Official Mortal Kombat (2011) Video Thread

Has anyone seen this before?


I believe it's from the tournaments in Europe, probably in Spain, since people are speaking spanish, though a lot of people on the comments think it's from the same guy that leaked Smoke's gameplay.

->doing Fatality
->forward,back,down,back + something
->he jump kicks him

HAHAHAHAHAHAHAHA........wow
 
That will never work against real opponents, no less, as they are not inanimate computerized opposition.

I beg to differ. I've landed a couple of his Mileena combos on real opponents. First and most obvious is after blocking a move like Scorpion's teleport where they are vulnerable in the air, but I'm starting to mix up my game whenever I jump in with a punch.

I can go for the Jump punch into the double combo with Square. If they stagger, that's an auto Roll>launch kick> dash uppercut> roll.

Or I can delay after the jump punch and as they react, telekick> double sai.

Or jump in empty and use a throw.

Eventually I was able to catch them in round 3 with the surprise launch kick, and once I got that, it's instantly 2 launch kick>dash uppercut, roll, uppercut AT LEAST. I've even exchanged the last uppercut with circle>telekick>double sai.

And I'm someone who struggles with focus attack dash cancels in SSF4, playing against someone much better than me. The thing is, dash canceling is going to be SO POWERFUL in this game, because unlike SSF4 where you have to press Tri and Cir simultaneously to Focus then time your dash, it's a lot easier to double tap left/ right after a move and quickly time a hit. And dash canceling IS going to be in the game at launch.

Point is, if I can do it on reaction in a match, really good players will excel at it. It doesn't matter what balance changes occur for the real game, dash cancelling is going to be a major tenet of gameplay, so ignore demo gameplay at your peril. :)
 
I beg to differ. I've landed a couple of his Mileena combos on real opponents. First and most obvious is after blocking a move like Scorpion's teleport where they are vulnerable in the air, but I'm starting to mix up my game whenever I jump in with a punch.

I can go for the Jump punch into the double combo with Square. If they stagger, that's an auto Roll>launch kick> dash uppercut> roll.

Or I can delay after the jump punch and as they react, telekick> double sai.

Or jump in empty and use a throw.

Eventually I was able to catch them in round 3 with the surprise launch kick, and once I got that, it's instantly 2 launch kick>dash uppercut, roll, uppercut AT LEAST. I've even exchanged the last uppercut with circle>telekick>double sai.

And I'm someone who struggles with focus attack dash cancels in SSF4, playing against someone much better than me. The thing is, dash canceling is going to be SO POWERFUL in this game, because unlike SSF4 where you have to press Tri and Cir simultaneously to Focus then time your dash, it's a lot easier to double tap left/ right after a move and quickly time a hit. And dash canceling IS going to be in the game at launch.

Point is, if I can do it on reaction in a match, really good players will excel at it. It doesn't matter what balance changes occur for the real game, dash cancelling is going to be a major tenet of gameplay, so ignore demo gameplay at your peril. :)

Very good, but brick not hit BACK!
 
That will never work against real opponents, no less, as they are not inanimate computerized opposition.

LOL Sorry buddy, you are wrong about that. Before I say anything else, I have to ask why you would think this would not work against a real opponent? Seriously, ALL you would have to do is catch your opponent with U+4 and then the combo is started and can be finished as long as you know what you are doing. Most of the time when people say "This could not be done against a real opponent", its a wall combo they are talking about that needs a specific situation to work, but this combo is midscreen, which means it can be done anywhere on the stage. Just because it seems complicated does not mean someone who is skilled could not do it in a real match. I will even go ahead tell you, the guy who posted that combo on YouTube will post real online matches doing combos just like that against the best players. He did the same thing in the last couple of MK games against the best players when random kids said those kind of combos could not be done in real matches.

So, what you should have said is, "Someone who knows nothing about combos could never do this against a real opponent". Really, just because you can't do this combo against a real opponent does not mean someone else couldn't. I am not trying to start anything, but saying this combo could not be done in a real match is just ignorant. Like I said, once you nail the U+4, the rest of the combo is in the bag as long as you know what you are doing.

Also, those saying they are sick of seeing demo combos, how are you sick of them? Would you rather keep watching the gameplay videos where 2 people are playing and they both suck more than anyone should ever suck at MK game? Those combos showcase what can be done in an elegant way. I could never get tired of insane combos like that. People like TylerLantern figure out things in combos that no one else would ever think of, and I think its awesome to be able to watch it.
 
@LoseifyYou - You are right, that Mileena midscreen combo could EASILY be done against a real opponent. Some people like crazy combos and some people will act almost offended by them lol, but either way, I will keep posting them when the game is released along with tons of online fight videos, tag combos, pretty much if you can think of it, I will be posting it.

Also, thanks Jakarta for putting up my videos on here.

And for those tired of combo videos, here is a pretty sick gameplay video of Sub Zero.

 
I think sometimes certain "truths" circulate so long people end up parroting them as absolutes in every situation, regardless of nuance. Like I said, once you get the hang of dash canceling, these combos are a lot easier to pull off than in say, SSF4 or KOF13.

- the linker between moves, dash canceling, is easy to perform. You can dash cancel nearly every move
- popup moves are incredibly easy to perform, it's a direction and a button. No tight frame counts or execution difficulties here, you just have to train and trick your opponent to leave himself open for it.

This is all by design. Like the previous poster said, once someone cat he's you in a launcher, all you need is decent muscle memory and composure to finish. I can pull off 25-35% from a launcher or a jumpin punch starter easily, under pressure in a match, and can push more occasionally. And I'm an real amateur, so there's gonna be guys out there who can do better.

Launchers and dash cancel linkers aren't going away. Big combos aren't going away. Super long loops and infinites will be gone, and maybe the moves in combos will be switched around, but the basic engine will be the same. So saying the demo is completely unrepresentative of the game is just completely wrong.
 
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