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Air Cancel, OTG, Corner Relaunch List For MKA

Air Cancels - This list by Check shows every air cancel for each character that has them. launch your opponent and jump to attack, use an air cancel and you will drop to the ground before your oponnent, ready to jump up again or combo on the ground. the more times you tap 4 after the cs, the faster you drop to the ground.

Daegon: Fu Jow Pai
112cs 113cs4
DrakeSwords
112 113cs4
112 114cs4

Havik: Morning Star
112 113cs4
112 114cs4
112cs 332cs (corner)

Baraka: Silat
112 332cs4
112cs 114cs4
112 1134cs (corner)

Sareena: Demon Fang
112cs 332cs4
112 113cs4
112 114cs4

Kira: Dragon Teeth
112 113cs4
112 114cs4
332 113cs4
332 114cs4
112cs 332cs4
332cs 332cs4

Nitara: Kama
112 114cs4
332 114cs4
112cs 332cs (corner)
332cs 332cs (corner)

Sindel: Kwan Do
112 114cs4
332 114cs4
112cs 112cs4
332cs 112cs4
112cs 332cs(corner)
332cs 332cs(corner)

Frost: Daggers
112 113cs4
112 114cs4
332 113cs4
332 114cs4
112cs 112cs4
112cs 332cs4
332cs 332cs4

Tanya: Kobu Jutsu
112 113cs4
112 114cs4
332 113cs4
332 114cs4
112cs 332cs4
332cs 332cs4
112cs 112cs4
332cs 112cs4

Li mei: Kunlun Dao
112 113cs4
112 114cs4
332 113cs4
332 114cs4
112cs 332cs4
332cs 332cs4
112cs 112cs4
332cs 112cs4

Ashrah: Chou Jaio
112cs 114cs4
112 332cs4
112 1134cs (corner)

Jade: Bojutsu
112 114cs4
332 114cs4
112cs 112cs4
332cs 112cs4
112cs 332cs (corner)
332cs 332cs (corner)

Mileena: Sai
112 113cs4
112 114cs4
332 113cs4
332 114cs4
112cs 112cs4
332cs 112cs4
112cs 332cs4
332cs 332cs4

Kitana: Steel Fan
112 113cs4
112 114cs4
332 113cs4
332 114cs4
112cs 112cs4
332cs 112cs4
112cs 332cs4
332cs 332cs4

Sonya: Kali Sticks
112 114cs4
112cs 112cs4
332cs 112cs4
332cs 332cs (corner)
112cs 332cs (corner)

Raiden: Nan Chuan
112cs 113cs4
112cs 114cs4
Staff
112 113cs4
112 114cs4
332 113cs4
332 114cs4

Shinnok: Kuo Shou
112cs 113cs4
112cs 114cs4
Amulet Staff
112 113cs4
112 114cs4
332 113cs4
332 114cs4

Shang Tsung: Snake
112cs 113cs4
112cs 114cs4
Straight Sword
112 113cs4
112 114cs4
332 113cs4
332 114cs4

Kung Lao: Shaolin Fist
112cs 113cs4
BroadSword
112 113cs4
112 114cs4
332 113cs4
332 114cs4

Liu Kang: Jun Fan
112cs 113cs4
NunChaku
112 113cs4
112 114cs4
332 113cs4
332 114cs4

Taven: DrakeSword
112 114cs4
332 114cs4
112cs 112cs4
332cs 112cs4
112cs 332cs (corner)
332cs 332cs (corner)

Kobra: KickBoxing
112cs 113cs4
112cs 114cs4
Machete
112 113cs4
112 114cs4
332 113cs4
332 114cs4

ShuJinko: Dan Tien Dao
112 113cs4
112 114cs4
332cs 332cs4
112cs 332cs4

Kenshi: Tai Chi
112cs 113cs4
112cs 114cs4
Katana
112 113cs4
112 114cs4
332 113cs4
332 114cs4

Kai: Moi Fah
112cs 114cs4
Spiked Club
112 114cs4
332 114cs4

Kano: Xing Yi
112cs 113cs4
112cs 114cs4
Butteryfly Knives
112 113cs4
112 114cs4

Johnny Cage: Nunchaku
112 114cs4
112cs 112cs4
332 114cs4
332cs 112cs4
112cs 332cs (corner)
332cs 332cs (corner)

Mokap: Jeet Kune Do
112cs 332cs4

Nightwolf: Tomahawks
112 113cs4
112 114cs4
332 113cs4
332 114cs4

Mavado: HookSwords
112 113cs4
112 114cs4
332 113cs4
332 114cs4
112cs 332cs4
112cs 112cs4
332cs 332cs4
332cs 112cs4

Fujin: Lui He
112cs 114cs4
112 332cs4
112 1134cs (corner)

Reiko : Ying Yeung
112cs 113cs4
112cs 114cs4
112 332cs4
112 1134 (corner)

Darrius: Goju Ryu
112cs 114cs4
112 332cs4
112 1134cs (corner)

Jarek: Dragon
112cs 113cs4
112cs 114cs
KickAxe
112 113cs4
112 114cs4
332 113cs4
332 114cs4

Dairou: Mi Zong
112 332cs4
112cs 114cs4
112 1134cs (corner)


Stryker: Hua Chuan
112cs 113cs4
112cs 114cs4
NightSticks
112 113cs4
112 114cs4
332 113cs4
332 114cs4

Sektor: PulseBlades
112 114cs4
332 114cs4
112cs 332cs (corner)
332cs 332cs (corner)

Cyrax: PulseBlade
112 114cs4
332 114cs4
112cs 332cs (corner)
332cs 332cs (corner)

Noob: Monkey
112cs 114cs4
112 332cs4
112 1134cs (corner)

Chameleon: Crane
112cs 113cs4
112cs 114cs4
Ninja Sword
112 113cs4
112 114cs4

Ermac: Choy Lay Fut
112cs 114cs4

Rain: Zi Ran Men
112 332cs4
112cs 114cs4
112 1134cs (corner)
Storm Sword
112 114cs4
112cs 332cs4

Reptile: Pao Chui
112 332cs4
112cs 114cs4
112 1134cs4 (corner)



This is a list by Check of OTGs. combos starting in martial arts: first move in the combo listed is the otg, it's done by only using a certain pop up that recovers fast enough so you can jump instantly (example : Kung Laos F1). combos that start in weapon: 112cs1 = the 1 after the cs is the otg, this is done as low as possible so that you basically do the move on the ground. 112cs113 = 113 is the otg, it's done pretty low to the ground, and you can drop faster by pressing 1111, then doing a combo of your choice (second pop up, dial a combo, etc). characters who have 112cs,11 is done the same way as it is done in martial arts. characters who have 112cs,11, the 11 is the only thing being done close to the ground. the 112 in weapon is always done as high up as possible...some characters who have 112cs1 though, the 112 must be done a little later (Example: Tanyas 112cs1, she must do the 112 a little closer to the ground or Mavados 112 must be done extremly low to the ground)

Rain: Zi Ran Men
112 11
11
112 113
113

Reptile: Pao Chui
112 11
11
112 113
113

Ermac: choy Lee Fut
112 11
11

Chameleon: Ninja Sword
112cs 11

Cyrax: Pulse Blade
112cs 113
112cs 33
112cs 1 (Player 2 Only)

Sektor: Pulse Blades
112cs 113
112cs 33
112cs 1 (Player 2 Only)

Stryker: Hua Chuan
112 11
1
Nightsticks
112cs 11

Dairou: Mi Zong
112 11
11

Darrius: Goju Ryu
112 113
112 11
113
11

Fujin: Lui He
112 11
112 113
11
113

Mavado: HookSwords
112cs1 (player 1 only)

Mokap: Jeet Kune Do
112 11

Johnny Cage: Nunchucks
112cs 113
112cs 33
112cs 1 (player 2 only)

Kai: Moi Fah
112 11
Spiked Club
112cs 11

Kenshi: Tai Chi
112 11
112 1
112
Katana
112cs 11

Shujinko: Dan Tien Dao (player 2 only)
112cs 1

Kobra: Machete
112cs 11

Taven: DrakeSword
112cs 1

Liu Kang: Jun Fan
112 11

Kung Lao: Shaolin Fist
2
112
112 11
1
11
BroadSword
112cs 11

Raiden: Nan Chuan
1

Sonya: Kali sticks
112cs 1 (player 2 only)

Kitana: Ba Gua
1
Steel Fans
112cs 1 (player 1 only)

Mileena: Sai
112cs 1 (player 1 only)

Jade: Bojustu
112cs 1 (player 2 only)

Li mei: Kunlun Dao
112cs 1 (player 1 only)

Tanya: Kobu Jutsu
112cs 1 (player 1 only)

Frost: Daggers
112cs 1 (player 1 only)

Sindel: Kwan Do
112cs 1 (player 2 only)
112cs 113
112cs 33

Nitara: Kama
112cs 1 (player 2 only)
112cs 113
112cs 33

Kira: Dragon Teeth
112cs 1 (player 1 only)

Sareena: Demon Fang
112cs 1 (player 1 only)
Special:ff1,bf2,jump,1

Havik: Morning Star
112cs 1 (player 2 only)
112cs 113
112cs 33



Corner Only Relaunches list by Check. corner relaunches that end with 332 cs can only be relaunched by 2 in weapon, (example: 332cs332, cs 2).corner relaunches that end with 111 or 3311 can only be relaunched with 111 in hand to hand and you can drop faster by mashing 1 during 3311. example: 112,111 (mash 1 during 111 to drop faster)

Baraka: Silat
112 111

Havik: Morning Star
112cs 111
112cs 3311

Nitara: Kama
112cs 111
112cs 3311

Sindel: Kwan Do
112cs 111
112cs 3311

Jarek: Dragon
112 332
332 332
Kick Axe
112cs 332
332cs 332

Nightwolf: Val Tudo
112 332
332 332
Tomahawks
112cs 332
332cs 332

Kano: Xing Yi
112 332
332 332
Butterfly Knives
112cs 332
332cs 332

Shang Tsung: Snake
112 332
332 332
Straight Sword
112cs 332
332cs 332

Quan Chi: Escrima
112 332
332 332
BroadSwords
112cs 332
332cs 332

Shinnok: Kou Shou
112 332
332 332
Amulet Staff
112cs 332
332cs 332

Raiden: Nan Chuan
112 332
332 332
Staff
112cs 332
332cs 332

Daegon: DrakeSwords
112cs 332
332cs 332

Meat: Wrestling
112 332
332 332
Cleavers
112cs 332
332cs 332

Cyrax: Pulse Blade
112cs 111
112cs 3311

Sektor: Pulse Blade
112cs 111
112cs 3311

Cage: Nunchucks
112cs 111
112cs 3311

Sonya: Kali Sticks
112cs 111
112cs 3311

Jade: Bojustu
112cs 111
112cs 3311

Noob: Monkey
112 111

Rain: Zi Ran Men
112 111

Reptile: Pao Chui
112 111

Dairou: Mi Zong
112 111
Autumn Dao
112cs 111

Reiko: Ying Yeung
112 111

Fujin: Lui He
112 111

Taven: DrakeSword
112cs 111
112cs 3311

Ashrah: Chou Jaio
112 111
 
there is 3 other air cancels that i found later on from this list. ( or 2 i forget ) i will add them eventually. but they are

112 cs 112cs for 7 different character


and 112 33cs4 for any character that has 112 113cs4

later
 

MKF30

Fujin and Ermac for MK 11
Nice job dude, just curious but like Konqrr pointed out. Just curious dude, are you going to do a special on 33 and deep JK's into combos? 8)
 
wow, this was interesting to see stickied here, kelly.

pretty cool, i forgot how long this took to do.

i never updated it, because i didnt think too many people were interested in it here.

but i will update this list, i think the even greater thing was i had ( have ) videos ( from a looooong time ago with my old ass shitty quality ) for each type. damn..

thanks alot here, guys.

ragingstorm - as always, have you been checking out all the new combos in legacy? i still have more to do! :wink: youll be very happy once you see them

buttman - good to hear from you dude, i appreciate the awesome amount of respect as always. thanks alot man

iori - great to hear from you as always, buddy, thanks for the consistent respect.

konqrr and mkf30 - i actually did something for 33/11 a few months ago, but i only listed characters who can do it. i will find the post, and it should make that section rather easy. as for deep jumpkicks? wouldnt that work for everyone? ill write a little something for it, since it is a bit complexed.

anyway, it was nice to see this thread stickied, i was kinda hoping for the legacy one to, oh well.

kelly get at me on aim sometime man. it would be good to hear from you.

ill update this thread after i finish up legacy.
 

Konqrr

MK11 Kabal = MK9 Kitana
I was experimenting with Havik (yeah, OMG I powered on MKA for the first time since UMK3 was released lol) and I saw that he only did the Air Cancel when I pressed 1134~CS~444. If I pressed the CS button before 4 then both characters fell at the same time. Is this the case with all characters, the AC basically cancels the air throw? If so then the list needs to be updated to reflect this as at first I was confused until I did 4 first.

Is 33/11 an online only thing? I wasn't able to do it with Havik, but only with one low hitting 3 in his h2h then a ground combo :?

I'm a noob at this game!

I will add Legacy to the 3D Combo vid thread that is already stickied when you are completely finished updating them (it has been a lot of updating lol) and change the title to show the update as well.

Check your PM for my new AIM SN, I can't get on Konqrr anymore :cry:
 
thats some crazy shit, i was gonna ask you to come back when i saw this stickied. try to come online one day, and lets play for a few, ill show you the ropes.

air canceling is a ART, despite what some people have grown to hate. it has to be inputted properly for every combo. which means, that doesnt mean to mash 1121134cs etc as fast as possible. everything has to be done a certain way, even 112 has to be done a certain way. ( you can delay the 3rd hit by doing 11, 2. or speed up the whole thing: 11222 ) and more importantly on a certain character.

here is one example from legacy. ( came out kinda dark, i know, i just dont feel like doing it over ) where for the last 6 hits on the ground to be performed. i had to delay the frames between 3 and 4 cs. also after the first air cancel, to get 22 on the ground just PERFECTLY to jump back up for my guarenteed second. ( with 3321134cs, you have to use 332 because it hits deeper )

Havik 151%

as for it being cs 4 instead of 4 cs, i really dont think it matters. its all about timing the cs on the air cancel frame to allow safe droppage. if you start mashing 444 too quickly, it WILL cancel out the ac frame and you will get an air throw.... like i said, its an art, and timing is key.

youll get used to it. took me months to get it right.

like i said, everything has to be perfect, these are the hardest combos to perform. even the height after the bounce back from 112 has to be PERFECT. if its too low, it will miss, if its too high, it will miss. and with even harder combos that use 112 in first. ( no bounceback ) it has to be done at a certain height, and canceled on certain frames. meaning you make yourself drop too fast/too slow and press cs on a certain frame. ( read haviks )

11/33 are much more different then they are online. first off, they cant be done over and over. secondly with the hardest combos they are used for. they can only be done 1) with player 2, 2) on certain characters and even 3) certain costumes and on certain sides of the screen.

plus they have to be facing a certain way, because if they you/them are facing the opposite way, you will extend with the opposite hand/foot first and as same as for their heads/bodies when you do it to them.

but the bigger characters can be OTG'd better. really only motaro though. ( sheeva too a bit, thats about all )

with normal 33 combos ( offline ) get them somewhat close to the ground. (doesnt have to be for motaro/sheeva too much ) just do 33 then mash 1 to drop faster and give bouncing frames for when they/you land. you have to use 1 to drop faster because no character with 33 combos has a 331 combo in their air movelist. ( 334, 332, 333 are all combos )

then as soon as you land, IMMEDIATLY do the ground combo. this is what is usually only guarenteed on motaro/sheeva as far as hardest is concerned. or else the first hit will miss. the only thing that wont i believe is a second pop up, depending on the height of where it hits, i guess.

thats really good for havik though, you managed to get one 3 in there then combo. thats really hard. ( must of been corner ) thats a different type of 33 which i really wouldnt recommend doing at all unless its online. its leads to some awesome combos on there. for this particular 33, you would use 112 first then bounce back real low, cs, then 33 and do a second popup, with the spin, nothing really that high up is gonna hit. thats about as much as i can give you for now. try it with sektor: popup, 112cs33, land, 2

for best combos for characters with that "33" you would use 113 instead of 33. like in this jade combo

Jade 58%

now key was here was to do 113 then press 1 to reset the inputs, then i mashed 4444 after that. im pretty sure thats how it has to be done. you also have to sidestep UP after this combo in order to get 21U3 to connect afterwards. ( this combo only works on sheeva i believe )

anyway, its good to see you back kelly, im glad i helped play a part in it, somehow. at least i hope i did these past 12 months. too bad we couldnt have found this all together! you played a pevitol role in it all, thats for sure. i will do my best to answer all your questions bro. hopefully this was everything you needed.

i should have the final legacy combos uploaded by the end of the week. 3 of the 5 are done, and most likely the other 2 will be done tommorow. thanks alot for doing that for me, i hope you include the lists as well, but i understand if not as they take up a great deal of space.

see you on aim ; )

J
 

Konqrr

MK11 Kabal = MK9 Kitana
With Havik, I can get one air 3 into a ground combo 9 times out of 10 now. Popup, then hit with a low Air TSD 3~11 (the one does nothing but makes Havik land faster), then I can follow up with a ground combo or a popup or a TSD f+3 into Free Throw ^_^

I did this vs Jax just now.
 
damn lol, nice, ill have to give it a try later.

what interests me most is 3~11, i know 3 by itself has literally no recovery time, i did NOT know you can 11 on top of it though. good stuff. i maybe have a new havik combo.

(1121134cs cs 1121134cs, 3/33/11, second pop up, 1121134cs, 3/33/11)

just so you know its

3 acs midscreen ( pop up ac ac pop up ac )
4 acs wall ( pop up wall, ac ac, wall, ac ac )
2 acs per set ( 1st set = 1st popup), but you can use those add ons like 33/11 as many times between those 2 popups. ( pop up, ac, 11/33, ac, 11/33, pop up, ac, 11/33 )

here is a shujinko combo ( extremly hard ) that shows the above with 11/33/11,33, added into it, while still using the same amount of ac's allowed for midscreen.

Shujinko 74%
Dan Tien Dao - Freeze, Spear, Freeze, U2, cs, 112, Teleslam, cs, jump, 1121134cs, 11, cs, 1121134cs, 11, 33, land, 1124

note: freeze spear freeze cancels out the spear, thats why he is able to do a teleslam, he can also do a double throw combo. freeze spear freeze R1 spear R1. works in mkd also )

anyway, i cant tell you how great it is once to see you playing once again, youve missed out on so much kell.

talk to you soon, great job so far.
 

Konqrr

MK11 Kabal = MK9 Kitana
I did the single 3 with Sonya as well using 3~11. I don't see a good use for the single 3's as they take the place of a whole set of hits like 112-1134cs or the like and they don't end up doing much damage.

I could only get 36% with her doing this midscreen:
TKD 2, low 3~11, TKD 2, low 3~11, CS, 1124b3

Too much work for such low damage...it's like Mileena in UMK3! lol

I was playing around with Sektor and damn...this shit is HARD! Anyone who complains about using these online can go to hell because if you can do them, then you deserve to reap the rewards of them. The timing is different for most characters.

AC - 33 - OTG ftw
 
...

I would like to know if you're planning to make a new kombo video for MKArmageddon... if you do, I'd like to recomend you guys to do all juggles in VS or Arcade mode, and in my opinion the perfect way to do MKA kombo videos is just one juggle per character, that way you are forced to do the best you can do with each character, all characters are included and the video wont be so long (wich is highly recomended because long videos like 45 minutes of juggles are too much for most of people).

So, I would really like to see a good MKA combo video, in Arcade or VS mode... not in practice... it's really bad in my opinion to see there're no combo videos for MKDA, MKD or MKA in arcade or VS mode... I don't know the reason, but we have good kombo videos for MK1, MK2, MK3, UMK3, MKT, MK4, and MKG... why is so hard to have at least one video for MKDA, MKD and MKA...?

BTW... sorry for the off topic, I just didn't want to create a new topic to suggest the idea...
 

Konqrr

MK11 Kabal = MK9 Kitana
With how much time it takes to land even one of these huge combos to get it recorded (days and sometimes weeks PER COMBO), that is a huge NO on anything but Practice Mode. Sorry.

Also, in the MKII and UMK3 combo videos, we used infinite health/time cheats to make the arcade game a sort of "practice mode" where we could do some combos as they took days and weeks to accomplish them (except "one shot" ded_ ^_^). Then when we recorded, we used the Input files we recorded from the "practice mode" and turned off the cheats right when the combo started so the lifebars would go down like normal.

There are many things that go on behind the scenes that you don't understand to request such a thing. Believe me, I would love for this to happen with MKD/MKA but sadly, it isn't going to happen.
 
...

Hanzo did MKGold Vol1 and 2 in his Dreamcast... each juggle has being done in VS mode and the bars are full at the beginning of each juggle, so... don't try to tell me this cannot be done because I know different.

The intention of the post was to encourage you guys to do an artistic and beautiful combo video for each PS2 MK... I knew why you haven't done so far now... it's obvious, and I understand if you don't want to do it, but when you take a project like this as a hobby, and you don't try to make it within certain time limit... you can just enjoy doing it and at the same time eventually you come up with a piece of art like ded_'s MK4 combo video :wink: anyways, like I said it was nothing but a proposition.

A lot of time ago, I started a MK4 combo video myself, I was doing it in PS1 in practice mode XD, then I met Hanzo and watch his MKGold Vol1 and decided to help him with the Vol2, with all I knew and all the material I had for my MK4 video because his wasn't in practice mode and the graphics were better, so... is not like I don't know how hard is to make a video in VS mode because I do ok?

During that time I created my first combo video (garbage in practice mode :lol: ) for MK Tournament Edition, for me it was like impossible to do those juggles in arcade mode, check my first crappy video if you want: http://youtube.com/watch?v=UAI6FdC3V9Y well after all that time I learned a lot more of the gameplay in those GBA games, and my skills and understanding of the gameplay and AI grow enought to start the new project I'm working on... MK Portable Dreams Saga.

Actually I'm working in a MKAdvance combo video and a MKDA (GBA) + MKTE combo video... all juggles are done in arcade mode, and they're all twice more impresive and twice harder than you can see in my first video... they're all done against the PC in arcade mode (try do something like that in MKAdvance and you will see is not that easy). I had to wait the AI to decide to jump to catch them in air (MKDA and MKTE), amongst other things but everything is possible :wink:

I want to tell you I'm a big fan of all of you guys, great combo makers and masters... I hope you see this post as a friendly attempt of bringing inspiration to you.
 

Konqrr

MK11 Kabal = MK9 Kitana
Don't think I don't understand because I do.

My MKII video took over a year to make and that was with the help of other people. I don't ever want to spend that kind of time again on something as frivolous as this, I have a wife and a family to take care of. So to make a video in VS mode or against the CPU is a complete waste of time for most people as you get the idea no matter what mode it's in.

You don't want to see the damage numbers floating on the screen or the button presses used to do the combo?..well to be honest, those things actually help people who are watching to know how to do the combos. Most of them are insanely difficult and to do them requires perfect and in some instances, lucky, timing. So for anyone who would like to do them, they can watch the video slowly and see when the buttons are pressed and the other various nuances it takes to do said combo.

A combo that took a month to achieve in practice mode would likely take a year or more to get in vs mode, it's a waste of time.

Thank you for your suggestion, though, please don't take offense to anything I have said in this thread. Perhaps someday, years from now, someone will make what you suggest.
 

RoGE

Noob
lol, next time I play one of my brothers, he is going to get freaked out with all these glitches I got from check.
 
Re: ...

FrozenWorm said:
and in my opinion the perfect way to do MKA kombo videos is just one juggle per character, that way you are forced to do the best you can do with each character, all characters are included and the video wont be so long
*scratches head*

isnt that exactly what mk legacy is?

im not sure if your even aware of these movies, but they already exist. im looking for someone to help make a intro, credits, and figure out how the hell to add music to it without the audio going out of sync.

its 1 combo per character, and it totals up to 20 minutes.

THATS JUST WALL COMBOS

same thing for midscreen, and it comes out to 13 minutes

midscreen ground combos - 8 minutes

online combos - 15 minutes

so youre theory that noone wants to see a 45 minute movie is wrong. there are things that arent even covered yet. ( no ac, no wall air, stage/stage weapon ) and its already over 45 minutes seperated....

i really dont care if someone cant take the time to sit down for 45 minutes and watch a movie. because i spend 6 months for them, the least they can do is spend 45 minutes for me.

i really want a damn gc so i can finally play this mkda :wink: :wink:

later
 

RoGE

Noob
Re: ...

ChecK said:
FrozenWorm said:
and in my opinion the perfect way to do MKA kombo videos is just one juggle per character, that way you are forced to do the best you can do with each character, all characters are included and the video wont be so long
*scratches head*

isnt that exactly what mk legacy is?

im not sure if your even aware of these movies, but they already exist. im looking for someone to help make a intro, credits, and figure out how the hell to add music to it without the audio going out of sync.

its 1 combo per character, and it totals up to 20 minutes.

THATS JUST WALL COMBOS

same thing for midscreen, and it comes out to 13 minutes

midscreen ground combos - 8 minutes

online combos - 15 minutes

so youre theory that noone wants to see a 45 minute movie is wrong. there are things that arent even covered yet. ( no ac, no wall air, stage/stage weapon ) and its already over 45 minutes seperated....

i really dont care if someone cant take the time to sit down for 45 minutes and watch a movie. because i spend 6 months for them, the least they can do is spend 45 minutes for me.

i really want a damn gc so i can finally play this mkda :wink: :wink:

later
Didn't you say you were getting a Wii? If so, then you don't have to buy a Gamecube, just a Gamecube controller, because the Nintendo Wii supports backwards compatibility. I think I saw you post you were getting a Wii somewhere...

Lol, once I do some of these Glitches, I think my brothers going to be like "what the f***....?"
 

MKF30

Fujin and Ermac for MK 11
Re: ...

ChecK said:
FrozenWorm said:
and in my opinion the perfect way to do MKA kombo videos is just one juggle per character, that way you are forced to do the best you can do with each character, all characters are included and the video wont be so long
*scratches head*

isnt that exactly what mk legacy is?

im not sure if your even aware of these movies, but they already exist. im looking for someone to help make a intro, credits, and figure out how the hell to add music to it without the audio going out of sync.

its 1 combo per character, and it totals up to 20 minutes.

THATS JUST WALL COMBOS

same thing for midscreen, and it comes out to 13 minutes

midscreen ground combos - 8 minutes

online combos - 15 minutes

so youre theory that noone wants to see a 45 minute movie is wrong. there are things that arent even covered yet. ( no ac, no wall air, stage/stage weapon ) and its already over 45 minutes seperated....

i really dont care if someone cant take the time to sit down for 45 minutes and watch a movie. because i spend 6 months for them, the least they can do is spend 45 minutes for me.

i really want a damn gc so i can finally play this mkda :wink: :wink:

later
Yeah dude, I mastered MK:DA originally on the GC hehe. I love it, then once I played the xbox version, the controllers are so different so it's going to take some getting used to.

Just get the GC version dude and a controller or classic controller(might be easier) and pop that on the wii.(if you have one)
 
Finally I got my MKArmageddon copy, I hope I can use this information to squeeze the juice out of this game :p tho I still prefer MKDA

Sorry what is OTG and F1...? I'm having some trouble to understand certain stuff here.
 
Finally I got my MKArmageddon copy, I hope I can use this information to squeeze the juice out of this game :p tho I still prefer MKDA

Sorry what is OTG and F1...? I'm having some trouble to understand certain stuff here.
yo man, im really sorry, i havent started working on this thread. ive been so busy, but it crossed my mind the other day and im gonna do it very soon.

do what you can till then, and ill try and help you along the way.

look for everything in a week or 2. updated air cancels, otgs, wall relaunches. with videos. trust me, the videos will help you with everything you need.

OTG stands for off the ground. so what that means is you gotta do the listed air combo as close to the ground as possible because theres not many bounce frames to keep continuing the combo.

so you understand the engine of air kombat. ac or not. its

ground air ground air ground

if a combo doesnt have any air cancels it would look like this

pop up, jump 112cs113, land, popup, jump 112cs113, land, then combo on the ground.

what an air cancel does is branch together those first 6 hits in the air with another 5 or 6 hits and also allows a much more awesome combo after it because you are not so close to the ground. so that would look like

pop up, jump 1121134cs112cs113, land, popup, jump 1121134cs, land, then combo on the ground.

^^ thats basically how it works. i would suggest watching as many videos as possible so you can see the pattern of how it works. it still bothers me how people to this day still dont get it.

when you are ready, i will explain more

and what i mean by f1 for otgs is popups like kung laos f1 in shaolin fist. f1 = forward 1. you have to use a pop up for otgs that allows you jump very early so you can air combo them close to the ground for the OTG, then popup/combo after it.