Combo List

You can get rid of any combos of Ermac's that start with 2,2 - You can't link out anymore (except when juggling). The 1,2,1 (input the D, B part of the TKL before the last 1, so the full combo would read something like: 1,2, TKL, j.K, tele, 2,2, TKP) is now the best way to go. It's faster, but it does a little less damage. If you use the combo I just wrote, it hits for 36% now as opposed to the 44% you used to get out of linking out of the 2,2. I can post a few more combos later when I'm on my Xbox if this thread is still being used. If not, good day.
 
My Jade BNB

Jade: 9 hits, 30% damage, no meter

jump punch, B+1, overhead staff, dash, B+2, staff grab
 
-Bloods Combo List-

Here is a list of combos for all characters ive been writing, although its just getting started, I thought by copying and pasting it up here, I can help other people learn new combos along with see what cool random combos the community has to offer.


Some of these combos are well known, some of these i got from youtube or word of mouth, but alot of them i came up with myself (i know i didnt "invent them") so hopefully i bring in something fresh. Also bare in mind that some characters i know alot more then others.

This is just getting started, as i still have alot of messing around to do in practice, but i will keep adding more and more as they come, along with add any the community wants to "donate"


1 = X or Square
2 = Y or Triangle
3 = A or X
4 = B or Circle

b = Back
f = Forward
u = Up
d = Down




All combos(minus a small few) can be started with a jump punch for more damage, same as if someone is stunned with a freeze, net ect... it is a good idea to start up with a jump punch combo

example

Cyrax - Jump Punch 2 1 Net, Jump Punch 2 1 Ex Bomb......

Now that thats said, I will not add "jump punch" into the combos, and anytime a standing jump punch is required, i will label it "U+1"

Lastly, some strings are empty, because i still dont know the best combo to use, any help with those unfinished combos would be awesome.

PLEASE HELP GET MORE COMBOS IN!!!!!

In Alphabetical order....... ones with a * are personal favorites ;)


Baraka

b+3 1, dash, b+3 1, blade charge
2 2 1+2, dash, f+4 blade fury
2 2 1+2, dash, b+3 2 blade charge

Cyber Sub Zero

1 1 ice ball, 2 1 1+2 slide

Cyrax

2 1 Net, 1 2 3 Buzzsaw
2 1 Net, 2 1 Ex Bomb, Mid Bomb, Uppercut, b+2, dash 1 2 1 *
2 1 Net, u+1, b+2, f+2 Xray, dash~string
3 3 Net, 2 1 Ex Bomb, Ex Bomb, b+2, dash~string

Ermac

b+3 4(low) or f+1 1 4(high), force port, force lift, dash, 2 2 force push
^^^^^^^^^^^^^^^^, force port, dash, 1 2 force lift, dasj. b+1 2 f+1 force push

3 1force lift, jk air force port, 2 2 force push( or xray)
b+3 4 force port, 1 force lift, jk air force port, d+1, force push. - FatalityRay90


Jade
(all dashes are dash cancels)

3 staff overhead, dash, b+2, shadow kick, shadow kick
f+2 1 shadowkick, dash, 4 f+3
3 4 ex staff overhead, dash, b+2, dash, uppercut

3(or b+1 for a little more dmg), staff overhead, dash cancel b+2, dash cancel 1 2, dash cancel 2 3 f+2 ex staff slam( d, f+2+block) or xray
f+2 1 ex razorang(d, f+1+block), ex shadow kick x2
3 4 2 ex shadow kick x2
3 4 ex staff overhead, dash cancel 1 2, dash cancel 4 staff slam
(opponent in air) 1 2, dash cancel 1 ex razorang( regular or low. this sets up a reset and mean mixup game. the oppoent has to guess which side to block from because the razorang is going to come back. if you did the low one, the opponent must block it low. if you hit with the rang, you can conitnue the combo.)
(corner) 2 1 shadow kick, 1 2, 1 2, 1 2, d+1 xray. - FatalityRay90


Jax

ground pound, 1 2, dash, 1 2 dash, 1 2 dash punch of gotcha grab

f+4 1 3, duck punch, uppercut(wall)
ground pound, 1 2, 1 2, 1 2, f+4 gotcha grab(wall) *

Johnny Cage

2 1 f+2 shadow kick
b+3, dash, 1 1, dash, 1 1, dash, 2 1 nut punch

b+3, 1 1, dashcancel 1 1, dashcancel 4 4 shadow kick/flipkck/nut punch(can be ex)
f+4, dash cancel 2 1 f+2, dash cancel 4 4 shadow/lip kick(can be ex)
2 1 f+2, dash cancel f+3 nutpunch/shadow/flip kick
(corner) b+3, 2, 2, 2, 2, f+3 3 b+3 ex green orb, 4 nutpunch/shadow/flip kick(can be ex)
xray, dash cancel b+3, dash cancel 1 1, dash canvel 1 1, dash cancel 4 4 nutpunch/shadow/flip kick
(if u end combos with nutpunch, its sets up a mixup game. either throw, sweep, hold b+2 or f+2. NEVER END COMBOS WITH SHADOW KICK IF UR FIGHTING A ZONER. u want to be as close to a zoner as possible. - FatalityRay90


Kabal

nomad dash, b+1 2 1, dash, 1, dash, f+3 2 tornado slam or 1 1 1 gas blast
b+1 2 1, dash, 1, dash, f+3 2 nomad dash, f+3 2 tornado slam
b+1 2 1, 1 gas blast(air), nomad dash, f+3 2 tornado slam

b+1 2 1, u+1, b+1 2 1, b+1 2 1, b+1 2 1, 4 nomad dash, xray(wall)


Kano

2 1 2, dash, 2 1 2, knife
2 1 2, dash, 2 1 2, dash, 2 1 2, up ball
f+3 b+2, dash, 2 1 2, dash, 2 1 2, up ball
b+1 1 2, dash, b+1 1 2, Ball
b+1 1 2, dash, 2 1 2, dash, 2 1 2, Ball


Kenshi

f+2 2 b+1, dash f+2 2 rising karma, f+2 2 b+2

Kitana

f+2 1, f+4 1, dash, 2 1 2
f+2 1, jump kick, fan toss(air), fan toss, ex fan toss
2 1 fan lift,
f+2 1, b+2, fan toss(air), dash, 4 fan toss, dash, 2 cutting fan

f+4 1, dash canvel b+3 3 fan lift, dash, jk air fan toss, ground fan toss, 2 cutting fan
f+2 1, njp, dash cancel 4 fan toss, dash cancel 2 fan lift, jk air fan toss, ground fan toss, dash cancel 2 cutting fan.
f+2 1, njp, dash cansel 4 fan toss, dash cancel 2 fan lift, dash, b+2 xray.
jk air fantoss, ground fan toss, 2 fan toss, 2 cutting fan
(corner) f+4 1, 3 3 fan toss, 3 3 3 fan lift, njk air fan toss, ground fan toss, 3 3 3 cutting fan, d+1
(all of tue previous combos can be perfomed after connecting with an ex ground fan toss, except the jk combo. in addition, while your doing a combo, after u connect with ground fan toss, you can add in 2 more 2 ex ground fan toss to keep the juggle going, tho u must be fairly quick. so itll look something like this...
blah bkh blah oppopnent falling from juggle, ground fan toss, dash cancel 2 ex fan toss, dashcancel 2 ex fan toss, dash cancel 2 cutting fan.) - FatalityRay90


Kung Lao

1 1 2 spin, ex hat toss, 1, dash, 1, dash, 2 4 1+2 or 1+3

1 1 2 spin, ex hat toss, 1, 1 1, 1 1, 2 4 1+3(wall)

Liu Kang
(catch opponent in air with f+1 2)

b3 1 2, dash x5

2 1 3, 1 2 b+1, dash, 1 2 b+1, dash, 1 2 fireball
2 1 3, 1 2 b+1, b3 1 2, dash, b3 1 dragon kick
2 1 3, f+1 2, f+1 2, b+3 1 2, dash, b+3 1 dragon kick *
2 1 3, f+2 4 Xray, bicycle kick or b3 1 2, dash

Nightwolf

f+3 1 axe swing, 1 axe swing, shoulder
b+2 2 axe swing, b+2 axe swing, dash, 1, dash, 1 2 2 shoulder

Noob Saibot

b+1 2 1 4 teleport or shadow charge/slide

b+1 2 1 4 ex shadow upknee, ex shadow upknee, shadow upknee, b+1 2 1 4, shadow upknee, shadow upknee, uppercut(wall) *

Mileena

1 1 ball roll, u+4, b+1 4, uppercut
b+3 ball roll, u+4, b+1 4, uppercut (can xray after b+1 4)
u+4, u+4, b+1 4, 4 ball roll, b+1 4, uppercut (can xray after first b+1 4) *

b+1 4, teleport drop, sai blast (air), ball roll, 3 4 neckbite
b+1 4, 4 2 ball roll, b+1 4 leaping neckbite or xray
4 2 teleport kick(can be ex), air sai throw(can be ex), ball roll, b+1 4 leaping neckbite (or xray)
2 3 ball roll, u+4, b+1 4, 1 1 2 leaping neckbite or xray
u+4, u+4, b+1 4, 1 1 2 ball roll, b+1 4 leaping neckbite or xray.
2 3 ex ball roll, u+4, b+1 4, 1 1 2 ball roll, b+1 4 leaping neckbite.
(all of the previous combos can end with teleport kick. the kick will miss but you will recover in time to set up a mixup game with u+4 or d+3) - FatalityRay90


(opponent in air) ex teleport drop, sai blast(air), ball roll, u+4, b+1 4, uppercut *

Quan Chi

b+3 1+2, dash, 1 1 2 trance, f+1 2 1+2, jump punch 2 1 4 or jump punch 2 1 xray *
b+2 1, dash, b+2 1, dash, 1 1 2 trance, ^^^^^^^^^^

Raiden

b+3 1 2, dash, 3 3 4 electric fly
3 3 4 teleport, electrocute, b 3 1 2 electric fly
1 2 1 electrocute, 2, vicinity blast, dash, 3 3 electric fly

Rain

b+2 1+2, dash, 1 1 bubble, 1 1 lightning, super kick, geyser kick

Reptile

fast force ball, 3 2 slow forceball, 3 2 1 slide
1 1 2 fast forceball, 3 2 slow forceball, 3 2 1 slide
3 2 1 elbow dash, 3 2 fast forceball, 3 2 ex slow forceball, 3 2 1 slide


Scorpion

2 1 spear, u+1, b+2, 1 1 teleport punch, 1 1 4
2 1 spear, u+1, b+2, jump kick, teleport punch, 2 1 2

Sektor
(add homing missle for extra damage)

1 2 b+1, jump kick, teleport punch, b+2 1
b+2 4 teleport punch, f+4 3 teleport punch

Shang Tsung

f+3 4(low) or 2 2 1(high), ground skull medium, ground skull far, ex ground skull, up skull behind, uppercut
b+1 2 1 4, ground skull far, ex ground skull, up skull behind, uppercut

Sheeva

b+2, 1+2, grab and punch
2 1 2 grab and punch
1 2 b+1, dash, 2 1 2 grab and punch
low grab, b+2 1+2 fireball

Sindel

Skarlett

2 1 up slash, dash, 1 up slash, dash, 1 up slash, dash, 1 dagger toss
f+3 1 down slash, up slash, dash, b+1 1 3
b+1 1 4 red dash f+2,
f+2 1 2 1+2 red dash f+2,
f+3 1 2 up slash,

f+2 1 2 1+2 up slash, b+1 1 3(wall)

Smoke

3 d+1 2, dash, 3 d+1 2, dash, 3 2, dash, 2 1 4
3 d+1 2, dash, 3 2 (ex) smoke bomb, dash, 3 d+1 2, dash, 2 1 4 *
b+3 2 smoke bomb, dash, 3 d+1 2, dash, 2 1 4
smoke bomb, dash, 3 2, dash, 3 d+1 2, dash, 2 1 4

3 d+1 2, 3 d+1 2, 3 2, 2 1 4 (wall)

Sonya
(combos can be started with dive kick)

b+2 1 cartwheel, dash, 1, dash, 1 dash, 1, dash, 114 or 11 legrab
b+2 1 f+2, b+2 1 f+2, jump kick, air throw
military stance, b+2, b+2 1 f+2, 1 1 4

b+2 1 cartwheel, 1 1, 1 1, 1 1, 1 1 4 (wall)
b+2 1 cartwheel, b+2 1 f+2, 1 1, 1 1, Xray (wall)



Stryker

b+1 2 2, gunshot, dash, uppercut
b+1 2 2, dash, 1 2 ex gunshot, dash, 1 2 ex gun shot
b+1 2 2 ex gunshot, 1 1 ex roll toss
b+2 f+2, dash, 2 3 2

Sub-Zero

2 2 ice ball, dash, u+1, dash, b+1 2, 2 1 2 slide
b+1 2 ice ball, 2 1 4 slide
b+1 2 ice ball, dash, u+1, dash, 1, dash, 1, dash 2 1 4 slide (or xray)


All combos added will be credited, also, if i stole your combo please let me know so i can credit you :D
 
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Re: -Bloods Combo List-

decent combos. most of them I use. but I think ill add more if u dont mind. there all practical and usually work online and are bnbs. here's some combos for the characters I use

ermac: 3 1force lift, jk air force port, 2 2 force push( or xray)
b+3 4 force port, 1 force lift, jk air force port, d+1, force push.

jade: 3(or b+1 for a little more dmg), staff overhead, dash cancel b+2, dash cancel 1 2, dash cancel 2 3 f+2 ex staff slam( d, f+2+block) or xray
f+2 1 ex razorang(d, f+1+block), ex shadow kick x2
3 4 2 ex shadow kick x2
3 4 ex staff overhead, dash cancel 1 2, dash cancel 4 staff slam
(opponent in air) 1 2, dash cancel 1 ex razorang( regular or low. this sets up a reset and mean mixup game. the oppoent has to guess which side to block from because the razorang is going to come back. if you did the low one, the opponent must block it low. if you hit with the rang, you can conitnue the combo.)
(corner) 2 1 shadow kick, 1 2, 1 2, 1 2, d+1 xray.

mileena: b+1 4, 4 2 ball roll, b+1 4 leaping neckbite or xray
4 2 teleport kick(can be ex), air sai throw(can be ex), ball roll, b+1 4 leaping neckbite (or xray)
2 3 ball roll, u+4, b+1 4, 1 1 2 leaping neckbite or xray
u+4, u+4, b+1 4, 1 1 2 ball roll, b+1 4 leaping neckbite or xray.
2 3 ex ball roll, u+4, b+1 4, 1 1 2 ball roll, b+1 4 leaping neckbite.
(all of the previous combos can end with teleport kick. the kick will miss but you will recover in time to set up a mixup game with u+4 or d+3)

johnny cage: b+3, 1 1, dashcancel 1 1, dashcancel 4 4 shadow kick/flipkck/nut punch(can be ex)
f+4, dash cancel 2 1 f+2, dash cancel 4 4 shadow/lip kick(can be ex)
2 1 f+2, dash cancel f+3 nutpunch/shadow/flip kick
(corner) b+3, 2, 2, 2, 2, f+3 3 b+3 ex green orb, 4 nutpunch/shadow/flip kick(can be ex)
xray, dash cancel b+3, dash cancel 1 1, dash canvel 1 1, dash cancel 4 4 nutpunch/shadow/flip kick
(if u end combos with nutpunch, its sets up a mixup game. either throw, sweep, hold b+2 or f+2. NEVER END COMBOS WITH SHADOW KICK IF UR FIGHTING A ZONER. u want to be as close to a zoner as possible.

kitana: f+4 1, dash canvel b+3 3 fan lift, dash, jk air fan toss, ground fan toss, 2 cutting fan
f+2 1, njp, dash cancel 4 fan toss, dash cancel 2 fan lift, jk air fan toss, ground fan toss, dash cancel 2 cutting fan.
f+2 1, njp, dash cansel 4 fan toss, dash cancel 2 fan lift, dash, b+2 xray.
jk air fantoss, ground fan toss, 2 fan toss, 2 cutting fan
(corner) f+4 1, 3 3 fan toss, 3 3 3 fan lift, njk air fan toss, ground fan toss, 3 3 3 cutting fan, d+1
(all of tue previous combos can be perfomed after connecting with an ex ground fan toss, except the jk combo. in addition, while your doing a combo, after u connect with ground fan toss, you can add in 2 more 2 ex ground fan toss to keep the juggle going, tho u must be fairly quick. so itll look something like this...
blah bkh blah oppopnent falling from juggle, ground fan toss, dash cancel 2 ex fan toss, dashcancel 2 ex fan toss, dash cancel 2 cutting fan.)

well there you go. just some of the combos of some of the characters i use. i will be added more soon. im just too tired now lol...its 6:13am where I'm at. hope this improves some combo play for some players
 
Re: -Bloods Combo List-

Awesome additions man thanks, appreciate the typing u put in, added your combos and credited you ofcourse.
 
Re: -Bloods Combo List-

sub-zero's "b+1 2, ice ball, dash, u+1, dash,b+1 2, 2 1 4, x-ray" is a must :D (adding forward jump punch at the beginning makes more dmg, but i think that goes for almost all combos)

and in kung-lao's kombos you can add a dash and a neutral jump punch after the spin.
 
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Re: -Bloods Combo List-

MILEENA

JiP 42 teledrop kick, air sai, ball roll, 42 ball roll
^^^ 42 ball roll, b+14, 112 leaping neck bite
^^^ 23 ball roll, u+4, b+14, 112 ball roll, f+3 1+2

Her other combos are here already enjoy
 
decent combos. most of them I use. but I
think ill add more if u dont mind. there all
practical and usually work online and are
bnbs. here's some combos for the characters I
use


ermac: 3 1 force lift , jk air force port, 2 2 force
push( or xray )

b +3 4 force port, 1 force lift , jk air force port,
d +1 , force push.


jade: 3 (or b+ 1 for a little more dmg), staff
overhead, dash cancel b +2 , dash cancel 1 2 ,
dash cancel 2 3 f +2 ex staff slam( d , f
+ 2+ block) or xray

f+ 2 1 ex razorang( d, f +1 + block), ex shadow
kick x2

3 4 2 ex shadow kick x2

3 4 ex staff overhead, dash cancel 1 2 , dash
cancel 4 staff slam

(opponent in air ) 1 2 , dash cancel 1 ex
razorang( regular or low. this sets up a reset
and mean mixup game. the oppoent has to
guess which side to block from because the
razorang is going to come back. if you did the
low one, the opponent must block it low. if
you hit with the rang, you can conitnue the
combo. )

(corner) 2 1 shadow kick, 1 2, 1 2 , 1 2 , d+ 1
xray


mileena: b+ 1 4, 4 2 ball roll, b +1 4 leaping
neckbite or xray

4 2 teleport kick(can be ex), air sai throw( can
be ex), ball roll, b +1 4 leaping neckbite (or
xray)

2 3 ball roll, u +4 , b+ 1 4, 1 1 2 leaping
neckbite or xray

u +4 , u+ 4, b + 1 4 , 1 1 2 ball roll, b + 1 4
leaping neckbite or xray.

2 3 ex ball roll, u +4 , b+ 1 4, 1 1 2 ball roll, b
+ 1 4 leaping neckbite.
(all of the previous combos can end with
teleport kick. the kick will miss but you will
recover in time to set up a mixup game with u
+ 4 or d+ 3 )


johnny cage: b+ 3 , 1 1 , dashcancel 1 1 ,
dashcancel 4 4 shadow kick/ flipkck/nut punch
(can be ex)

f+ 4 , dash cancel 2 1 f+ 2 , dash cancel 4 4
shadow/ lip kick(can be ex)

2 1 f +2 , dash cancel f+ 3 nutpunch/shadow /
flip kick

(corner) b+ 3 , 2, 2 , 2, 2 , f+ 3 3 b +3 ex green
orb, 4 nutpunch/shadow /flip kick(can be ex)

xray, dash cancel b +3 , dash cancel 1 1, dash
canvel 1 1 , dash cancel 4 4 nutpunch/
shadow/ flip kick
(if u end combos with nutpunch, its sets up a
mixup game. either throw, sweep, hold b+ 2
or f + 2. NEVER END COMBOS WITH SHADOW
KICK IF UR FIGHTING A ZONER. u want to be
as close to a zoner as possible.


kitana: f+ 4 1, dash canvel b+ 3 3 fan lift , dash,
jk air fan toss, ground fan toss, 2 cutting fan

f+ 2 1, njp , dash cancel 4 fan toss, dash cancel
2 fan lift , jk air fan toss, ground fan toss, dash
cancel 2 cutting fan.

f+ 2 1, njp , dash cansel 4 fan toss, dash cancel
2 fan lift , dash, b+ 2 xray.

jk air fantoss, ground fan toss, 2 fan toss, 2
cutting fan

(corner) f+ 4 1, 3 3 fan toss, 3 3 3 fan lift , njk
air fan toss, ground fan toss, 3 3 3 cutting fan,
d +1
(all of tue previous combos can be perfomed
after connecting with an ex ground fan toss,
except the jk combo. in addition, while your
doing a combo, after u connect with ground
fan toss, you can add in 2 more 2 ex ground
fan toss to keep the juggle going, tho u must
be fairly quick. so itll look something like this. ..
blah bkh blah oppopnent falling from juggle,
ground fan toss, dash cancel 2 ex fan toss,
dashcancel 2 ex fan toss, dash cancel 2 cutting
fan.)
 
Quan Chi:

12 Hits 43%: Jump+1, 1, 1, 2, Trance, Jump+1, 1, 1, 2, X-Ray
12 hits 58%: Skeletal Boost-Damage, Jump+1, 1, 1, 2, Trance, Jump+1, 1, 1, 2, X-Ray

Shang Tsung:

5 Hits, 19%: back+1, 2, 1, 4, EX/Soul Steal (the damage does not change whether you use EX or not, but you can use the transformation length to your advantage)
6 Hits 40%: 2, 2, 1, X-Ray
7 Hits 35%: back+1, 2, 1, 4, X-Ray
9 Hits 30%: Back+1, 2, 1, 4, Far Ground Skull, EX Ground Skull, Uppercut
 
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