[MKA] XBOX High Level Gameplay and Strategy Thread
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posted11/16/2006 04:26 AM (UTC)by
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-YOZA-
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05/10/2005 08:09 PM (UTC)

In the interest of keeping the competition level up on both PS2 and XBOX, I'm starting up a duplicate Versa's high level gameplay thread that's on the PS2 boards here on the XBOX boards.

I know many of the XBOX players don't bother checking the PS2 boards, so hopefully this thread will stay alive through community support throughout the life of MKA.

I've been playing on PS2, but I have friends on XBOX that I want to play, so I got MKA for both systems.

Feel free to post combos too, but I'd like this thread to stay mainly about strategies, unusual aspects of the game, and any new finds that affect the overall gameplay.

And let's keep the pointless squabbling and shit talking out of this one, shall we?

Next post will be copied and pasted from PS2 forum.

Thankz.

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-YOZA-
10/16/2006 12:05 AM (UTC)
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KABAL

Kabal has been severely toned down. They fucking took his hookswords 4 and made it plant. Useless. That one change killed all his big juggles as far as I can tell, of course it's still early in the game. It affects the 4-free throw that was in MKD, and after a launcher it makes any 114 juggle end in a plant. What pisses me off even more is that they give that little faggot bitch Mavado the same weapon, yet they give him the 4 properties from MKD. That fucker stole Kabal's hooks, stole his trench coat, and now stole his free throw and monstrous juggles. Dammit Midway!!!! And where's my ground saw?!?!

So he's effective pretty much as all 50/50: U+2, 4 plants, and throws. I rarely attept to launch from hookswords unless the opponent is spinning, but 2,1,4 is the hooks launcher of choice, it ends in a mid hit. 1,3 launcher for mid hits if you like to hang in Sun Bin. 3,3,3 also hits mid and tosses the opponent away, but is generally a risky move. Plant with B+2, high hit. 1,B+3 mixed up with 1,3 is good to keep opponent guessing. Trading hits happens. 'Nuff said.

He still has the free throw off of Sun Bin 4 (high hit).

He plays his usual range game, with fireball spams from a distance and nomad touches to keep opponent blocking. You can still tag a nomads touch on the end of a combo if timed right.

D+4 in hookswords is still fast as hell to low poke with. U+3 has it's occasional usefulness for the sidestep and low hit. B+3 sweep is too risky.

Of course we can't forget the ungodly spin that makes Kabal who he is, used carefully and sparingly it pays off. Highly punishable on block. Free spin after fireball is harder to land in MKA, attempt half-screen or closer only.

More updates as I find shit.

Now on to the game.
The wake-up game is a nice addition, getting used to it.
Air-kombat feels too generic, more stylish than really useful. But whatever. I like having the jump kick back, and it hits mid!
Parry is another nice addition, however it's almost too easy to trigger. Many times when attempting to backdash and block I'll get an accidental parry.

I also plan to use:
Sektor
Meat
Sareena
Jarek
Tanya
Quan Chi
Kung Lao
and probably more...

All in good time.

Some fucker named Peewee quit on me midway through the second match after losing the first one, and I got a loss. WTF!

Cheerz y'all.

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(Next post)
KABAL

SB: U+3 (jump and cs) 1,1,2 (bounceback) 1,1,3,4 - 38% (air)

SB: 1,3 (jump and cs) 1,1,2 (bounceback) 1,1,3,4 - 38% (air)

SB: U+3 (jump and cs) 1,1,2 (bounceback) (cs) 1,1,4 - 35% (air)

SB: U+3 (cs) 1,1,B+1 - 37% (ground)

SB: 1,3 (cs) 1,1,B+1 - 36% (ground)

SB: U+3 (cs) 1,1,4 - 34% (ground)

SB 1,3 (cs) 1,1,4 - 34% (ground)

HS: 2,1,4 (jump) 1,1,2 (bounceback) 1,1,3,4 - 38% (air)


Anything else so far has just been a variation of the above, different launcher, (HS B+2) different air relauncher (SB 1,1,4), etc. Of course the opponent can stay on the ground during air bouncebacks and relaunches, so anything after a bounceback is not guaranteed. Depending on how you finish any combos, a nomad's touch can be tagged on the end, but the damage will not register as part of the combo.

The days of easy Kabal 50%+ combos seem to be gone.

I got a 4 hit combo that registered 40%, but I couldn't seem to duplicate it, I think it had something to do with sending opponent through a pillar in the subway level during the combo. I think it was U+3 (cs) 1,1,4, have to miss the first hit of the 4 axe kick. Again, couldn't duplicate it, even under the exact circumstances described above.

I think it's possible to juggle again after a 1,1,4 if you miss the second hit of the 4 axe kick, then follow up quickly with another juggle. As in U+3 (cs) 1,1,4 (miss second hit of axe kick) 1,1,4. I haven't totally gotten the timing down yet on missing the axe kick hit, will update.

Do not use the SB 1,1,2,CS combo to finish juggles, same goes for HS B+2. (Both of these moves will launch from the ground normally) It plants, but also leaves Kabal frozen in a long recovery.

Bye for now! Ehhhhnnggg! (Imitates Eric the Midget)

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(And one more post)
TANYA

KB: B+2,B+1 (mid Launches) B+2,1,1,U+1 - 50% (ground)

KB B+2,B+1 (jump) 1,1,2 (bounce) 1,1,3,4 - 47% (air)



That's it so far, welcome to all contributors.

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Quest2be1
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10/16/2006 12:06 AM (UTC)
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Nice thread YOZA. Good point about keeping the BS out! Now, since you created this thread why don't you give us an introduction... Example, some stratagies you know of high level gameplay or even when and when not to use Parrys. Anything at all confused

Edit: *Puts his foot in his mouth*
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-YOZA-
10/16/2006 12:20 AM (UTC)
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wink


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Quik1320
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10/19/2006 01:14 PM (UTC)
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This is for you, Yoza.



Kabal:

SB: 13 (the 1 misses), cs, b+2, jump+cs, 334, cs+1134 (12 Hits - 42%)

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-YOZA-
10/22/2006 03:17 PM (UTC)
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Nice Quik.

I've all but given up on air kombat for Kabal, almost everyone knows to stay on the ground when knocked there. I've also found that ending with the Hooks air 4 allows the opponent to recover quicker and punish. I've gotten in the habit of ending with a SB 1,1,2, or a HS 1,1,3,3 to just knock 'em away. SB 2 by itself sets opponent spinning in the air for follow up, but timing it varies depending on the original launcher used, and damage doesn't seem worth the effort.

SB: 1,3 (miss first hit) cs 1,1,B+1 - 40% (ground)

I know there's gotta be a 50% in there somewhere...confused

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kilnkilagn
10/22/2006 11:28 PM (UTC)
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Good thread. Only thing i have to contribute at this point is what i'm sure so many already know, but perhaps a new guy might find it useful.

Free Throw If you crouch block next to a fallen fighter you will get a free throw if they 1-use an uppercut, or 2-use a low kick. If they use a mid kick you will take a hit and get knocked back. If you stand block next to a fallen fighter and they use and uppercut or mid kick wake up, you can throw them. If they use a low kick you take a hit and stumble to your knees. So, if you notice a pattern of uppercuts by your opponent when they are knocked down, then you know you can try moving in and crouch blocking and then throw after they try the uppercut wake up. If they tend to low kick you can also crouch block and throw. If they tend to always use a mid kick, then you have to stand block for the throw.


~peace
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DRS540
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10/22/2006 11:53 PM (UTC)
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kilnkilagn Wrote:
Good thread. Only thing i have to contribute at this point is what i'm sure so many already know, but perhaps a new guy might find it useful.

Free Throw
Any air kombat that lands both fighters to the ground next to one another, or even just a knockdown (where in MKD lead to the 50/50), the attacker can immediately duck block to avoid any of the three wake up attacks and then immediately throw. It's been working for me consistently, especially if the wake up is an uppercut 'cause it doesn't even touch you in a crouch block and the recovery is always longer than a low or mid kick wake up.

Far as i can tell, when you get next to someone on the ground and crouch block before they've done anything, you WILL get a free throw. If they do a wake up, throw. If they wait it out on the found, you wait it out with them and as soon as you know the time is up for them to rise, you rise and throw.

I haven't worked this yet, so i may be wrong about this part: If the downed fighter holds block for the entire allowable window of staying down, then i'm guessing the timing would have to be really good on your part to grab them when they rise since they may do one of three things: jump away, crouch, or attack, any of which would mean a miss for the free throw. I'll go check on it and then edit if necessary.

~peace


They can also tech roll after some moves and not use the wake up at all.
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kilnkilagn
10/23/2006 01:28 AM (UTC)
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Yes, Iceman, they can. The only safe tech roll, though, is back since rolling up or down gets you thrown by someone who tracks your roll and grabs you at the right moment upon rising. When someone rolls up, you hold up and then throw them. If they roll down you have to press towards them and then throw. Just like MKD. A good thing to remember about tech rolling is that if your opponent is closing in on you then roll down and hold block to tech roll into a crouch block. Keeps them from getting the throw.

~peace
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Pighut
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10/24/2006 10:46 PM (UTC)
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XBOX High Level Gameplay and Strategy Thread Fact point of the day:

Beat your opposition before they beat you. That = win.

Thats it.

Oh and also I have a 52% with kabal.

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MEsoFLY
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Thanks to MEsoFLY, MKC is now closed until further notice.

10/24/2006 11:33 PM (UTC)
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kabal sucks...grin

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Quest2be1
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10/25/2006 12:30 AM (UTC)
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This works great online all the time with the new air engine. Very easy to pull off online. Mavado...
POWERUP in Hookswords Y,X,B X,X,B X,X,B, Back.Forward+A Massive damage combo.
Is also good to use POWERUP in Hookswords Back+Y X,X,B X,X,B, Back.Forward+A This one yields more damage not as reliable.
The best way i find to catch people in this combo is to prese Down,Up+Y and press UP+Y in hookswords. When they catch on to this tactic which is a good thing then bring the combos i Mentioned aboved followed by Down,Up+Y

I will post on the Hsu Hao later. I have nice combos for him as well no wall combos either.
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Alexei09
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10/25/2006 01:21 AM (UTC)
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Kabal is still tight in the right hands I assure you.
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DiRtYLoVa
10/25/2006 03:51 AM (UTC)
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Just found a 48% damage wit Baraka,, Big Baaby...

Ill post it after i read the legend on how ta translate the combo...
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mkflegend
10/25/2006 04:23 PM (UTC)
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Ok, here's a few for Jarek that aren't that hard but require good timing.

In kickaxe style, rope, 1, 3, 4, 4, 4, B, F+3=55%

In same style, rope, 1, 3, 4, 4, 4 =45% around usually.

Another one in the same style is rope, 1, 3, 4, 4, 4, F+1=48%

Just a few pointers/combos on Jarek.


Ermac has some nice ones still.

Classic unbreakable D+2, teleslam, D+2, teleslam, tele throw=46% or so

D+2, teleslam, D+2, teleslam, CS, 1, 3, 4, 4, 4, telethrow= 10 hits 53%

D+2, teleslam, D+2, teleslam, 1, 3, 4, 4, 4 9 hits 50%

In Choy Lay Fut:teleslam, 1, 1, 2, teleslam, 1, 1, 2, telethrow=35% possibly more in some cases

1, 1, B+2, teleslam, CS, 1, 3, 4, 4, 4, telethrow=11 hits 48%, (gotta mess around with this one again to see something)

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Pighut
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10/25/2006 05:55 PM (UTC)
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mkflegend Wrote:
Ok, here's a few for Jarek that aren't that hard but require good timing.

In kickaxe style, rope, 1, 3, 4, 4, 4, B, F+3=55%

In same style, rope, 1, 3, 4, 4, 4 =45% around usually.

Another one in the same style is rope, 1, 3, 4, 4, 4, F+1=48%

Just a few pointers/combos on Jarek.


Ermac has some nice ones still.

Classic unbreakable D+2, teleslam, D+2, teleslam, tele throw=46% or so

D+2, teleslam, D+2, teleslam, CS, 1, 3, 4, 4, 4, telethrow= 10 hits 53%

D+2, teleslam, D+2, teleslam, 1, 3, 4, 4, 4 9 hits 50%

In Choy Lay Fut:teleslam, 1, 1, 2, teleslam, 1, 1, 2, telethrow=35% possibly more in some cases

1, 1, B+2, teleslam, CS, 1, 3, 4, 4, 4, telethrow=11 hits 48%, (gotta mess around with this one again to see something)



MKF when is the best time to throw the rope? I'm finding it hard when it is most effective.
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MEsoFLY
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Thanks to MEsoFLY, MKC is now closed until further notice.

10/25/2006 07:25 PM (UTC)
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i can never use a rope at a good time. it seems useless to me.
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mkflegend
10/25/2006 08:16 PM (UTC)
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LOL, yeah guys well...that's the thing with Jarek that's not so great, the rope is so predictable and often either blocked or missed.

I'd say the best time to honestly throw it is when you're far away from your opponent sometimes they'll try to toss their projectile at you and if you're lucky you can nab them with it, then they'll definitely use their breaker because once you got them and you can do that combo it takes lots of damage.

I believe I pulled it off a few times against killer b and he was shocked when I did it to him, I was shocked I even got him lol.He's insane with Sareena from a far but anyway....yeah guys it's not the most popular move but when used wisely it can be a good move, I recommend always using it far away only and NEVER close.

Good luck.

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ChaosTheory
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10/26/2006 04:26 AM (UTC)
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Hey guys, I didn't know exactly where to put this without making a new thread. This seemed like the closest thread.

Anyway, quick question. With Scorpion, his basic 2,3(u4,b1,) is being funny with me online. If someone sees it coming (like after a spear setup), it will get blocked starting on the axe-kick (first punch lands). It works if I surprise someone with it, but if they hold block, they will interrupt it.

Has this been happening to anybody else? I know there were some things in Deception like Kobra's axe kick that took 2 breakers, etc. that effected a lot of players. Maybe this is a new one? Just wondering.
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B0bbYBLaZe
10/26/2006 05:37 PM (UTC)
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choas,

yes the exact same thing happens to me. This game is just weird. Also if the combo is blocked against any decent player. I suggest stopping the combo after 2,3 because u4 can be parried on block.

also...

share...

1, grab...scorpion unbreakable free-throw...i invented that shit :). i only gave it to a few people.
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DRS540
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10/26/2006 06:24 PM (UTC)
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B0bbYBLaZe Wrote:
choas,

yes the exact same thing happens to me. This game is just weird. Also if the combo is blocked against any decent player. I suggest stopping the combo after 2,3 because u4 can be parried on block.

also...

share...

1, grab...scorpion unbreakable free-throw...i invented that shit :). i only gave it to a few people.


BobbyBlaze was the first I've seen to use it. I have since added it to my Scorpion. Thanks BobbyB grin
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kilnkilagn
10/27/2006 05:26 PM (UTC)
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That 1~throw by Scorpion is good, had it used on me more than twice. And the game has built into it a way to interupt combos. Deception had it too, but it wasn't as pronounced. After the 1st, 2nd, or 3rd strike if the other guy is holding block it will go up to stop the attack. Most obvious example is Scorpion's 23u+4. I've noticed it many times while attacking that a block would go up after i had already connected with the first hit or two. This feature along with the parry and wake up make for a much better chance to not get obliterated by a better opponent, i.e., gives people who wind up eating a ton of damage in a juggle a fighting chance.

~peace
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MEsoFLY
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Thanks to MEsoFLY, MKC is now closed until further notice.

10/27/2006 08:57 PM (UTC)
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23u4 happens to me too.

and just so you know bobby...before i ever came online in mkd i used that 1 ft with scorp cause it worked not because i thought it was a ft.

i don't want to take your credit cause you used it online before i ever did. but in mkd almost everything led to a ft. i used them without knowing cause they worked. this is also long before i came to this site and could read about them.

just thought i would share.

by the way my favorite special move in the game is the wind kick. kung lao's d1 in the air. works so well to catch opponents off gaurd. when you use a nice jumping game. He is the perfect counter for that knife throwing woman sareena.
(if throwing) block, jump forward, d1, nails her. does 2% more damage than regular kick.
also don't forget about kung's f1 in shoulin. it has good push back and is less punishable than b3 in weapon.

stop the combo that ends in b3 early and do f1 if they start to catch on to that combo (which most good players do now a days)

also u2 (i think it is u2?) in shoulin is the shoulin parry!! it is awsome, very quick and hard to see comming. good recovery too. if it lands, easy to hit his 45%. or get in a quick upercut or throw. if you exchange hits with somone, you can still get them after you recover!!!

on that note upercuts in this game own. the recovery time on many moves has been slowed so it is not hard to land an upercut after a blocked hit(16%).

great to keep opponents away from you for a good turtle. as long as you don't have a hamer for a weapon.(too slow)
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Private_Joker
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10/29/2006 05:28 PM (UTC)
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I was practicing with ermac I can't get the D+2, slam, D+2, slam, throw to work. Every time after D+2, slam, D+2 my next teleslam misses, seems like the opponent is just barely out of range. Do I've forward stepping just before the slam to get in range but then it's too late. Can someone give me some tips?
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B0bbYBLaZe
10/29/2006 09:13 PM (UTC)
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and just so you know bobby...before i ever came online in mkd i used that 1 ft with scorp cause it worked not because i thought it was a ft.

lol, i was using that shit b4 u even bought mkd. Scorpion tactics used to this day were invented by youwillperish, kuntpow, elexei and myself.
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