PDA

View Full Version : Mortal Kombat Updated Combos



ScorpionKiller
26th February 19, 14:32
I still play Mortal Kombat X i have alot of updated working combos works online and offline yet i havent had the chance to put them in a script due to family kids and school put i will post the ones that i have that will always work online and offline if you guys would like to put them in a script for me much thanks would be appreciated

Poisonling
27th February 19, 11:28
I just got the game and some of the gamepacks are unusable so I'd love some updated scripts +1

falconpunch323
12th March 19, 22:25
I can take a crack at some of these if you list them at least I can make a few before mk11

stunys
14th March 19, 23:21
I'll help out and make some as well. Just post the combos you want and how you want them to start (Right Stick - Right/left)

ScorpionKiller
15th March 19, 14:21
Thank you ill post them up ASAP

- - - Updated - - -

Thank you ive been playing mk11 ill tell you the game is amazing and its only the stress test online beta

ScorpionKiller
15th March 19, 14:57
Johnny Cage (Fistcuffs) Note Use Fist Bump before running the combo for more damage
RS- Right (Combo-1) foward y b, down x, foward a, back down a (meter burn), x y, foward a, back down a
RS- Left ( Combo-2) foward b, foward y b, down x, foward a, back down a (meter burn) foward a, back foward x
RS- Up ( Combo-3) back x y, x y, x y, x y, back down a (meter burn) foward y b, down x, foward a, back down a
RS- Down (Combo-4) back x y, x y, x y, x y, x y, back down a (meter burn) x y, foward y b, back foward x

Corner Combos
LS- Left (Combo-5) a a a, down back b, down x, back x y, x y, x y, x y x, back foward x (meter burn)
LS- Right (Combo-6) a a a, down back b, down x, back x y, x y, x y, back x y, x y, x y, x y, back down a (meter burn)
LS- Up (Combo-7) foward b, foward b, up+y, x y, x y, x y, x y x, back foward x (meter burn)
LS- Down (Combo-8) foward b, foward b, up+y, x y, x y, x y, back x y, x y, x y, x y, back down a (meter burn) down+y

ScorpionKiller
15th March 19, 15:20
Kano (Cutthroat)
RS- Right(Combo-1) foward y x y, y, down back x(meter burn), back x y x, back foward a
RS- Left(Combo-2) foward y x y, y, down back x, x x y, down back x(meter burn) b, down foward y
RS- UP(Combo-3) back x y, down back x(meter burn) foward y x y, foward b, back foward a
RS- Down(Combo-4) x x y, down back x(meter burn), foward y x y, foward, x x y, back foward a

LS- Left(Combo-5) back a x, down back x(meter burn) y, down back x, x x y, back foward a
LS- Right(Combo-6) x x y, down back x(meter burn), y, down back x, back x y x, back foward a
LS-Up(Combo-7) x x y, down down a(meter burn), foward y x y, foward b, back foward a
LS- Down(Combo-8) x x y, down down a(meter burn) foward y x y, foward y x y, foward foward, x x y, back foward a

stunys
15th March 19, 16:52
I will take the time to do Kano but I am still learning. The scripts I have made has the same combo on right stick right/left but are used for which side of your opponent you are. Anyone have any tips for putting 4 different combos on the right stick and allowing them to work on either side of opponent? Also when I put combos on left stick, they don’t work for some reason even if l3 is unmapped.

The only script I’ve seen do this was jz3’s Lui Kang but the combos do not work anymore and I don’t understand his script formatting. I understand set_val scripts but not his format version.

stunys
15th March 19, 19:58
Thank you ill post them up ASAP

- - - Updated - - -

Thank you ive been playing mk11 ill tell you the game is amazing and its only the stress test online beta

Not what you were asking for but I will post up a script I did for Cassie Cage Hollywood about 3 days ago in this comment. Please take a look so you see where my level of knowledge is at. I only understand how to put 3 combos in a script for mkx as of right now.

#pragma METAINFO("Cassie Cage Hollywood", 1, 0, "stunys")#include <titanone.gph>


//Cassie Cage Hollywood


int Forward;
int Back;


main {
// Forward combo
if (get_val (PS4_RX) >= 60) {
Forward=16;Back=15;
combo_run (LOW);
}
// Back combo
if (get_val (PS4_RX) <= -60) {
Forward=15;Back=16;
combo_run (LOW);
}
// Forward corner combo 1 meter burn
if (get_val (PS4_RY) <= -60) {
Forward=16;Back=15;
combo_run(OVERHEAD);
}
// Back corner combo 1 meter burn
if (get_val (PS4_RY) >= 60) {
Forward=15;Back=16;
combo_run(OVERHEAD);
}
// Low Forward combo
if (event_active(BUTTON_6)) {
Forward=16;Back=15;
combo_run(JUMP);
}
// Low Back combo
if (event_active(BUTTON_9)) {
Forward=15;Back=16;
combo_run(JUMP);
}
// combo cancel
if ( abs(get_val (PS4_RX)) <= 20) {
combo_stop (LOW);
}
if (abs(get_val (PS4_RY)) <= 20) {
combo_stop (OVERHEAD);
}
}




//----------------------------------------
combo LOW {
set_val(Back, 100.00);
set_val(17,100);
wait(20);
set_val(Back,0);
set_val(17,0);
wait(50);
set_val(20, 100.00);
wait(20);
set_val(20, 0.00);
wait(50);
set_val(17, 100.00);
wait(20);
set_val(17, 0.00);
wait(50);
set_val(14, 100.00);
set_val(17, 100.00);
set_val(18,100);
wait(20);
set_val(14, 0.00);
set_val(17, 0.00);
set_val(18,0);
wait(240);
set_val(14, 100.00);
wait(50);
set_val(14, 100.00);
set_val(Back, 100.00);
wait(80);
set_val(14, 100.00);
set_val(Back, 100.00);
set_val(17, 100.00);
wait(20);
set_val(14,0);
set_val(Back, 100.00);
set_val(17, 100.00);
wait(90);
set_val(Back, 0.00);
set_val(17, 100.00);
wait(20);
set_val(17, 0.00); // End of first part of combo - WORKS
wait(1000);
set_val(Forward, 100.00);
wait(20);
set_val(Forward, 0.00);
wait(50);
set_val(Forward, 100.00);
wait(20);
set_val(Forward, 0.00);
wait(50);
set_val(4, 100.00);
wait(20);
set_val(4, 0.00); // Sprint
wait(250);
set_val(Back, 100.00);
set_val(20,100);
wait(20);
set_val(Back, 0.00);
set_val(20,0);
wait(60);
set_val(17, 100.00);
wait(20);
set_val(17, 0.00); // Second part of combo - Works good
wait(493);
set_val(Back, 100.00);
wait(20);
set_val(Back, 100.00);
set_val(14, 100.00);
wait(20);
set_val(Back, 0.00);
set_val(14, 100.00);
wait(20);
set_val(14, 0.00);
set_val(19,100);
set_val(4,100);
wait(20);
set_val(19,0);
set_val(4,0);
wait(2000); // Complete and ready to loop
}
//----------------------------------------
combo JUMP {
set_val(13,100);
wait(20);
set_val(13,0);
wait(20);
set_val(Back,100);
wait(20);
set_val(Forward,100);
set_val(Back,0);
wait(20);
set_val(Forward,0);
set_val(20,100.00);
wait(20);
set_val(20,0.00);


}
//-------------------------------------------
combo OVERHEAD {
set_val(Forward, 100.00);
set_val(19,100);
wait(20);
set_val(Forward,0);
set_val(19,0);
wait(240);
set_val(14, 100.00);
wait(50);
set_val(14, 100.00);
set_val(Back, 100.00);
wait(80);
set_val(14, 100.00);
set_val(Back, 100.00);
set_val(17, 100.00);
wait(20);
set_val(14,0);
set_val(Back, 100.00);
set_val(17, 100.00);
wait(90);
set_val(Back, 0.00);
set_val(17, 100.00);
wait(20);
set_val(17, 0.00); // End of first part of combo - WORKS
wait(440);
set_val(Forward, 100.00);
wait(20);
set_val(Forward, 0.00);
wait(50);
set_val(Forward, 100.00);
wait(20);
set_val(Forward, 0.00);
wait(50);
set_val(4, 100.00);
wait(20);
set_val(4, 0.00); // Sprint
wait(250);
set_val(Back, 100.00);
set_val(20,100);
wait(20);
set_val(Back, 0.00);
set_val(20,0);
wait(60);
set_val(17, 100.00);
wait(20);
set_val(17, 0.00); // Second part of combo - Works good
wait(493);
set_val(Back, 100.00);
wait(20);
set_val(Back, 100.00);
set_val(14, 100.00);
wait(20);
set_val(Back, 0.00);
set_val(14, 100.00);
wait(20);
set_val(14, 0.00);
set_val(19,100);
set_val(4,100);
wait(20);
set_val(19,0);
set_val(4,0);
wait(1500); // Complete
set_val(Forward, 100.00);
wait(20);
set_val(Forward, 0.00);
wait(50);
set_val(Forward, 100.00);
wait(20);
set_val(Forward, 0.00);
wait(50);
set_val(4, 100.00);
wait(200);
set_val(Forward, 100.00);
set_val(19,100);
wait(20);
set_val(Forward,0);
set_val(19,0);
wait(50);
set_val(18,100);
wait(20);
set_val(18,0);
wait(2000);
}





How it works:
Right Stick right or left going towards your opponent does a low combo.
Up on the right stick is if opponent is on right, down if opponent is on left, does a mid combo.
R3 does the insta guns to opponent on right.
L3 does insta guns to opponent on left.


This script was made 13 Mar 19, works great online if game is under 250 M/s. Includes a run so bad connection may throw it off.

stunys
15th March 19, 21:31
Kano (Cutthroat)
RS- Right(Combo-1) foward y x y, y, down back x(meter burn), back x y x, back foward a
RS- Left(Combo-2) foward y x y, y, down back x, x x y, down back x(meter burn) b, down foward y
RS- UP(Combo-3) back x y, down back x(meter burn) foward y x y, foward b, back foward a
RS- Down(Combo-4) x x y, down back x(meter burn), foward y x y, foward, x x y, back foward a

LS- Left(Combo-5) back a x, down back x(meter burn) y, down back x, x x y, back foward a
LS- Right(Combo-6) x x y, down back x(meter burn), y, down back x, back x y x, back foward a
LS-Up(Combo-7) x x y, down down a(meter burn), foward y x y, foward b, back foward a
LS- Down(Combo-8) x x y, down down a(meter burn) foward y x y, foward y x y, foward foward, x x y, back foward a


I did the best I could. I made a script for an overhead and a low starter. Directions are in the script below. Hopefully I will get better and can make the full script but I am still learning. Controller settings are set to default.

#pragma METAINFO("Kano Cutthroat", 1, 0, "stunys")#include <titanone.gph>


//Kano Cutthroat
//Right Stick -RIGHT- does a Low starting Corner Combo (If opponent is on right) for 35% damage or 43% if powered up.
// -Loops if continues to hold Right Stick
//Right Stick -LEFT- does a Low starting Corner Combo (If opponent is on left) for 35% damage or 43% if powered up.
// -Loops if continues to hold Right Stick

//Right Stick -UP- does a Overhead starting Combo (both corner and mid screen) (If opponent is on right) for 35% damage or 43% if powered up.
// -Loops if continues to hold Right Stick
//Right Stick -DOWN- does a Overhead starting Combo (both corner and mid screen) (If opponent is on right) for 35% damage or 43% if powered up.
// -Loops if continues to hold Right Stick

//Pressing R3 will throw projectile if opponent on right
//Pressing L3 will throw projectile if opponent on left




int Forward;
int Back;


main {
// LOW Forward combo corner combo 1 meter burn
if (get_val (PS4_RX) >= 60) {
Forward=16;Back=15;
combo_run (LOW);
}
// LOW Back combo corner combo 1 meter burn
if (get_val (PS4_RX) <= -60) {
Forward=15;Back=16;
combo_run (LOW);
}
// OVERHEAD Forward combo 1 meter burn
if (get_val (PS4_RY) <= -60) {
Forward=16;Back=15;
combo_run(OVERHEAD);
}
// OVERHEAD Back combo 1 meter burn
if (get_val (PS4_RY) >= 60) {
Forward=15;Back=16;
combo_run(OVERHEAD);
}
// Projectile Throw Forward
if (event_active(BUTTON_6)) {
Forward=16;Back=15;
combo_run(Projectile);
}
// Projectile Throw Back
if (event_active(BUTTON_9)) {
Forward=15;Back=16;
combo_run(Projectile);
}
// combo cancel
if ( abs(get_val (PS4_RX)) <= 20) {
combo_stop (LOW);
}
if (abs(get_val (PS4_RY)) <= 20) {
combo_stop (OVERHEAD);
}
}




//----------------------------------------
combo LOW {
set_val(Back, 100.00);
set_val(19,100);
wait(20);
set_val(Back,0);
set_val(19,0);
wait(100);
set_val(20, 100.00);
wait(20);
set_val(20, 0.00);
wait(250);
set_val(14, 100.00);
wait(20);
set_val(14, 0.00);
wait(20);
set_val(Back, 100.00);
wait(20);
set_val(Back, 0.00);
wait(20);
set_val(20, 100.00);
set_val(4, 100.00);
wait(20);
set_val(20,0.00);
set_val(4,0.00); //Part1
wait(1500);
set_val(17, 100.00);
wait(20);
set_val(17, 0.00);
wait(150);
set_val(14, 100.00);
wait(20);
set_val(14, 0.00);
wait(20);
set_val(Back, 100.00);
wait(20);
set_val(Back, 0.00);
wait(20);
set_val(20, 100.00);
wait(20);
set_val(20, 0.00); // Part2
wait(740);
set_val(20, 100.00);
wait(20);
set_val(20, 0.00);
wait(50);
set_val(20, 100.00);
wait(20);
set_val(20, 0.00);
wait(50);
set_val(17, 100.00);
wait(20);
set_val(17, 0.00);
wait(150);
set_val(Back, 100.00);
wait(20);
set_val(Back, 0.00);
wait(50);
set_val(Forward, 100.00);
wait(20);
set_val(Forward, 0.00);
wait(50);
set_val(19, 100.00);
wait(20);
set_val(19, 0.00);


wait(2000); // Complete and ready to loop
}
//----------------------------------------
combo Projectile {
set_val(14,100);
wait(20);
set_val(14,0);
wait(20);
set_val(Forward,100);
wait(20);
set_val(Forward,0);
wait(20);
set_val(17,100.00);
wait(20);
set_val(17,0.00);


}
//-------------------------------------------
combo OVERHEAD {
set_val(Back, 100.00);
set_val(20,100);
wait(20);
set_val(Back,0);
set_val(20,0);
wait(50);
set_val(17,100);
wait(20);
set_val(17,0);
wait(250);
set_val(14, 100.00);
wait(20);
set_val(14, 0.00);
wait(20);
set_val(Back, 100.00);
wait(20);
set_val(Back, 0.00);
wait(20);
set_val(20, 100.00);
set_val(4, 100.00);
wait(20);
set_val(20,0.00);
set_val(4,0.00); //Part1
wait(1500);
set_val(Forward, 100.00);
set_val(17, 100.00);
wait(20);
set_val(Forward, 0.00);
set_val(17, 0.00);
wait(50);
set_val(20, 100.00);
wait(20);
set_val(20, 0.00);
wait(50);
set_val(17, 100.00);
wait(20);
set_val(17, 0.00);
wait(1400);
set_val(Forward, 100.00);
set_val(18, 100.00);
wait(150);
set_val(Back, 100.00);
wait(20);
set_val(Back, 0.00);
wait(50);
set_val(Forward, 100.00);
wait(20);
set_val(Forward, 0.00);
wait(50);
set_val(19, 100.00);
wait(20);
set_val(19, 0.00);
wait(1000); //Complete ready to loop
set_val(Forward,100);
wait(20);
set_val(Forward,0);
wait(30);
set_val(Forward,100);
wait(20);
set_val(Forward,0);
wait(700);

}

Reyez
18th March 19, 19:37
Would someone be able to create a Kombo pack for KP2 characters, please?