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Geras Combos

Going to start a thread for some combos, feel free to post anything you have learned, found, or recorded.

RESOURCES:
MK11 CHARACTER DISCORDS
GERAS KOMBAT ACADEMY

Notations:

Front Punch=1
Back Punch=2
Front Kick=3
Back Kick=4
F=Forward
D=Down
B=Back
U=Up
JIK=Jump In Kick
U/F=Up Forward
U/B=Up Back
KB=Krushing Blow
AMP=Meter Burn
FB=Fatal Blow
MD=Micro Dash


Tournament Variations:

-New Era-
Stepping it Back [x2]
Sand Pillar

-Infinite Warden-
Quick Sand
Gauntlet of the Ages
Bed of Spikes


-INFINITE WARDEN-

MID-SCREEN:

-METERLESS-

F212, DB1 (BNB)
F1-1+3 = 58.50 - Gap Closer, and ranged punish on slower moves. See enders below.
F22 = 77.50 - Can catch lacking opponents off guard, don't rely on this, can do F2 Throw for a pseudo mix-up.
11 xx BF1 = 90.01- Poor man combo. Better options.
F21 xx BF1 = 100.01 - Poor man combo. Better options.
111 = 111.68 - Solid punish, fast, High, High, Overhead.
4 xx BF1 = 113.70 - Anti-Air off reads, solid in corner, better applied as an extender off bar.
F32 = 116.50 - Gap closer. Fast. Can catch opponents in air. Can be applied elsewhere. Not safe.
241 = 121.68 - Decent. Overhead string, can be applied as a mix-up. High, Low, Overhead.
F212 = 121.68 - Go to SAFE string. Hit Confirms. Mid, Mid, High.
F1-1+3 xx 4 = 121.68 - Easy. KB off Kounter.
F22-1+3 = 167.75 - Unsafe. But this has some good applications, with the low rock, and has a Kounter KB. Mid, Low.
11 xx BF2 = 174.85 - Decent combo in certain situations. High start.
11 xx DB1 = 179.36 - The 50/50 mixup! High, High, Low.
F1-1+3 xx FB2 = 184.85 - Better OKI. Reversed input for ender. Starts High.
F21 xx BF2 = 184.85 - OPTIMAL with bar. Mid, Mid.
F1-1+3 xx DF1 = 189.36 - Most Damage. Reversed input for ender. Starts High.
F21 xx DB1 = 189.36 - Decent mix-up. Better options. Mid, Mid, Low.
111-1+3 = 197.41 - Solid combo. KB potential. All HIGH!
4 xx BF2 = 203.00 - Anti-Air off reads, solid in corner, better applied as an extender off bar. High.
4 xx DB1 = 207.75 - Anti-Air off reads. Okay mid screen. High.

-1 BAR-

11 xx BF2 (AMP), DASH CANCEL F212 xx BF2
B22 xx BF2 (AMP), F1-1+3 = 245 (restand back to mid)
B22 xx BF2 (AMP), F32 =282 (pushes forward and knockdown)
B22 xx BF2 (AMP), F1-1+3-4 = 286 (restand back to mid further)
B22 xx BF2 (AMP), DASH F22-1+3 = 316 (pushes forward, knockdown)
B22 xx BF2 (AMP), F1-1+3 xx DB1 = 330 (knockdown back to mid distance)
B22 xx BF2 (AMP), DASH 111-1+3 = 335 (throw back to mid-far distance)
B22 xx BF2 (AMP), DASH F3 xx BF1 (AMP), D2 D2, F1-1+3 xx DB1 = 395
F212, MD F1 xx BF2 (AMP), F1-1+3 xx DB1 = 336 (knockdown back to mid distance)
F212, MD F1 xx BF2 (AMP), DASH 111-1+3 = 340 (throw back to mid-far distance)
F21 xx BF2 (AMP), DASH 4 xx BF2 OPTIMAL BNB

(All these can be done with kombo starter 11, or F21 for less damage.
Most of the above can be applied with f212, with microdash f1 or in the corner off f1, further testing needed.)

CORNER:

F212, F212 xx BF2

-1 BAR-

F212, F212 xx BF2 (AMP), 4 xx BF2


-2 BAR-

11 xx BF2 (AMP), DASH CANCEL F3 xx BF1 (AMP), D2, 4 xx BF2
B22 xx BF2 (AMP), DASH F3 xx BF1 (AMP), D2 D2, F1-1+3 xx DB1 = 395
F212, MDf1 xx BF2 (AMP), F1-1+3 xx DB1 = 336 (knockdown back to mid distance)
F212, MDf1 xx BF2 (AMP), DASH 111-1+3 = 340 (throw back to mid-far distance)
F212, 4 xx BF2 (AMP), 4 xx BF1 (AMP), D2, D2, F1 1+3 xx BF2
F21 xx BF2 (AMP), DASH F3 xx BF1 (AMP), DASH D2, D2. F1-1+3, 4/FB2/FD1 Reversed input for ender.

JUMP IN:

-1 BAR-

JIK, F3 xx BF2 (AMP), DASH 111-1+3 = 381.07
JIK (crossover), 4 xx BF2 (AMP), DASH 111-1+3 = 399.07
JIK (crossover), 4 xx BF2 (AMP), F3 xx BF2 = 388.60

-2 BAR-

JIK, 4 xx BF2 (AMP), 4 xx BF1 (AMP), D2, D2, JIK = 454.22
JIK, 4 xx BF2 (AMP), 4 xx BF1 (AMP), D2, D2, DASH, D2 = 468.03
JIK, 4 xx BF2 (AMP), 4 xx BF1 (AMP), D2, D2, DASH, F3 xx BF2 = 471.90
JIK, 4 xx BF2 (AMP), 4 xx BF1 (AMP), D2, D2, DASH, F1 xx BF2 = 474.38
JIK, B22 xx BF2 (AMP), DASH F3 xx BF1 (AMP), D2, D2, F1-1+3 xx DB1 = 406

-FATAL BLOWS- (MID SCREEN OR CORNER)
JIK (crossover), 4 xx BF2 (AMP), MD 4, Fatal Blow = 536.73
JIK, F3 xx BF2 (AMP), MD 4, Fatal Blow = 518.73


-NEW ERA-

MID-SCREEN:

-METERLESS-

F212 xx DF3
F212 xx DF3, DB1F = 243.71 (Raiden, Jax, Shao Kahn, Geras, Kotal Kahn, Kollector)

-1 BAR-

11 xx BF1, D2, F212 xx BF2

-2 BAR-


JUMP IN:

11 xx BF1 (AMP), D2, D2, JiD2, F3~BF2 = 284.74
24 xx BF1 (AMP), WALK FORWARD, D2, D2, DASH, F21 xx BF2 = 266.33

-CORNER-

F212 xx DF3B, D1, 24 xx BF2
F212 xx DF3B, D1, F212 xx BF1 (AMP), D2, B22 xx BF2 = 355.61
F212 xx DF3B, D1, 24 xx DF3B (AMP), then stagger F3 into B4 launch
J3, D1, F212 xx BF1 (AMP), D2, D2, F1-1+3-4 = 351.96
24 xx BF1 (AMP), D2, J3, B22 xx BF2 = 298.16
11 xx BF1 (AMP), D2, D2, J3, F212 xx BF2 = 312.20
B22 xxBF1 (AMP), D2, J3, B22 xx BF2 = 318.32
 
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_CHINOCUDEIRO_

Machakabotones
II have to test if this microdashes-f1 are solid or not, because f212 is safier than B22.
Also two things:
-If you begin this combos with Gera´s unique jump attack (JiD2) it adds. aprox 15 more damage
-If you have the gauntled at level 3(fully charged) you can end the combos instead f1,1+3-db1 , use f1,1+3,db2,1 (KB) for 100 more dmg aprox.
 
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II have to test if this microdashes-f1 are solid or not, because f212 is safier than B22.
Also two things:
-If you begin this combos with Gera´s unique jump attack (JiD2) it adds. aprox 15 more damage
-If you have the gauntled at level 3(fully charged) you can end the combos instead f1,1+3-db1 , use f1,1+3,db2,1 (KB) for 100 more dmg aprox.
Nice, good to know
 

Parge

Noob
Seems like Geras has some character specific combos. I made a list for what characters F21 xx BF1 works on midscreen.

Geras, Jax, Kollector, Kotal Kahn, Shao Kahn and Raiden

Others get pushed out too far by the second hit.
 

Name v.5.0

Iowa's Finest.
Hadn't seen any New Era combos yet. Here's what I've worked out so far...still trying to optimize.

Mid-screen:

11~BF1(A), D2, D2, JiD2, F3~BF2 = 284.74
24~BF1(A), slight walk forward, D2, D2, dash, F21~BF2 = 266.33

Corner:

F212~DF3B, D1, F212~BF1(A), D2, B22~BF2 = 355.61
Ji3, D1, F212~BF1(A), D2, D2, F11+34 = 351.96
24~BF1(A), D2, Ji3, B22~BF2 = 298.16
11~BF1(A), D2, D2, Ji3, F212~BF2 = 312.20
B22~BF1(A), D2, Ji3, B22~BF2 = 318.32
 
if you use md as notation for microdash then i suggest you separate it from attack inputs with a space otherwise theoretically it can look pretty convoluted (if you have full b,db,d,df,f inputs after for example) and it's confusing to most fg players from other games at first as i interpreted it as microdash df1. i would write it as f212, (microdash) f1 xx bf2mb, f1,1+3 xx db1 for clarity, personally (but anything that separates it is good, there's no established standard for notating microdashes in general.)

sorry if that's pedantic or presumptuous, it's just coming from other fgs i misinterpreted that on first glance which shouldn't be a thing with notation imo as the goal should be consistent communication.
 

OzzFoxx

Hardcore gaming poser.
Premium Supporter
I think I might've found a reset that allows a guaranteed KB. The combo is F3xxbf1, d2, 1 1 1 1+3 (KB). This combo does over 50% because the opponent is unpaused right as the 3rd 1 connects. They are off the ground because of the F3. For some reason tho, when the 3rd 1 connects it resets the combo (even tho the opponent is off the ground). It then interprets the 3rd 1 as the first hit of the combo and therefore meets the req's of the KB.
 

OzzFoxx

Hardcore gaming poser.
Premium Supporter
I think I might've found a reset that allows a guaranteed KB. The combo is F3xxbf1, d2, 1 1 1 1+3 (KB). This combo does over 50% because the opponent is unpaused right as the 3rd 1 connects. They are off the ground because of the F3. For some reason tho, when the 3rd 1 connects it resets the combo (even tho the opponent is off the ground). It then interprets the 3rd 1 as the first hit of the combo and therefore meets the req's of the KB.
Hm... OK it is an american reset, but boy it seems you could trick a lot of people with this. It does not appear that the opponent can block at all, especially since the char is off the ground. And even so, they have to block high.
 

wsj515

This is my billionth life cycle.
New Era mid screen max damage I've found is starterxxbf1MB d2 d2 j1 f212xxdb1 for 300.34 with f21 starter, anyone have higher?

edit: just realized this is character specific... as others have said above, both f21 and 24 are character specific starters mid screen. Pretty dumb.
 
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I think I might've found a reset that allows a guaranteed KB. The combo is F3xxbf1, d2, 1 1 1 1+3 (KB). This combo does over 50% because the opponent is unpaused right as the 3rd 1 connects. They are off the ground because of the F3. For some reason tho, when the 3rd 1 connects it resets the combo (even tho the opponent is off the ground). It then interprets the 3rd 1 as the first hit of the combo and therefore meets the req's of the KB.
It can be blocked, f3 doesn’t launch, it keeps them standing.
 
Can someone verify if some of these combo strings arent working or if they only work on certain characters?

I cannot get b22 xx bf2mb, f1,1+3 to connect on the grab (f1, 1+3). It either whiffs or you have to go to shoulder charge to connect. (This was against Baraka and against Kitana).

Just started trying out Geras and like him so far but some of these strings listed dont seem to want to complete.