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totalmortalkombat.com Forum Index -> Mortal Kombat 9
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Scorpion53
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Post Posted: Sun Jul 18, 2010 10:11 pm   
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I just hope the bosses are twice as hard as they were in the classics. Motaro, Kintaro, Shang Tsung and Shao Kahn were way too easy, especially when you had Motaro cornered. I just wanna see something that frustrates me to the point of almost tearing my hair out lol. Twisted Evil
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Post Posted: Sun Jul 18, 2010 10:26 pm   
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Scorpion53 wrote:
I just hope the bosses are twice as hard as they were in the classics. Motaro, Kintaro, Shang Tsung and Shao Kahn were way too easy, especially when you had Motaro cornered. I just wanna see something that frustrates me to the point of almost tearing my hair out lol. Twisted Evil
Yes, Shang Tsung, Motaro and Shao Kahn are easy but.... I'm sorry... Kintaro is not on the easy list. He is the most difficult MK Sub-Boss in my book. Goro is easy, Motaro is easy when cornered like you said because he has a weakness for combo attacks. Shao Kahn taunts too damn much in MKII so he's an open target, and in MK3 he shares his weakness for combos with Motaro. Kintaro is DIFFICULT. At least, to me he is.
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Scorpion53
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Post Posted: Sun Jul 18, 2010 10:34 pm   
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If you know his distance, HybridFury, he too has a weakness, and is relatively easy. It's a lot easier in MK II to defeat him with Sub-Zero or Reptile using jumpkicks and a Ninja Slide. In MKT, it's a different story because you must be able to channel in kombos along with your structured attacks. Twisted Evil
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Post Posted: Mon Jul 19, 2010 1:40 am   
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Jump attacks never seems to help me. I go for the jump kick, and he grabs and throws me like I never attempted to attack. My favorite character is Reptile, so rest assured, if one of my attacks hit, I'm sliding. He just seems to know my every move. It's hard to detect what he might do next. Projectiles are a no no, because he knows when you're going to fire one. Either he will take your fireball, and react with one of his own, which is MUCH stronger than yours, or he'll dodge it all together and teleport stomp you.
Jump kicks seem like the way to go, but he can grab you in mid air and throw you. He can also uppercut, which I wish he'd do more often because his uppercut can be evaded.

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Post Posted: Mon Jul 19, 2010 3:07 am   
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Here's how I do it: three jumps backward, then jump kick and ninja slide. From there, you can jump kick and ninja slide until you have him cornered. Then, repeat the process. Try that, and if that doesn't work, I don't know what else will.
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Post Posted: Mon Jul 19, 2010 9:02 am   
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I shall take your word for it. Sadly, I only own the Midway Arcade Treasures 2 version of the game, but I believe it is Revision 3.1. I know there are some revision differences in the bosses, and 3.1 supposed to be the fix all, but being the Midway Arcade Treasures 2 version, it's pretty flawed. Hopefully, this strategy you have shown me will still be effective in it.
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Post Posted: Mon Jul 19, 2010 2:54 pm   
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I own the arcade perfect version on my PS3 and it has been shown to be very effective on him. Sadly, I don't have anything to create a video to show you my strategy being as effective as it is. As far as Kahn is concerned, all you gotta do is use standing high kicks and low kicks, then when he taunts, you can use a special attack. The block damage eventually builds up to his defeat. Twisted Evil
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Post Posted: Mon Jul 19, 2010 4:59 pm   
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My Kintaro killing tactics are basically be overly aggressive, and simply unload attacks on him. Kitana is my player of choice in MKII. Catching Kintaro with a jumping kick (although it can be risky business, because as you've mentioned, he can catch you out of the air) followed by a mid-air fan throw. If you get the kick, and fan in on jump he should be suspended in the air long enough for you to catch him with a square wave punch.

If kintaro is conered, then you can really have a good time knocking the crap out of him. Fan lift, to jumping kick, mid-air fan throw, and follow up with an uppercut or roundhouse kick for maximum damage. If you're a real sneaky bastard, you might be able to follow the first mid-air fan throw with a jumping punch, and a second fan throw before finishing with the uppercut/ roundhouse stated before.

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Post Posted: Mon Jul 19, 2010 10:03 pm   
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I'll try that strategy out too. With Kitana, my normal combo is starting with the Fan Lift, but instead of using the square wave punch, I tend to jump kick then IMMEDIATELY toss a fan at them. It's a great combo and very powerful. It does work on Kintaro.... that is if I can even hit him with the Fan Lift...
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Post Posted: Mon Jul 19, 2010 11:14 pm   
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HybridFury wrote:
With Kitana, my normal combo is starting with the Fan Lift, but instead of using the square wave punch, I tend to jump kick then IMMEDIATELY toss a fan at them.


That's pretty much the idea. While he's reeling from the fan toss, then activate the square wave punch (not before the fan toss) for an extra free hit. You gotta be quick on your toes though. Best way to do this is to be typing in the commands for the square wave while you are still airbourne, so that as soon as your feet hit the ground you can hit the punch button to activate the square wave. Timing has to be precise, but after a few practice runs on timing the combo, you should be able to nail it every time. (timing for this combo is different on Kintaro than other characters, because he falls quicker due to his huge size).

Also, keep in mind that Kitana has the fastest sweep in the game, and her legs are quite long. It does very little damage, but it can keep him at bay if he is getting too close... taking for granted he doesn't just tele-stomp you into itty bitty pieces Wink

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Post Posted: Tue Jul 20, 2010 3:18 am   
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Finding out methods to beat the sub-bosses in MK is quite the task. But once you find out how to bring the pain, they'll be your bitch for the rest of their fights.


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Post Posted: Tue Jul 20, 2010 12:36 pm   
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Sethiroph wrote:
Finding out methods to beat the sub-bosses in MK is quite the task. But once you find out how to bring the pain, they'll be your bitch for the rest of their fights.

Quite true...
Isn't that right Motaro?
: ... I really hate you...

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Post Posted: Tue Jul 20, 2010 3:47 pm   
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Quite true...
Isn't that right Motaro?

: ... I really hate you...[/quote]


haha Montaro hates big combo's ,all i do with him is keep jumping towards him and as im near his face start the combo then just repeat. But Kintaro on SNES V1.1 has me stumped , no full combo's in MK2 not like mk3 and he knows every move. Confused Not gonna stop till i work him out tho Cool

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Post Posted: Tue Jul 20, 2010 9:41 pm   
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Sub-Robo-Smoke-Zero wrote:
haha Montaro hates big combo's ,all i do with him is keep jumping towards him and as im near his face start the combo then just repeat. But Kintaro on SNES V1.1 has me stumped , no full combo's in MK2 not like mk3 and he knows every move. Confused Not gonna stop till i work him out tho Cool

Well Motaro is one of the easiest sub-bosses because of his weakness to combos. Also, when he jumps towards you, he is vulnerable to attack, but I tend to jump kick him. A long time ago, I used to think he was hard because his attacks are strong, his fireball hurts, has the longest sweep attack in the game, spams his throw, and is really just one mean fellow, but then I learned of his weakness to combos, and I haven't lost to him since.

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Post Posted: Fri Jul 23, 2010 8:09 am   
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I have to agree that out of all 3 of the origional midbosses, Kintaro was the hardest. He fell into the zone before combos were in, but he was not as predictable as Goro.

I really hope he, at least, comes back... Hopefully playable...

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