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Thread: Mortal Kombos - Update - SKARLET!

  1. #1
    Sol Primeguy Primebuster's Avatar

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    Default Mortal Kombos - Update - SKARLET!

    Hey fellas, I been spending a lot of time in training mode in Mortal Kombat 9, and I love discovering lengthy combos that may or may not be practical in a proper match. However, I always constrain myself to the rule that they are actually doable in that they never use more than 3 enhanced moves, or if it uses an x-ray, don't use any enhanced moves at all.

    Anyway, the purpose of this thread is that we all share our awesome kombos so that we all grow as players and pwn all that stand in our way online.

    I've colour coded the combos to show ease of execution, mostly based on how well things need to be timed or how much you need to think about what you have to do.
    green = easy,
    blue = intermediate,
    red = difficult.
    purple = I found it nearly impossible
    The term "JOP" means "Jumping Overhead Punch" It's that stationary jump punch that makes the opponent bounce off the ground.
    Also, when I use the term "DASH" I use it to mean double tap forward the "quick step" towards the opponent.
    Moves that are underlined means the enhanced version of that move!
    One last thing, the combos I post here were only achieved through hours of trial and error in training mode with each character
    don't lose heart if you can't do them first time. It takes a lot of practice. (I can't even pull them off 100% yet)

    Reptile
    3, 2, 1, reptile's "rush forward" move, JOP, fast force ball, slow force ball, 3, 2, 1, slide. 12 hits, 36% damage
    (tip: it helps when right after you use the dash move, u hold up and keep tapping 2 if you can't time it perfect)

    I learned this combo from watching a tournament. I had to figure out all the button presses myself though.

    Quan Chi
    1, 1, 2, mind control, 1, 1, 2, teleport stomp (hold forward after the motion) 11 hits, 30% (+boost 40% damage)


    1, 1, 2, mind control, back+2, 1, dash, 2, 1, x-ray 11 hits, 42% damage (+boost 53% damage)

    Both of these were self-taught.

    Sub-Zero:
    back+1, 2, frost bolt, 2, 1, 4, slide 8 hits, 33% damage


    back+1, 2, frost bolt, 2, 1, 4, x-ray 9 hits, 48% damage

    These combos were also self-taught

    I hope you all enjoy my discoveries, and I also hope you guys share your own.

    ~Prime
    Last edited by Primebuster; 07-10-2011 at 01:34 PM.
    "Hello, commander. In light of the recent extraterrestrial incursion, this council of nations has convened to approve the activation of the DownToForit XCOM project. You have been chosen to lead this initiative; to oversee our first, and last, line of defence. Your efforts will have considerable influence on this planet's future. We urge you to keep that in mind as you proceed... Good luck, commander." Follow us on twitter @downtoforitx

  2. #2
    Ambassador of Awesomeness Anim8td_fan's Avatar

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    Default Re: Mortal Kombos

    I'll use the numbering system that I've gotten used to since I don't use the default button layout but the arcade layout:

    1 = front punch (square)
    2 = back punch (triangle)
    3 = front kick (X)
    4 = back kick (circle)

    Sub-Zero:

    2, 2, freeze, 2, 1, 2, slide (or EX)
    2, 2, freeze, 2, 1, 2, X-ray

    Its pretty much the same combo that you posted Prime and those are the combos that I do the most with Sub-Zero.
    No one can stop the power of SCIENCE!
    PSN: Anim8td_fan Xbox GT: Anim8td Fan 413 Twitter: @Anim8td

  3. #3
    Sol Primeguy Primebuster's Avatar

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    Default Re: Mortal Kombos

    Noob Saibot is one of my faves now, but this combo here requires that the opponent is in the corner and you have 2 enhanced bars at your disposal. This combo was made up by me, and there are many variations on it if you want to use 3 enhanced shadow upknees for maximum juggle potential, however strategically, preventing them from blocking is something you can't really say no to

    forward+4, 3, shadow upknee, 2, 1, 2, shadow upknee, shadow upknee, forward+3, 3, 3, shadow upknee, ghostball
    13 hits, 38% damage and disables your opponent from blocking. you can also be a smartass if you like and use the enhanced ghostball to confuse them, assuming u have a free enhanced to use.

    a nice followup if you use the ghostball:
    forward+4, 3, shadow upknee, 2, 1, 2, teleport slam 7 hits, 27% damage (or enhanced slam 10 hits, 31% damage)



    you gotta love Noob, cheap as hell out in the open, with only a few small combos. But if they're in the corner, hes a juggle king with that shadow upknee.
    Last edited by Primebuster; 06-19-2011 at 04:29 PM.
    "Hello, commander. In light of the recent extraterrestrial incursion, this council of nations has convened to approve the activation of the DownToForit XCOM project. You have been chosen to lead this initiative; to oversee our first, and last, line of defence. Your efforts will have considerable influence on this planet's future. We urge you to keep that in mind as you proceed... Good luck, commander." Follow us on twitter @downtoforitx

  4. #4
    Sol Primeguy Primebuster's Avatar

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    Default Re: Mortal Kombos

    Kano is pretty good as well, if you can time his juggles right. These 3 combo examples all use the base starting point:
    forward+3, back+2, dash forward, 2, 1, 2

    its a very simple juggle with a lot of potential on how to end it.
    so starting with the above combo we can end it a number of ways, here are 3 fairly easy ones.


    dash forward, back+1, 1, roll 10 hits 30% damage

    dash forward, back+1, 1, choke 8 hits, 32% damage (requires expert timing)


    up-forward, 4 (or 3) arial roll 9 hits 33% damage


    once you get the timing down these 3 should be pretty good, unfortunately, I haven't found a way to combo in his x-ray, since it's a grab.
    Last edited by Primebuster; 06-19-2011 at 04:31 PM.
    "Hello, commander. In light of the recent extraterrestrial incursion, this council of nations has convened to approve the activation of the DownToForit XCOM project. You have been chosen to lead this initiative; to oversee our first, and last, line of defence. Your efforts will have considerable influence on this planet's future. We urge you to keep that in mind as you proceed... Good luck, commander." Follow us on twitter @downtoforitx

  5. #5
    Sol Primeguy Primebuster's Avatar

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    Default Re: Mortal Kombos

    Nightwolf is quite the tough cookie. At first glance he may seem like a low-tier fighter, but like just like zangief, if he gets close, hes absolutely brutal. Here are 4 combos for him:

    back+1, 1, axe swing, dash, 2, axe swing, dash, 2, x-ray 11 hits 51% damage (needs expert timing)


    back+1, 1, axe swing, dash, 2, axe swing, dash, 2, choke 14 hits 44% damage
    back+1, 1, axe swing, dash, 2, axe swing, dash 2, arrow shot 12 hits 40% damage
    back+1, 1, axe swing, dash, 2, axe swing, dash 2, choke 13 hits 41% damage

    You're also able to do variations on these combos with no enhanced moves, the back+1, 1 is a great starting point for most of his moves.

    I also think he has the best sweep in the game, such a long range and just executed like how a powerful, slow man only can.
    Last edited by Primebuster; 06-19-2011 at 04:32 PM.
    "Hello, commander. In light of the recent extraterrestrial incursion, this council of nations has convened to approve the activation of the DownToForit XCOM project. You have been chosen to lead this initiative; to oversee our first, and last, line of defence. Your efforts will have considerable influence on this planet's future. We urge you to keep that in mind as you proceed... Good luck, commander." Follow us on twitter @downtoforitx

  6. #6
    Sol Primeguy Primebuster's Avatar

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    Default Re: Mortal Kombos

    Ermac is a really versatile character. Has a lot of very good set-ups and juggles to give him high damage combos. Here are a few!

    back+2, back+1, kinetic lift, jump kick (using 4) teleport punch, dash, 2, 2, x-ray 11 hits 56% damage


    back+3, 4, teleport punch, dash, 2, 2, kinetic lift, dash, 2, 2, kinetic push 11 hits 36% damage
    2, 2, kinetic lift dash, 2, 2, kinetic push 9 hits 40% damage
    2, 2, kinetic lift, 2, 2, x-ray 9 hits 51% damage

    his combos are fairly easy to moderate in complexity, but always do a decent amount of damage. Overpowered? I think so.
    Last edited by Primebuster; 06-19-2011 at 04:32 PM.
    "Hello, commander. In light of the recent extraterrestrial incursion, this council of nations has convened to approve the activation of the DownToForit XCOM project. You have been chosen to lead this initiative; to oversee our first, and last, line of defence. Your efforts will have considerable influence on this planet's future. We urge you to keep that in mind as you proceed... Good luck, commander." Follow us on twitter @downtoforitx

  7. #7
    Sol Primeguy Primebuster's Avatar

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    Default Re: Mortal Kombos

    Smoke doesn't have a lot of moves that are offensive, the most offensive tactic he has is to either smoke bomb them into the sky for a free air throw, or using his teleport punch. Here we'll see that hes not actually too bad at juggling either using his base starter:
    3, down+1, 2, dash you can string around 2 or 3 of these together before its time to pull off something different. None of these are set in stone, I've just found that this is a very useful launcher. So if we take this as the basis for the juggle we can do things like:

    3, down+1, 2, dash, 3, down+1, 2, dash, forward+circle teleport punch 10 hits 33% damage
    3, down+1, 2, dash, 3, down+1, 2, smoke bomb, x-ray 10 hits 40% damage
    3, down+1, 2, dash, 3, down+1, 2, jump kick, air throw 9 hits 30% damage
    3, down+1, 2, dash, 3, down+1, 2, jump kick, air teleport punch 9 hits 30% damage

    his enhanced shake move is extremely useful, not only does it parry projectiles like the regular shake, but parry's nearly everything. If you have an enhanced bar to spare, use it if the opponent is trying to rush you down!
    "Hello, commander. In light of the recent extraterrestrial incursion, this council of nations has convened to approve the activation of the DownToForit XCOM project. You have been chosen to lead this initiative; to oversee our first, and last, line of defence. Your efforts will have considerable influence on this planet's future. We urge you to keep that in mind as you proceed... Good luck, commander." Follow us on twitter @downtoforitx

  8. #8
    Sol Primeguy Primebuster's Avatar

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    Default Re: Mortal Kombos

    Johnny Cage has plenty of small combos that do a reasonable amount of damage, but if you want to look awesome, do this:
    back+3, dash, 1, 1, dash, 1, 1, dash, 4, 4, flipkick 11 hits 30% damage


    Cage's x-ray is a parry, so its impossible to end a combo with it. You CAN however combo FROM it

    Scorpion also has a of nice combo:
    1, 1, spear, up, 2, dash, back+2, dash, 1, 1, teleport punch, jump kick, air throw 11 hits, 36% damage
    they've nerfed scorpion quite a bit since I last played as him. But he has my all-time favourite move. The leg-scissor takedown he had from MK2!

    Mileena has a nice high-hit, low damage combo: (make sure you've set them up by impaling them with back+2 first)
    back+1, 3, roll 4, roll, 3, roll, 1, neck bite 19 hits 29% damage
    this little gem requires expert timing and 2 enhanced moves. Unfortunately, the damage output is lower than it's worth, but damn its flashy.
    Last edited by Primebuster; 06-28-2011 at 11:45 AM.
    "Hello, commander. In light of the recent extraterrestrial incursion, this council of nations has convened to approve the activation of the DownToForit XCOM project. You have been chosen to lead this initiative; to oversee our first, and last, line of defence. Your efforts will have considerable influence on this planet's future. We urge you to keep that in mind as you proceed... Good luck, commander." Follow us on twitter @downtoforitx

  9. #9
    Sol Primeguy Primebuster's Avatar

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    Default Re: Mortal Kombos

    Kung Lao
    2, 1, spin, jump kick, dive kick, forward+3, x-ray, dash, uppercut 11 hits 47% damage
    The timing required for the final blow (the uppercut) is pretty specific, if you can't hit it, don't worry. it'll still do 42% damage without it.


    1, 1, 2, spin, hat toss, jump kick, dive kick, forward+3, spin 13 hits 39% damage

    I never really play as Kung Lao, but I can't deny the awesomeness of the enhanced dive kick.
    Last edited by Primebuster; 06-19-2011 at 04:34 PM.
    "Hello, commander. In light of the recent extraterrestrial incursion, this council of nations has convened to approve the activation of the DownToForit XCOM project. You have been chosen to lead this initiative; to oversee our first, and last, line of defence. Your efforts will have considerable influence on this planet's future. We urge you to keep that in mind as you proceed... Good luck, commander." Follow us on twitter @downtoforitx

  10. #10
    Interactive Distractions Goffey's Avatar

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    Default Re: Mortal Kombos

    I'll post a couple of my Kitana Combos in here
    I'll stick to the 1,2,3,4 button layout 1= Square, 2=Triangle, 3= X, 4= Circle

    Advanced 1
    F-Jump punch, Forward+4,1,dash, back+3,3>Rising Fan,dash,jump kick>Fans,dash,fans,dash,Forward+2,1



    Advanced 2
    Forward+2,1(launch) 2>fans,dash,Back+3,3>Rising Fan, from there you have multiple options...you can finish like above or

    Rising Fan,jump kick>Fans,dash,X-Ray
    Rising Fan,jump kick>Fans,Dash,Fans,Dash,2>Spin kick
    Rising Fan,Jump kick>Fans,Jump punch,jump kick>Fans(corner only)
    Rising Fan,Jump Kick>Fans,Jump punch,jump kick>X-Ray(Corner only)

    Along with many others.

    Sorry I didn't put the hits or damage on there....don't know right off the top of my head.
    Last edited by Primebuster; 06-20-2011 at 01:27 PM.

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