MK9 CMV No. 1 by desk

Having run out of new MvC3 characters, desk continues his day-one combo barrage with Mortal Kombat 9, demonstrating combos with all four characters available in the demo.

highlights:
MK9 Sub-Zero triple freeze at 0:22, Johnny Cage juggle shenanigans at 1:13, Scorpion air throw at 2:35, and Mileena movelist at 3:51

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combos and editing by desk

soundtrack: MK2 OST – Warrior’s Shrine

released today, March 17th, 2011

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10 Responses to MK9 CMV No. 1 by desk

  1. Maj says:

    Damn it, is the whole fighting game community really going to cover this game now? The combo engine looks just as sloppy as every other ghetto Mortal Kombat game.

    Yeah i think i’m done with this until at least the full version comes out – unless someone finds something extraordinary or hilarious.

  2. n00b_saib0t says:

    I had a whole novel typed up on how strict the timing is on most of this, how its not sloppy at all, and how he uses a lot of elements of the game for something other than their intended use (like dash canceling the recovery of a normal for rush down) but screw it. You’ll get to see just how good it really is when the finished product comes out.

    I dont get why he is showing something as simple as comboing an air throw at the beginning though. Thats been around since MK2.

    • Maj says:

      Has there ever been a Mortal Kombat game with a working combo counter? Guess i just don’t understand why people continue to defend this series when we know that Midway cares more about dumb minigames than polishing their core product.

      Basic shit that we expect from every fighting game doesn’t work in MK. It was funny when they were all glitchy on Genesis and N64, but come on now. It’s been twenty years. Boon still sounds like he doesn’t know what frame advantage means.

      The sad thing is that every major fighting game website is going to cover MK9 on a daily basis now – simply because they’ve backed themselves into a corner where they need a constant stream of new content to survive.

      I’ll be happy if MK9 breaks the trend and remains a respectable competitive fighting game 6 months after it’s released. But i’ll believe it when i see it. Until then, i have zero faith in this brand.

  3. n00b_saib0t says:

    I think this is a case of you not liking the mechanics present, rather than the game not being programmed properly. The game knows what moves to add to the combo counter and which ones not to add, this isn’t random and it isn’t flawed code. Its been like this since UMK3, certain moves never add to the combo counter. You don’t have to like it, but when it happens with a particular move 100% of the time, it isn’t sloppy by any means, its clearly deliberate.

    Also, MK isn’t other fighters. Basic shit from other games doesn’t have to work there. Even then, I can’t think of any basic shit that doesn’t work in MK. You have links, chains, cancels, juggles, throws and their many set ups, high/low mix up, and now EX and supers. That sounds like basic universal shit that all works. MK has come a long way from ignoring grounded hit stun.

  4. Maj says:

    Dude, look at 4:37. If that’s how the combo counter is supposed to work then it’s dumb by design. It only took me 20 minutes of playing MKvsDC to find a blockable “combo” that registered on the combo counter. I thought it was an infinite until i pressed block on the other controller and he just blocked the rest.

    Like i said, i hope MK9 is a good game. But i’m not jumping on the bandwagon until it has a good showing at a major tournament. If it’s crap at Evo like Tekken 4 Jinfest, don’t expect me to be surprised.

    Not gonna lie though – If MK9 outsells SF4 or MvC3, i’ll be pretty damn disappointed.

  5. n00b_saib0t says:

    I actually don’t even understand what’s going on @4:37, looks glitchy to me but its a demo. Besides, no game is immune to glitches.

    Also MK has always had blockable combos. I’m guessing the combo you found in MKvDC utilized OTGs? That’s been around since MK2, and its no different from air recovery in SFA3 or rolling in MvC2. Why is an escapable OTG in MvC2 a legit combo, but an escapable OTG in MK is a travesty?

    I don’t expect balance out of MK9, I don’t expect an amazing tourney scene either, I just wish the games were given a fair chance. Any time something dumb happens in MK everyone is like “lol MK” but when something dumb happens in MvC2 or SF3 everyone thinks its bad ass.

  6. Maj says:

    Who said an air recoverable juggle in SFA3 was a legit combo? Even escapable OTGs in MvC2 are suspect. Besides, are you sure you want to use MvC2 as your defense? That game is paradoxically one of the messiest games Capcom has ever produced and one of the most elegant fighting games ever designed. Comparing anything to Marvel is kind of a lose/lose proposition.

    Anyway the standard definition of a combo is a string of attacks that can’t be blocked. Being able to block in the middle of “combos” is ten times more ghetto than being able to roll out or flip out.

    And what exactly has MK done to deserve a fair chance? What was the last thing they did to convince you that they genuinely care about you as a dedicated fighting game player? All they ever do is cater to the casual crowd without giving a damn about how well their game holds up three months down the line.

    Even now, the only reason they’re touting all this “competitive play” rhetoric is because Capcom paved the way with SF4 and MvC3. Suddenly high level play is cool again so Ed Boon pretends to care, but not enough to learn the meaning of the technical terms he’s throwing into sentences. I guarantee you he still thinks fatalities are the coolest thing in fighting games.

    Sorry dude, i’m just not impressed. So far i haven’t seen anything that proves they actually care beyond mashing on fighting game terms as marketing buzz words.

    I’ll jump on the MK bandwagon when it has a solid showing at a major tournament 4+ months after release. And i’ll feel sympathy for MK when it sells less than a million units, but that’s never gonna happen so … fuck MKDA selling three times as many copies as CvS2 and MvC2 combined. That’s a travesty.

  7. n00b_saib0t says:

    Okay, well that was just too well worded to fight, except for a point you made about MvC2. It managed to be completely broken, glitchy and bat shit insane and its arguably the best fighter ever made, the only game I can compare it to in terms of life span and finess needed is Super Turbo (and MvC2 comes up second here). If MvC2 can be on the same level as Super Turbo in the condition it is in then there is no reason MK can’t, it just needs a good engine and some characters capable of anything. My honest opinion, and I know you disagree, is that UMK3 is on this level as well, broken, glitchy, insane, and some characters are capable of anything, plus when skilled players go at it, its a beautiful thing. Clearly if MK has done it before, they can do it again, but we won’t know for a long time after MK9 comes out.

    Btw, EVERYTHING about MKDA was a travesty.

  8. Maj says:

    Hey i don’t have a problem with UMK3, but that was a long time ago. I’m just as excited as anyone to see Scorpion and Raiden kicking ass.

    All i’m saying is don’t expect MvC3-level coverage of MK9 from me, based on faith alone. MK has reached the point where it needs to earn my trust from zero with every new release, and a few cool-looking attacks or combos aren’t enough.

    The other thing i said is that it doesn’t matter what i think or do because damn near everyone is going to be covering MK9 regardless.

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