Post Your Kombos!

My Liu Kang Dragon's Flame Combos
But I still can't figure it out why they can do combos like 1,1,2 + ->3,1 + -> 4, 4 + bicycle kick without any struggle ? I'm playing PC version
 
Cryomancer Sub-Zero: B2, Run. F4 2 1+3. Does 31% meterless, starts on an overhead, and leaves them standing. I think that damage needs to be nerfed.

I meant to thanks this post for awhile but I forgot lol.
Anyway I've been using this combo mid screen like a madman so thanks a lot Reaver :)
 
Ferra/Torr Vicious variation

B232+4, B121 Boss Toss -28% meterless, 31% with jump in; substitute Boss Toss with X-ray for 42%

F2, F3, B121 Boss Toss- 33% meterless, 36% with jump in; if you substitute boss toss with X-ray then its 50% w/ or w/o jump in.

Pretty much end all your combos in Vicious with boss toss for max damage. Also 1,1 string can set up 50/50s.

Also, haven't tested it out against someone, but b3 into tuck n charge (BF3) up close is a low into an overhead. Its gimmicky and like I said I haven't tried it against an actual person to see if they can interrupt the B3 if blocked, but heck its something interesting lol.

Slight mod to your first can bump it up to 32% meterless; B232+3, F2, B121, boss toss.
 
What do release check do exactly?

Release check pretty much makes you input the commands as the combo is happening instead of being able to simply mash the combo real fast and your character will do it. Idk why thats an option or the DEFAULT option at that.
 
Quite simple, you just need the right cue.


You can't immediately do Thunder Strike (Rising Thunder ex DB X) after Shocker (Electrocute ex DF Triangle), must be very timed.
 
Some Shinnok action here, 51%, but full meter is used. Works well against nearly everybody, but you have to get to know what moves he steals and what time it takes to use them accurately.
 
I can't for the life of me figure out how to juggle someone to keep a combo going. Also, I have no clue how to perform Erron Blacks "Put 'em Up" combo". I do the button combinations but he only get's the first hit in and then does nothing.
 
Release check pretty much makes you input the commands as the combo is happening instead of being able to simply mash the combo real fast and your character will do it. Idk why thats an option or the DEFAULT option at that.
can you turn it on or off for online matches as well?
 
Quite simple, you just need the right cue.


You can't immediately do Thunder Strike (Rising Thunder ex DB X) after Shocker (Electrocute ex DF Triangle), must be very timed.

Looks flashy, but against a good player, you're gonna get destroyed for trying to start a combo with that string. Raiden can do 40% with 1 bar, starting with his DF2(EX).

That pop-up string is hella negative on block.



My BnB(I don't know %)
Midscreen No Meter:
B2>Run>B1,1,1+3
F1,2,B2 (Hold completely)> BF3
F1,2,B2 (hold slightly) 1,1,2(Hold) > BF3
B3,2 > BF3
3,4 > B1,4 > DF2 (Or BF3 for corner carry)

Midscreen 1Bar:
DF2(EX) > NjP > Run > B1,4(DB1[hold]) > Run Cancel > 2,1,4 (leave them standing infront of you, or do shocker for 40%)
F1,2 >DF2(EX)> NjP > B1,1,1+3
B3,3 (DF2(EX)> Run > B1,4(DB1[hold]) > Run Cancel > 2,1,4 > shocker
B2 > Run > B1,4 > DF2(EX) > B1, 4 (W/e special you wan)


Corner
3,4 > 3,4 > B1,4 > DF2(EX) > B1,4(DB1[hold]) > Run Cancel > 2,1,4 > shocker.

B2 > B2 > B1,4 > DF2(EX)> B1,1,1+3 (easy version)
B2 > B2 > B1,4 > DF2(EX) > B1,4(DB1[Hold]) > Run Cancel > 2,1,4 >Shocker.


My 54% combos.
B3,3 > DF2(EX)> B1, 4 > DB1(EX) > NjP > B1,4 > DB3(EX) > B1,4 > DF2 (54%) 3 Bars
B2 > B1,4 > DF2(EX) > B1,4 > DB1(EX) > NjP > B1,4 > DB3(EX) > B1,4 > DF2


Timing is strict on the projectile cancel combos. as well as NJP off of EX Shocker.

These are my go-to combos but sometimes I end them early at 2,1,4 for example because it leaves them standing infront of me and I have advantage. If I want to corner them, I'll use BF3 at the end of it. if I just want to tack on as much damage as possible I'll end it with DF2.



Another Corner combo that breaks armor is.
F1,2,B2 > F2, 2+4 > F1,2,B2 > 1,1,2(Hold),2(hold) (21%)

The person will fall out of the combo right after 1,1 at the end.

Both 2's will continue to come out as long as you push the buttons in, and the multi hits will defeat alot of wake up armor attacks in the game. If you think they are waiting for the 2, you can just end the combo at 1,1. And meaty them with a move of your choice.
 
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