COMBO
LEGEND
YELLOW Keys (Ex:
or
) mean that the button must be held down for a second or 'Charged.'
BLUE Keys (Ex:
or
) mean that the button must be held down or 'Charged' BEFORE-HAND, then released at this point.
ALL MOVES, COMBOS, ETC. ASSUME YOU ARE ON THE LEFT SIDE OF THE SCREEN WITH YOUR CHARACTER FACING THE RIGHT SIDE OF THE SCREEN.
COMBO LEGEND
First, you use an OPENER. Next, an AUTO-DOUBLE (a single button you press after performing a basic move to give you extra hits.) Then, you may include some middle moves called LINKERS, followed by more AUTO-DOUBLES. Finally, you can end your combo with a FINISHER (one of the same moves you might use as an OPENER or LINKER.)
BASIC MOVES are listed under MOVES (For those of you Mortal Kombat fans who don't have the patience to learn combos.)
AJ's Favorite Combos with COMBO
18-20 Hits (* Depends on if you have combo breaker line)
3 HITS

,
ROLLING PUNCH OPENER (Charged move [2 Seconds] Charging
for next move)
3 HITS
AUTO-DOUBLE
2 HITS
,
+
DOUBLE BACKFIST LINKER (Charging
for next move)
3 HITS
AUTO-DOUBLE
2 HITS
,
+
DOUBLE BACKFIST LINKER (Press
for this move, hold (Charge) for next move)
4 HITS
,
BACKFIST FINISHER
1-3 HITS
,
POWERLINE AIR-JUGGLE (* Depends on if you have combo breaker line)
18-20 HITS
COMBO's Moves
BACKFIST


DOUBLE BACKFIST


POWERLINE


POWERLINE-TO-ROLLING PUNCH


then
,
POWERLINE-TO-KNEE KICK


then
,
POWERLINE-TO-DOUBLE BACKFIST


then
,
POWERLINE-TO-SUDDEN STOP


then
,
KNEE KICK


or
HIGH KNEE KICK


CYCLONE
,
,
(Charge for about 2-3 seconds, release to let spin, then press again to swing)
ROLLING PUNCH


SUPER ROLLING PUNCH


(Charge
for 3 seconds)
COMBO's Openers
BACKFIST +
= 3 HITS


,
BACKFIST +
= 4 HITS


,
DOUBLE BACKFIST +
= 4 HITS


,
DOUBLE BACKFIST +
= 5 HITS


,
ROLLING PUNCH +
= 4 HITS


,
ROLLING PUNCH +
= 5 HITS


,
SUPER ROLLING PUNCH +
= 5 HITS


,
(Charge
for 3 seconds)
SUPER ROLLING PUNCH +
= 6 HITS


,
(Charge
for 3 seconds)
WEAK KNEE KICK +
= 3 HITS


,
WEAK KNEE KICK +
= 4 HITS


,
WEAK KNEE KICK +
= 4 HITS


,
COMBO's Linkers
DOUBLE BACKFIST +
= 5 HITS


,
DOUBLE BACKFIST +
= 5 HITS


,
DOUBLE BACKFIST +
= 5 HITS


,
COMBO's Finishers
BACKFIST = 4 HITS


POWERLINE = 4 HITS


MEDIUM KNEE KICK = 1 HIT


FIERCE KNEE KICK = 3 HITS


ROLLING PUNCH = 3 HITS


SUPER ROLLING PUNCH = 4 HITS



(Charge
for 3 seconds)
COMBO's Combo Breaker
KNEE KICK


or
or
If you don't have Easy Combo Breakers ON in the options screen, then you must use the appropriate strength move to break your opponent's combo.
For instance, say Enemy Jago hits my Jago with a FIERCE WIND KICK, then uses the MEDIUM KICK (
) AUTO-DOUBLE. If I were to use a FIERCE TIGER FURY at the same time he used the
AUTO-DOUBLE, I would break his combo.
It works like rock-paper-scissors. WEAK Breaks FIERCE, MEDIUM Breaks WEAK, and FIERCE Breaks MEDIUM.
So, if I were to attack ENEMY Jago with the LASER SWORD, then use the
AUTO-DOUBLE, IF he were to use the FIERCE TIGER FURY, he would break MY combo. Also, the time to use a combo breaker is important as well. Pressing the same strength button throughout the same combo wont break it because most combos use different strength moves as they progress. (If you see a FIERCE move coming at you in the beginning, but wait until the next move of your opponent's combo and THEN try to break it with a WEAK move, chances are your opponent is going to be using either a MEDIUM move or a WEAK move by the time you realize he has changed move strengths!
YOU MUST TRY AND DECYPHER WHICH STRENGTH MOVES YOUR OPPONENT IS USING IN ORDER TO BREAK THEIR COMBOS.
Get it? Good.
COMBO's Finishing Moves
CHIROPRACTOR (Close)



SCREEN SPLAT (Close)



HUMILIATION (MUST HAVE 1ST LIFE BAR, 1-4 Steps Away)



Ultra Combo (Must perform as part of a combo)


Ultimate Combo (Must perform as part of a combo) SCREEN SPLAT


