Mortal Kombat 9 Shang Tsung Combo Compilation
Автор: JAP
Загружено: 2012-11-02
Просмотров: 28848
Описание:
READ DESCRIPTION:
http://www.testyourmight.com/threads/...
BnB COMBOS
F4 0:39
F434 1:52
JP 221 3:11
F34 4:19
F3 5:21
MGS 6:23
FGS 7:21
GS EX 7:57
Deep jk to crouching opponent 8:32
NJP 9:24
AA 1 10:40
AA D1 12:33
AA D4 13:25
AA CGS 14:45
UNBREAKEABLE 16:07
TIPS AND FANCY COMBOS 17:10
DAMAGE COMBOS 20:10
TOASTY BOOST COMBO 23:17
TAG TEAM (ONLY 2) 24:45
1 = Front punch
2 = Back punch
3 = Front kick
4 = Back kick
US = up skull
Up Skull (Above): D,U + 2
Up Skull (Behind): D,F + 2
Up Skull (In Front): D,B + 2
GS = Ground Skull
Ground Skull (Close): D,U + 4
Ground Skull (Medium): D,B + 4
Ground Skull (Far): D,F + 4
GS EX = Ground Skull + block (1 bar)
Soul Steal: + F,D,B + 3
AA = anti air
Rules:
Set-ups = GSC - GSM - GS EX - 4, - GSF
Soul steal combo = GSM - GSF - GS EX - (GSC, US) - SS
-All of the wall combos were testing against S TYPE wake-ups
-After F434 or B121 + US the wake-ups speed is different, where the S TYPE wake-ups is the fastest and the D TYPE is the slowest one, with some differences like this:
S TYPE
Kung Lao
Reptile
A TYPE
Kenchi
J. Cage
Cirax
Raiden
Sub Zero
Nightwolf
Baraka
Kano
B TYPE
Jax
Kitana
Ermac
Sindel
Milena
Cyber Sub Zero
C TYPE
Kabal (NDC EX )
Freddy K.
Rain
Noob Saibot
D TYPE
Sonya B.
Liu Kang
Sektor
Scorpion
Jade
Stryker
Sheeva
Quan Chi
Shang Tsung
Skarlet (red dash)
Smoke (shake)
Kratos
Depending on the wake-up type it is possible to increase the dealt damage from 1% to 3% more than normal, some variation here:
F4
F4-CGS-NJP-JK-F434 = 28% ------------S-A TYPE
F4-CGS-NJP-JK-B1-F434 = 29% ------- B TYPE
F4-CGS-NJP-JK-B1-B1.F434 = 30%--- C TYPE
F4-CGS-NJP-JK-B1-B1-B1-F434 = 31% D TYPE
F434 - FIRE SKULL
F434-FS-F434-CGS-B121 = 34% -S-A-B TYPE
F434-FS-F434-CGS-F434 = 35% ----C-D TYPE
F434
F434-CGS-JK-F434 =31%------------------- S TYPE
F434-CGS-JK-B1-F434 =32%-------- ------A TYPE
F434-CGS-JK-B1-B1-F434 =32%---B-C-D TYPE
221
JP-221-CGS-JK-F434 = 36% ------------S-A TYPE
JP-221-CGS-JK-B1-F434 = 37%---------- B TYPE
JP-221-CGS-JK-B1-B1-F434 = 38%--C-D TYPE
F34
F34-CGS-D2-F434 =32% ------------ S-A TYPE
F34-CGS-D2-B1-F434 =33% --------B-C TYPE
F34-CGS-D2-B1-B1-B1-F434 =34% -D TYPE
F34- FIRE SKULL
F34-FS-F434-CGS-B121 = 32% ------------S TYPE
F34-FS-F434-CGS-B1-B121 = 33% ----A-B TYPE
F34-FS-F434-CGS-F434 = 34% ---------C-D TYPE
F3
F3-CGS-NJP-JK-F434 =28% ------------- S-A TYPE
F3-CGS-NJP-JK-B1-F434 =29% ------------B TYPE
F3-CGS-NJP-JK-B1-B1-F434 =30% -------C TYPE
F3-CGS-NJP-JK-B1-B1-B1-F434 =31% --D TYPE
F3-CGS-NJP-D2-F434 =30% -------------S-A TYPE
F3-CGS-NJP-D2-B1-F434 =31% ------------B TYPE
F3-CGS-NJP-D2-B1-B1-F434 =32% -------C TYPE
F3-CGS-NJP-D2-B1-B1-B1-F434 =33% --D TYPE
In the back to the wall combos there aren´t so many variations and if you want to vary the damage there isn´t worth spending bars.
After a combo with (CGS-MGS) - (CGS-FGS) - (MGS-FGS) + GS EX if the input time isn´t enough it would be ok to dash forward + GS EX in order to send the opponent to a higher height.
NJP + D2
Personally I don´t consider it as a BnB combo because it has a lot of factors such as hitbox, stages, or special movements, for example vs Sonya after cartwheel = NJP-D2-GS EX - Where you can get a hit from the first fire ball and then a hit from the third one depending on the dash, the height in which the uppercut hits etc.
D2 can be an anti air movement but it is too risky
D2 + SS EX = 27% D2 + X RAY = 43%
B2 + SS = 21% B2 + SS EX = 16% B2 + X RAY = 36%
There are also some set-ups such as (1-2-US) (f4-CGS) (F2-MGS) that can be useful at some times in order to avoid repetition and chance the flow of the fight
Toasty Boost:
DDF3
Time limit after Toasty is 2.5 sec
in morph the toasty input is the same to the opponent
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