My only experience with Smoke is just during the story mode, but from what I played he seemed pretty rad. My only issue was that the smoke bomb only teleports your opponent just out of reach. You can't smoke bomb --> uppercut on the cheap. There's some tiny distance there that you have to close and in most cases I could only do so with a quick jumping punch/kick.
It also doesn't help that I'm a really bad player.
I thought you could uppercut off the smoke bomb actually, it doesn't look like it'd connect but it does. Maybe I'm moving forward slightly without realizing? Also smoke has an air throw you can follow up with for the same damage.
If you are going to use Cyrax against Shao Khan (or any character with a trap projectile and or teleport) then you need to stay at max distance and wait for him to attack then either net>teleport>combo/throw/whatever or just teleport>attack. Remember you can block his arrows but the hammer is unblockable. When you see the hammer animation get ready to teleport. Don't try and net through it. That's really it. I can give you some combos too if you are interested or you can stick to the tired and true uppercut.
If you are going to use Cyrax against Shao Khan (or any character with a trap projectile and or teleport) then you need to stay at max distance and wait for him to attack then either net>teleport>combo/throw/whatever or just teleport>attack. Remember you can block his arrows but the hammer is unblockable. When you see the hammer animation get ready to teleport. Don't try and net through it. That's really it. I can give you some combos too if you are interested or you can stick to the tired and true uppercut.
Ah, thanks for the advice. That's how I mainly beat Goro, was uppercut spam, but it seemed to not work so well on Shao Khan.
If you want, you can give me the advice here or just PM me. 8-)
I really like Cyrax, but he's the only character I've done besides the first two from Story Mode. I only just rented the game, and it's the first fighting game I've touched in probably four years.
My only experience with Smoke is just during the story mode, but from what I played he seemed pretty rad. My only issue was that the smoke bomb only teleports your opponent just out of reach. You can't smoke bomb --> uppercut on the cheap. There's some tiny distance there that you have to close and in most cases I could only do so with a quick jumping punch/kick.
It also doesn't help that I'm a really bad player.
I thought you could uppercut off the smoke bomb actually, it doesn't look like it'd connect but it does. Maybe I'm moving forward slightly without realizing? Also smoke has an air throw you can follow up with for the same damage.
I haven't played Smoke yet, but in general you don't want to just uppercut off a move that puts your opponent in a juggle state. You want to see if you can pull some sort of combo.
For instance with Ermac after his tele slam I could just uppercut ending the combo, or I could jump kick, tele punch, land, dash, back punch, back punch, tele slam.
You have to mess around with the character to see what he can do after getting your opponent in a juggle. A place to start would be to see if he can hit with a ground string off the smoke bomb and then go into his tele punch. You may need to dash before starting the ground string.
Question for anyone who has this game, but sucks at fighting games: Is MK friendly towards our kind? How easy is it to string a combo together? I remember playing MK2 and it was always ppppppppp leg sweep.
I'm still on the fence for this game.
Skull2185 on
Everyone has a price. Throw enough gold around and someone will risk disintegration.
After that you have a few follow up options.
You can do a simple 4BP (pop up)>down,forward.FP (air throw).
You can also do back.BP>Xray if you have meter.
Or you can try FP, BP, FP,down,forward.FK+Throw (rag doll).
There are more complicated variations of those but that's a good start. If you start his BnB on the ground though you will only want to input FP, BP >Net since if you go all three the net will miss outside of the corner. (If this is not true then someone let me know. I might just not be netting fast enough)
If you net from a distance and then teleport you will have to move fast to get his combo off. The safer option is to just throw and then get some distance.
Hope that helps. I am still exploring Cyrax but I really like him so far.
Question for anyone who has this game, but sucks at fighting games: Is MK friendly towards our kind? How easy is it to string a combo together? I remember playing MK2 and it was always ppppppppp leg sweep.
I'm still on the fence for this game.
I suck so maybe I can provide some input.
Combos seem easy to pull off... if you are able to memorize them, which is what I'm working at.
Things seem more fluid than the old MK games, and the moves themselves aren't terribly complex. X-Rays are extremely satisfying, but it's also hard to miss with them if your opponent is say, blocking (or not attacking if the X-Ray is a counter-move).
I couldn't for the life of me pull off a Fatality, and the comic pretty much reflects my experience.
This comes from an hour and a half of gameplay though. If you're really on the fence, rent it like I am. I'm liking it so far, so I may even be tempted to buy it down the road.
About Smoke, I haven't used him enough to know his in's and out's but I do know you can combo readily from his projectile smoke bomb thing. Once it hits, just walk forward a little (you have plenty of time to do this). Times I've had to use him I would just do well timed teleports and the following:
b+2, 3 -> Smoke Bomb projectile -> (walk forward), 3, d+1, 2 -> (walk forward), f+4 = 30% dmg
A couple of things to note about that. First, b+2 is an overhead so the little b+2, 3 string will hit crouchblocking opponents. Two, if you do the same combo without the melee starter (that is to say, straight off a ranged Smoke Bomb) it does 23% dmg. And I should probably also point out that you must enter the Smoke Bomb projectile as Smoke hits the opponent with the 3 kick, and not try to wait until after. Entering special moves while a normal connects is how you cancel into them here.
Also kombo key for those who may not be in the know:
1 = Square (PS3) / X (360)
2 = Triangle (PS3) / Y (360)
3 = X (PS3) / A (360)
4 = Circle (PS3) / B (360)
b = back; f = forward, d = down; u = up
That said, I've mostly been using Kitana so far. I love her stuff, she has so many ways to string together combos that I've barely had time to toy around with anyone else (just her half-sister Mileena). Would people be interested in starting to list combos in here? I've been keeping a text file of what I've found useful.
Can I assume Kratos only is available on the PS3 version?
Does 360 get a special character to compensate?
so far, no. chock it up to WB owning MK now, and that Sony and WB are pretty cozy lately, it looks like we are stuck with no character.
hopefully something could make it's way to us, maybe via DLC, but i'm not gonna get my hopes up.
Question for anyone who has this game, but sucks at fighting games: Is MK friendly towards our kind? How easy is it to string a combo together? I remember playing MK2 and it was always ppppppppp leg sweep.
I'm still on the fence for this game.
I suck so maybe I can provide some input.
Combos seem easy to pull off... if you are able to memorize them, which is what I'm working at.
Things seem more fluid than the old MK games, and the moves themselves aren't terribly complex. X-Rays are extremely satisfying, but it's also hard to miss with them if your opponent is say, blocking (or not attacking if the X-Ray is a counter-move).
I couldn't for the life of me pull off a Fatality, and the comic pretty much reflects my experience.
This comes from an hour and a half of gameplay though. If you're really on the fence, rent it like I am. I'm liking it so far, so I may even be tempted to buy it down the road.
Hmmm
Hmmmmm, I could get this game, or for the same price I could get The PA books 1-6... time to do what I always do in these situations! Somebody get me a penny!
Skull2185 on
Everyone has a price. Throw enough gold around and someone will risk disintegration.
Eventually there will be lists of what characters can do all over the internet. Right now is the fun time when you're figuring stuff out on your own. Enjoy it while it lasts.
Does anyone play this with the silver 360 controller that has the improved d-pad? Does it make much difference? I don't really play a lot of fighters and can't justify buying a fight stick, but I have a five year old controller I could probably do with replacing.
Oh that reminds me. I just have a crappy normal wired 360 controller. Do I focus on using the analog stick or D-Pad? Last night I noticed I was just instinctively alternating on using both.
So I am horrible at all fighting games and the only one I ever understood was Smash Brothers and thats because all the moves in relation to button combos were the same throughout all the characters. They all play a bit differently but up+B always results is a special upwards attack jump and so on.
Thankfully just looking at MKs special move button list it seems easier for me to remember but I was wondering why do fighting games have all different combos for the characters? Is it a balance issue? A way just to make all the characters even more different? Serious question here for a guy with 18 years of fighting game noobery.
HyperAquaBlast on
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reVerseAttack and Dethrone GodRegistered Userregular
My only experience with Smoke is just during the story mode, but from what I played he seemed pretty rad. My only issue was that the smoke bomb only teleports your opponent just out of reach. You can't smoke bomb --> uppercut on the cheap. There's some tiny distance there that you have to close and in most cases I could only do so with a quick jumping punch/kick.
It also doesn't help that I'm a really bad player.
I thought you could uppercut off the smoke bomb actually, it doesn't look like it'd connect but it does. Maybe I'm moving forward slightly without realizing? Also smoke has an air throw you can follow up with for the same damage.
I haven't played Smoke yet, but in general you don't want to just uppercut off a move that puts your opponent in a juggle state. You want to see if you can pull some sort of combo.
Jump kick followed by a quick teleport does a decent amount of damage after you smoke bomb them.
So I am horrible at all fighting games and the only one I ever understood was Smash Brothers and thats because all the moves in relation to button combos were the same throughout all the characters. They all play a bit differently but up+B always results is a special upwards attack jump and so on.
Thankfully just looking at MKs special move button list it seems easier for me to remember but I was wondering why do fighting games have all different combos for the characters? Is it a balance issue? A way just to make all the characters even more different? Serious question here for a guy with 18 years of fighting game noobery.
You'd find that it's not as different as you think. Having standardized general movesets has been a thing in fighting games since Street Fighter 2. You can expect most characters to share the same normal moves, and for most commands for special moves to be suggestive. That is, qcf will give you a certain type of move, dp motions will give you another. It's a little more prominent in 3d fighters, where the characters share ideas for their general motions: in Virtua Fighter you can always expect f+p to be an elbow or a move with similar properties, f+k to be some sort of knee, df+k to be a side kick, and so on. Same with Soulcalibur, and mostly the same with Tekken.
The Mortal Kombat games used to be like that, before they transitioned to the consoles. In Mortal Kombats 1-4 d+hp was always an uppercut, b+lk was always a sweep, b+hk a roundhouse, and so on. The special attacks were often given execution motions that were different (from other fighting games) for the sake of it, but at least they usually conformed within Mortal Kombat.
However, when the series hit the 5th game, they threw everything out. Character's movelists became totally arbitrary and you could no longer count on being able to do something as simple and iconic as an uppercut with the same input for more than a few characters. Then they added the stance switches and made it so that even within a single character's moveset you couldn't count on getting the moves out with similar motions. That's when the series gave in fully to canned combos.
Mortal Kombat 9 mixes both the old basic movesets of the first 4 games and the canned combos of the newer ones. Everyone has their d+p uppercut back, and the sweep (the roundhouse is conspicuously absent), but they also get a series of (somewhat) arbitrary canned combos. The special moves (fireballs and such) follow a pattern, but the canned combos don't; you have to memorize them on your own, and they're different for every character. A lot of them are slightly suggestive, in ways that let you intuit simple 2 or 3 hit strings, but the longer or more obtuse ones need to be learned from movelists.
The reasons are not really balance related. It's a way of making the characters widely distinct through means other than a few special moves, and to allow for combos through methods other than glitches or rote Mortal Kombat-style dial-a-combo inputs. So, in some ways, it's arbitrary difference for the sake of it, but not for bad reasons.
In brief, if you looked at the general movelists for most established fighting games you would see very obvious patterns emerge, to the point where you could quickly intuit or interpret the inputs needed for many commands for characters you'd never played before. It's the same thing as Smash Bros., but it looks more complicated because there are way more moves involved.
Question for anyone who has this game, but sucks at fighting games: Is MK friendly towards our kind? How easy is it to string a combo together? I remember playing MK2 and it was always ppppppppp leg sweep.
I'm still on the fence for this game.
I suck so maybe I can provide some input.
Combos seem easy to pull off... if you are able to memorize them, which is what I'm working at.
Things seem more fluid than the old MK games, and the moves themselves aren't terribly complex. X-Rays are extremely satisfying, but it's also hard to miss with them if your opponent is say, blocking (or not attacking if the X-Ray is a counter-move).
I couldn't for the life of me pull off a Fatality, and the comic pretty much reflects my experience.
This comes from an hour and a half of gameplay though. If you're really on the fence, rent it like I am. I'm liking it so far, so I may even be tempted to buy it down the road.
Hmmm
Hmmmmm, I could get this game, or for the same price I could get The PA books 1-6... time to do what I always do in these situations! Somebody get me a penny!
I absolutely suck at fighting games, and I'm in love with this game. The fatalities are incredibly easy to pull off, and I've never actually be able to do one in any of the MK games before (except Scorpion's, BK+UP+UP). Just make sure you stand the correct distance out, and just press the directions smoothly. There's a lot of lee-way on when the buttons are pressed. I added an extra direction when doing a fatality, and it still executed.
I absolutely suck at fighting games, and I'm in love with this game. The fatalities are incredibly easy to pull off, and I've never actually be able to do one in any of the MK games before (except Scorpion's, BK+UP+UP). Just make sure you stand the correct distance out, and just press the directions smoothly. There's a lot of lee-way on when the buttons are pressed. I added an extra direction when doing a fatality, and it still executed.
For a fighting game the controls are IMMENSELY forgiving. Such a relief after SFIV's and MvC3's utterly frustratingly unforgiving controls.
Wishpig on
WARNING: Picture below may cause spontaneous growth of facial hair and/or body hair.
Also, I can't be 100% sure on this but I don't think the bosses block x-ray moves. I've never missed on one (that isn't a counter) even when not comboing into it.
Also, I can't be 100% sure on this but I don't think the bosses block x-ray moves. I've never missed on one (that isn't a counter) even when not comboing into it.
Unfortunately they can block... You've just gotten really lucky. :P
But that's why I love Jax's X-ray, since it doesn't matter.
Someone asked a few pages ago about a silver xbox controller with a better dpad. Didn't see a response from anyone. Are they any good? Much better than an expensive arcade stick. I didn't even know they existed.
A few people who got the game early unlocked some of the classic costumes by simply purchasing the concept art in the Krypt. (which is how you unlock the normal alternate costumes) However that was fixed in the day one patch. (I don't know if that removed the costumes from those who got them by mistake though)
Really? I still haven't applied the patch, nor have I started the krypt stuff. Got a source on this? Cause if it's true, I'll go through and unlock everyone before patching so I can confirm or deny it.
This is not true. Some guy unlocked Ermac's Retro Artwork on a stream before release and a bunch of people started spreading rumors that he'd unlocked the actual costume when it was just art.
There was also a glitch before the day one patch where Scorpion could perform his Toasty Fatality if he was wearing Costume 2 even if you didn't have the Retro Costume. This glitch mixed with the above rumor and gives birth to a new rumor where people think the unpatched game will let you unlock the retro costumes.
So if you clear the patch from your system and have Scorpion's Costume 2, you can perform Toasty without the Retro Outfit. However, you can't do Reptile or Sub-Zero's retro fatality or get any of the retro costumes without the preorder codes.
The silver 360 controllers are fantastic as a whole. Better analog sticks better dpad. I HAVE NOT used the controller for a fighter but my opinion there would be invalid anyway since I won't play fighters on a ds3 either. I'd get a sf4 pad or wwe allstars pad if you had to use a pad for fighters.
Someone asked a few pages ago about a silver xbox controller with a better dpad. Didn't see a response from anyone. Are they any good? Much better than an expensive arcade stick. I didn't even know they existed.
I got one for Christmas, I still don't like it for fighting games. It's nice to have the option to make it stick up or sort of sink in but I still hate the thing's D-pad.
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I thought you could uppercut off the smoke bomb actually, it doesn't look like it'd connect but it does. Maybe I'm moving forward slightly without realizing? Also smoke has an air throw you can follow up with for the same damage.
Ah, thanks for the advice. That's how I mainly beat Goro, was uppercut spam, but it seemed to not work so well on Shao Khan.
If you want, you can give me the advice here or just PM me. 8-)
I really like Cyrax, but he's the only character I've done besides the first two from Story Mode. I only just rented the game, and it's the first fighting game I've touched in probably four years.
Steam Profile
I haven't played Smoke yet, but in general you don't want to just uppercut off a move that puts your opponent in a juggle state. You want to see if you can pull some sort of combo.
For instance with Ermac after his tele slam I could just uppercut ending the combo, or I could jump kick, tele punch, land, dash, back punch, back punch, tele slam.
You have to mess around with the character to see what he can do after getting your opponent in a juggle. A place to start would be to see if he can hit with a ground string off the smoke bomb and then go into his tele punch. You may need to dash before starting the ground string.
I'm still on the fence for this game.
jFP, BP, FP>Net.
After that you have a few follow up options.
You can do a simple 4BP (pop up)>down,forward.FP (air throw).
You can also do back.BP>Xray if you have meter.
Or you can try FP, BP, FP,down,forward.FK+Throw (rag doll).
There are more complicated variations of those but that's a good start. If you start his BnB on the ground though you will only want to input FP, BP >Net since if you go all three the net will miss outside of the corner. (If this is not true then someone let me know. I might just not be netting fast enough)
If you net from a distance and then teleport you will have to move fast to get his combo off. The safer option is to just throw and then get some distance.
Hope that helps. I am still exploring Cyrax but I really like him so far.
Yep. This is by design. He is a time machine back to the old days, a land of cheese and bullshit. Where only the cheap survive.
White FC: 0819 3350 1787
I suck so maybe I can provide some input.
Combos seem easy to pull off... if you are able to memorize them, which is what I'm working at.
Things seem more fluid than the old MK games, and the moves themselves aren't terribly complex. X-Rays are extremely satisfying, but it's also hard to miss with them if your opponent is say, blocking (or not attacking if the X-Ray is a counter-move).
I couldn't for the life of me pull off a Fatality, and the comic pretty much reflects my experience.
This comes from an hour and a half of gameplay though. If you're really on the fence, rent it like I am. I'm liking it so far, so I may even be tempted to buy it down the road.
Steam Profile
Does 360 get a special character to compensate?
You don't become the lord of Outworld without being a spammer and dick in the arena
b+2, 3 -> Smoke Bomb projectile -> (walk forward), 3, d+1, 2 -> (walk forward), f+4 = 30% dmg
A couple of things to note about that. First, b+2 is an overhead so the little b+2, 3 string will hit crouchblocking opponents. Two, if you do the same combo without the melee starter (that is to say, straight off a ranged Smoke Bomb) it does 23% dmg. And I should probably also point out that you must enter the Smoke Bomb projectile as Smoke hits the opponent with the 3 kick, and not try to wait until after. Entering special moves while a normal connects is how you cancel into them here.
Also kombo key for those who may not be in the know:
1 = Square (PS3) / X (360)
2 = Triangle (PS3) / Y (360)
3 = X (PS3) / A (360)
4 = Circle (PS3) / B (360)
b = back; f = forward, d = down; u = up
That said, I've mostly been using Kitana so far. I love her stuff, she has so many ways to string together combos that I've barely had time to toy around with anyone else (just her half-sister Mileena). Would people be interested in starting to list combos in here? I've been keeping a text file of what I've found useful.
so far, no. chock it up to WB owning MK now, and that Sony and WB are pretty cozy lately, it looks like we are stuck with no character.
hopefully something could make it's way to us, maybe via DLC, but i'm not gonna get my hopes up.
PS - Local_H_Jay
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Hmmm
Hmmmmm, I could get this game, or for the same price I could get The PA books 1-6... time to do what I always do in these situations! Somebody get me a penny!
Eventually there will be lists of what characters can do all over the internet. Right now is the fun time when you're figuring stuff out on your own. Enjoy it while it lasts.
Steam Profile
So I am horrible at all fighting games and the only one I ever understood was Smash Brothers and thats because all the moves in relation to button combos were the same throughout all the characters. They all play a bit differently but up+B always results is a special upwards attack jump and so on.
Thankfully just looking at MKs special move button list it seems easier for me to remember but I was wondering why do fighting games have all different combos for the characters? Is it a balance issue? A way just to make all the characters even more different? Serious question here for a guy with 18 years of fighting game noobery.
Jump kick followed by a quick teleport does a decent amount of damage after you smoke bomb them.
You'd find that it's not as different as you think. Having standardized general movesets has been a thing in fighting games since Street Fighter 2. You can expect most characters to share the same normal moves, and for most commands for special moves to be suggestive. That is, qcf will give you a certain type of move, dp motions will give you another. It's a little more prominent in 3d fighters, where the characters share ideas for their general motions: in Virtua Fighter you can always expect f+p to be an elbow or a move with similar properties, f+k to be some sort of knee, df+k to be a side kick, and so on. Same with Soulcalibur, and mostly the same with Tekken.
The Mortal Kombat games used to be like that, before they transitioned to the consoles. In Mortal Kombats 1-4 d+hp was always an uppercut, b+lk was always a sweep, b+hk a roundhouse, and so on. The special attacks were often given execution motions that were different (from other fighting games) for the sake of it, but at least they usually conformed within Mortal Kombat.
However, when the series hit the 5th game, they threw everything out. Character's movelists became totally arbitrary and you could no longer count on being able to do something as simple and iconic as an uppercut with the same input for more than a few characters. Then they added the stance switches and made it so that even within a single character's moveset you couldn't count on getting the moves out with similar motions. That's when the series gave in fully to canned combos.
Mortal Kombat 9 mixes both the old basic movesets of the first 4 games and the canned combos of the newer ones. Everyone has their d+p uppercut back, and the sweep (the roundhouse is conspicuously absent), but they also get a series of (somewhat) arbitrary canned combos. The special moves (fireballs and such) follow a pattern, but the canned combos don't; you have to memorize them on your own, and they're different for every character. A lot of them are slightly suggestive, in ways that let you intuit simple 2 or 3 hit strings, but the longer or more obtuse ones need to be learned from movelists.
The reasons are not really balance related. It's a way of making the characters widely distinct through means other than a few special moves, and to allow for combos through methods other than glitches or rote Mortal Kombat-style dial-a-combo inputs. So, in some ways, it's arbitrary difference for the sake of it, but not for bad reasons.
In brief, if you looked at the general movelists for most established fighting games you would see very obvious patterns emerge, to the point where you could quickly intuit or interpret the inputs needed for many commands for characters you'd never played before. It's the same thing as Smash Bros., but it looks more complicated because there are way more moves involved.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
I really hope some of them are incorporated into the next game, like... (story mode and arcade spoilers ahoy)
Granted they're both "dead" but dying in Mortal Kombat is like getting a 24 hour flu... you get over it really quickly.
Liu Kang as a power hungry god and Shang Tsung being the only able to stop him would be EPIC.
Also, Kano the one man army, awesomeness!
Btw, Nightwolf's secret fatality, wins my MK9 best fatality award!
http://www.youtube.com/watch?v=VJszl0jQrOM
Image by Sharpwriter on deviantart.com
I absolutely suck at fighting games, and I'm in love with this game. The fatalities are incredibly easy to pull off, and I've never actually be able to do one in any of the MK games before (except Scorpion's, BK+UP+UP). Just make sure you stand the correct distance out, and just press the directions smoothly. There's a lot of lee-way on when the buttons are pressed. I added an extra direction when doing a fatality, and it still executed.
Spread 'em!
For a fighting game the controls are IMMENSELY forgiving. Such a relief after SFIV's and MvC3's utterly frustratingly unforgiving controls.
Image by Sharpwriter on deviantart.com
The more you lose, the easier he gets. Normally he taunts maybe once or twice at first, but he'll do it more often if you start losing a lot.
Unfortunately they can block... You've just gotten really lucky. :P
But that's why I love Jax's X-ray, since it doesn't matter.
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This is not true. Some guy unlocked Ermac's Retro Artwork on a stream before release and a bunch of people started spreading rumors that he'd unlocked the actual costume when it was just art.
There was also a glitch before the day one patch where Scorpion could perform his Toasty Fatality if he was wearing Costume 2 even if you didn't have the Retro Costume. This glitch mixed with the above rumor and gives birth to a new rumor where people think the unpatched game will let you unlock the retro costumes.
So if you clear the patch from your system and have Scorpion's Costume 2, you can perform Toasty without the Retro Outfit. However, you can't do Reptile or Sub-Zero's retro fatality or get any of the retro costumes without the preorder codes.
want to know before I plow through it with everybody if that'll maximize reward
yes
I got one for Christmas, I still don't like it for fighting games. It's nice to have the option to make it stick up or sort of sink in but I still hate the thing's D-pad.
I'd get a SF fight pad or whatever.
Is it horrendous...have they said anything about a patch to fix it? Etc. etc.
Well if you're playing on PS3 right now then you have zero ability to play on the Internet so it is pretty bad in that sense.