Bogard
12/01/2006 02:31 AM (UTC)
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Check, try to do the infinite that I put up in this page, it doesn't get reduction of damage!!!
First, launch your enemy, then, with the storm sword, push 112 112cs,cs and do it again!
The_God_Bogard - air combat 112 in storm sword is escapable as a transition, meaning if you start with 112 after a launch, they will stay on the ground by holding block.

you need to use 112 in zi ran men for it to work, as that is NOT escapable as a air transition. you can attack after 112 in zi ran men, air combat.
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The_God_Bogard
12/02/2006 06:25 PM (UTC)
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nukesgoboom Wrote:
The_God_Bogard - air combat 112 in storm sword is escapable as a transition, meaning if you start with 112 after a launch, they will stay on the ground by holding block.

you need to use 112 in zi ran men for it to work, as that is NOT escapable as a air transition. you can attack after 112 in zi ran men, air combat.

Ok NukesGoBoom, I will take it into considerationwink! The only good of the combo I posted is that doesn't have damage reduction, but now, I know that it's escapable... I will try to do it as you say it.

P.D: I'm Subzero99, from the Midway forumswink
The_God_Bogard-hows it going man. yup its funny to watch rain drop IMMEDIATLY after you do 112cs in air combat with the storm sword, it really is pretty strange. he instantly touches the ground unlike any of the other air cancels, but unforunetly it is escapable.





Just to let you guys know, the sequel to MK:evolution is about to be released, 99% of the videos are by Check, its going to be called MK:Evolved, should be released in about 1 or 2 days.
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Check
12/03/2006 06:20 AM (UTC)
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nukesgoboom Wrote:

Just to let you guys know, the sequel to MK:evolution is about to be released, 99% of the videos are by Check, its going to be called MK:Evolved, should be released in about 1 or 2 days.


which im sure 99% of the people will thank you for this video and not me
because they are retards. i always reply to comments saying that all the ps2 videos are done by you, and that the show is really presented by you, its your footage and such. you know that. your name is always FIRST right under the title at the end like it should be.

i did put hours of time into it as well though. whenever i append all the videos together, there is a siginifcant audio delay that i have to manually fix by 200 ms every couple of keyframes. that takes a very long time to do by hand.

also i have to fix the mono sound on some of your video clips, have to do each of those by hand, by saving the audio and loading into audacity to double the left channel. i know you dont hear this because you only have 1 speaker, but if you played some of the clips with 2 speakers one channel would be empty i showed you the screenshot from audacity.

also i had to analyze your volume of the normal clips and increase the volume of the 'softer' clips you had like shao kahn. then i have to reload the audio into the clip and re-encode it because changing the volume can sometimes change the kbps very slightly, and .avi only normally supports CBR.

intro and credits i tried my best on.

im gonna pick out 30 minutes of music now for mk: evolved.






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mkflegend
12/04/2006 03:47 AM (UTC)
0
JFCalibur88 Wrote:
I would call the air cancel a glitch. The proof is in thetiming. If your off you get a strange looking bounce-throw that happens to your opponet. Secondly, as broken as mortal kombat is I doubt they would want to purposely implement infinite combos. They were told and shown all the problems with mkd by m2dave and some other dedicated people. I guess this one was just over looked.


Reason why is because it's something new in this game, the "air kombat" if it wasn't for that, then this wouldn't even be a problem.You know if they released another patched version of MK:A WITHOUT Air Kombat and fixed some FT's this game would be near to perfect.The free throws in this game however don't make THAT big of a difference as much as they did in MK:D.Thank god for that lol.

I know to some, it's debatable as to say well since the combos in this game do such a small amount of damage without the air cancel, and it's tough to do it's legit(unless you break Check's post amount) however, if this is the case then by all means nobody has a right to say well...MK:A is broken like MK:D was.You see my point?It's not like it's easy to pull off online since there's lag, and when you play this game at high level.Most of your comp..nahh actually ALL of your comp is going to come from online, not offline.Know what I mean?The only thing I get upset about is that people will say MK:A is broken, it's this or that.I disagree because when compared to MK:D, this game is a lot better personally, a lot more playable, no more easy ass scrub like infinite abusers online NEARLY as much as you saw in MK:D.I played above 13, 000 matches online for xbox in MK:D, trust me I can clearly see the difference once I started playing lots of MK:A online.It's like malone's always saying, it's not perfect no game is...however it's a lot better then MK:D was by far in a lot of areas.The air cancels are not easy.And believe me, I have all the respect in the world for Check and Konqrr and everyone else who's involved.However, MOST players can't pull off these air cancel combos nearly as well as check etc can.That's all I'm saying.

It's tough to pull off consistently though online especially with lag so honestly I don't think this is that big of a deal personally.

Most of the time you A.miss it B.lag messes it up or C.just don't use it at all

Then again, with high level play...it usually comes down to special moves used wisely, pokes, turtling tactics, parries and when not to, crossover kicks etc.

Very few players have I encounted rely on the air kombat for everything.

BTW, the main guy that talked to midway was Mastermalone at E3 earlier this year dude.His write ups helped MK a lot, there were vids that helped him out though made by you guys, dan, dave etc.

I just wanted to add to that.


Yeah, even though I'm tough to play on xbox live I don't rely on the air kombat other then flipping and crossovers.I do well enough without it.

For offline play, I can see this making a big difference however.But yeah JC calibur, I've seen your stuff on MKAcentral.com

Good stuff man.I mess around with the air kombat for the hell of it, I don't need it though.To me it's a desperate ploy for OTG's personally.But once again, good stuff dude.Good stuff though to Check, Calibur, Nukes and everyone else involved.

smile
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PenguinIceNinja
12/04/2006 10:36 PM (UTC)
0
hey guys when will the video be out?
mkflegend - not only is mka the most broken MK game ever made, its also the most unbalanced. in MKD, at least half the characters had infinites and they worked on everyone, BUT in MKA, nearly ALL the normal characters have air cancel, BUT those dont work on the boss characters, which also are:

-immune to air combat
-immune to throws
-reduced air damage
-immune to special move launchers
-resistant to martial arts launchers, not all work or have quick enough delay if they do work to allow you to walk up and attack


in MKDA, there was that free reversal, where if you blocked the first hit of a martial arts combo, you could throw out a reversal and get a free hit if you had enough life to block, very broken.

but with MKA, EVERY character has parry, and the same exploit exists, if you block the first hit of a combo you can usually parry immediately and get a free hit. AND GUESS WHAT? parry also works on weapons now! at least in MKDA reversals didnt work on weapons.

the playable boss characters have built in passive immunities, nothing like that seen before in mkda or mkd.

besides there are plenty of online only glitches that work in MKA that check has found and he can go into that.

mka really isnt better, in fact id say its the worst mk ever made.

air cancel
boss unbalance
stage music horrible
2 styles per character makes it stale
parry cancel
free throw glitch STILL not fixed
parry exploit
more things Check found, i cannot mention




PenguinIceNinja - Its all about Check. Check Check Check. Check has sent me all of his videos, its basically done, he said he wanted to try a few more things before declaring it finished, it should be out tomorrow i have already chosen all the music, its about 30 minutes long, 170 MB. i did the intro stuff, did a different approach to it, not to spoil anything but ed boon and john pod might make an appereance.
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