Understanding these guides... (Noob questions)

Discussion in '[MK9] Strategy Zone' started by EgC Awake, Apr 2, 2012.

  1. EgC Awake

    EgC Awake Noob

    Hi guys,

    New to MK9, (or really competitive MK in general). When i am reading a characters combo guide say "Johnny Cage" for example and I see the annotations as:

    njp, F4, 2, 2, 44 nut punch 33%

    (Neutral Jump Punch?, Forward 4, 2, 2, (Quick 44) nut punch?)

    Am I reading that correct?

    Another example:

    21F2, 2, 2, 2, 2, 2, 114 nut punch 40% (number of consecutive "2"s can range from 1-6. Recommended for damage and ease is 5).

    (2,1, Forward 2, 2, 2, 2, 2, 2, 1,1,4, nut punch?)

    Do the numbers 114, mean like a "cancel" from SF where i just tap instead of having a slight delay?
    Thanks in advance, sorry for not using search I thought this would be a bit more then general.
    Also any guides you guys may have to post are greatly appreciated..


  2. xenogorgeous

    xenogorgeous Cowabanga, dude !

    you are reading correctly, but, cancel some comand, button, whatever, sometimes, comes with the ~ simbol :

    like , for example, F3, 2~NDC with Kabal : forward 3, 2, and before 2 command button animation on combo string ends, do the nomad dash, and cancel it asap (back + block)
  3. Gesture Required Ahead

    Gesture Required Ahead Get on that hook

    1 = :fp
    2 = :bp
    3 = :fk
    4 = :bk
  4. xenogorgeous

    xenogorgeous Cowabanga, dude !

    when you have , for example, 114, or 224, whatever, does not mean "quick".... it's simple a notation about a complete combo string, using, in the 114 example, button 1 twice, and button 4, once ......... simply like that
  5. EgC Awake

    EgC Awake Noob

    Thanks very much yautjared. I wasn't too sure on the 21f2 inputs.
  6. xenogorgeous

    xenogorgeous Cowabanga, dude !

    yep, Johnny Cage famous combo string, hum ? I love 2,1,forward 2 with him, hehe :D
  7. eskuAdradit0

    eskuAdradit0 "Thanks" button abuser.

    I'll fix those for you
    nJP xx F+4 xx 2 xx 2 xx 4,4, nut punch
    Nuetral jump punch, connected to f+4, connected to 2, connected to 2, connected to 4 cancelled into 4 cancelled into nut punch.
    May be "cancelled" instead of "connected". Can't remember.
    It basically means that you should wait a little for connect 2 with another 2 instead of going for "2,2". Imagine you want to link a lot of standing 1 in a combo, but the character has a 1,1,1 string. You'd have to write 1 xx 1 xx 1 which is three standing 1 commands whereas 1,1,1 means cancel 1 with 1 with 1 (which is the supposed string string).

    2,1,f+2 xx 2 xx 2 xx 2 xx 2 xx 2 xx 2 xx 1,1,4, nut punch

    2 cancelled into 1 cancelled into f+2 (f and 2 pressed at the same time) connected to 2 connected to 2 connected to 2 connected to 2 connected to 2 connected to 2 connected to 1 cancelled into 1 cancelled into 4 cancelled into nut punch.

    Thing is, since MK's move list is so basic and there's this dial-in strings system, and on top of that a lot of combo starters/launchers are also a character's main blockstring (which is stupid imo), people easily recognize what you're referring when you write "famous" combos such as JC's corner combos you just mentioned.

    Want a tip? Finish it with 4,4, nutpunch. Does 1% damage as far as I can recall.

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