Thursday, April 16, 2026

Mortal Kombat CMV origins: An interview with Sicdic





If the image above brought back some good memories, you've come to the right place. 


Welcome to the second entry in this series of interviews I’m conducting on OG Mortal Kombat combomakers. On this opportunity, I had the pleasure of talking to none other than Sicdic, who, along with NKI, paved the way for countless enthusiasts (myself included) to showcase and dig even deeper into the franchise’s game engine and combo system.

Reminiscing the exact order of events that took place in 2002 when I discovered GameCombos.com proved to be challenging at first, so I had to retrace my humble beginnings and internet archives gave me the starting point I needed.


GameCombos.com staff back in 2000

So, 24 years ago, after browsing the website and realizing I was basically way over my head, not just because English wasn't my first language, but because I didn't have much online experience, I got more invested as days went by and finally, I summoned the courage (so to speak) to register on the forums to talk about the combo videos I had downloaded and watched endlessly. I knew my fair share of advanced topics, although nothing like the stuff I was seeing from SicdicBut when I started posting and asking around, there was no sign of him. I asked NKI, I exchanged a couple of ideas with MKK Hanzo and Shock, but the main and biggest questions remained unanswered. 

How was he breaking the game beyond anything I had ever seen in almost a decade? And of course, how could I do something like that?! I felt I had a lot to share but then again, that’s a story for another time. For now, what you’re about to read, is the result of Mike Watson (yes, papa Watts!) being graceful enough to get me in contact with Sicdic and then, almost a year of back-and-forth messages through Discord.

But first, in case you haven't seen it yet, this is the first taste of crazyness and awesomeness I experienced back in 2002:


SICDIC'S 1st VIDEO: MK Trilogy Ermac exhibition (released on 10/24/2000)


GameCombos.com 1st featured video was of course Sicdic's. You can see a fitting comment from the master himself, NKI


NinjaGrinder: 

Hello Mark, hope you're doing well! 

Just wanted to start off with a question that I feel it's kind of mandatory: How was your first brush with MK? Even though the videos are from Trilogy, I can't imagine that was the first MK you played.

 Sicdic: 

First MK1 I played was an early version. The gravity wasn't turned up high like we know it today. For instance, we were able to do jump HK, jump HK, slide, jump HK with Sub-zero. I fell in love with it immediately. 


NinjaGrinder: 

I hear you! But wait, were you able to pull that off, as soon as you discovered the game? 

Sicdic:

Yes, we were breaking down combos in that game right away. I remember seeing how floaty the game was and we were like “hmmm they are begging to be juggled”

Were you exposed to MK1 right when it was released? 


NinjaGrinder: 

I have a clear memory of the first time I played MK1, but it was kind of late. It was 1993. I knew nothing about FGs until that day. In fact, a couple of classmates were talking about SF2 so I got curious, they took me to the arcade after class and I saw the game. But next to it, I saw MK1 and fell for it instantly, even just watching the attract mode.

So, my next question would be: in those early years (1992-1996), what was your overall take on the franchise? Gameplay wise, of course. Did you take MK seriously at all?

Most people didn't. And this is just a guess: Specially in California, home of competitive SF. 

Sicdic:

I think the people around me at the time agreed that SF was more polished, it felt crisper. But MK was really popular as something different. And MK II was really popular.

 

NinjaGrinder: 

So, I guess you had plenty of MK combo experience in general when you got to Trilogy.  Am I right?

How did you come to the idea of showing what you could do? Were you encouraged by someone or something like that?

Sicdic: 

Yes. I played a lot of MK2 and MK3 in the arcades. Back when we made the MK video, we had a capture card we bought from Fry's. I really don't remember the order of things, it’s so long ago.

Castel was making combo vids for Zaibatsu, Ben was trying to get GameCombos going, I feel like we did videos with Castel before we made the MK video. But I'm sure I probably just wanted to get some videos up on Ben’s site that I made, and I'm more of a Midway/Rare type so it was MK, KI, Primal Rage, games like that.

I'm sure it was more about expressing myself, but also partially helping GameCombos grow.

I'm proud of my skills developed and videos made, but it was made just from fun and the love of gaming with clean/crisp technical play. Just some silly showing off.

 

NinjaGrinder: 

Great answer, thanks!

Yes, I remember your other videos. The Sauron combos were sick to say the least. I discovered Tekken Zaibatsu shortly after I found about GameCombos. Then, Video Opera, Shoryuken and other smaller sites. It was all new to me back in 2001.

Do you remember the first video (or videos) you ever watched? or finding about combo videos in general? Your stuff and NKI's were the openers for me. I didn't know that was actually a thing until a friend pointed me towards GameCombos site. 

Sicdic:

Hmm the first combo videos I’ve seen… I don’t know, but I think the first ones that had any impact on me were the ones from Japan, I believe they were called Skill Smith. They were really technical Alpha 3 and Street Fighter 3 combos. I remember spending the time to duplicate them.

I didn't enjoy the Alpha games that much but I still wanted to do all those flashy combos.  Guy's combos stuck out to me as really fun to do, but a lot of those years are a blur as to in which order all of it happened.

 

NinjaGrinder: 

I get it, it's been so long! And as for spending time to duplicate combo videos, that is exactly what I did when I saw your videos and NKI's. Some of them proved being really hard to pull off, whereas others were tied to specific circumstances (we'll get to that part eventually).

I know you said you were more of a Midway games type of player. But did you compete against the biggest players (people like Watson, Valle, Choi, Schaeffer, the Wolves) back then in games like Hyper, SSFII or ST?

Sicdic:

No, unfortunately I missed all of that. I moved to SoCal in 1996 and was still into Midway games then.  Soon after, SF3 was released. I loved that series a lot and played it a ton. I played vs them in casuals, like at Alex's house on his cabinet, but I wasn't super competitive with them.

 

NinjaGrinder:

Oh, I see, I don't know why, but I had pictured you living in there and hanging out with them from the start.  While we're on topic: what made you gravitate more around games like MK, KI and PR?

Sicdic:

I hung out with them after I discovered Southern Hills Golfland but by then, the next gen games were out.

I'm not sure what made the Midway type games more appealing to me to be honest. Perhaps it was in part due to what was popular at my local arcades. Or maybe it was just something nice and fresh. By that time, we'd been through a few different SF2s, anything new was welcome. It wasn't anything negative towards capcom games, just MK/KI had a unique style to them.

 

NinjaGrinder:

They did. And it was something like that for me, I love SF2 series and I played some 3s, CvS2 and even SFIV afterwards, but my attention, efforts and energy have always been towards MK.

You mentioned you had recently gotten a video capture card back then. So, what did you play on, when you recorded the combos? PC (emulator) or the actual N64 hardware? Either way, can you please elaborate a little bit? I mean the set up you used, for playing and for recording/capturing. 

Sicdic: 

We used a capture card we had bought from Fry's Electronics and if I recall correctly, it was about $100. Plugged it into the pc and plugged the N64 into that and used Gameshark to hide the UI.


NinjaGrinder: 

Interesting, I always thought you had just done the kombat kode no power bars (987-123). At the end of the Ermac video, when you perform the Mercy move, the power bars reappear, and that is what happens when you activate the code. But I guess doing the code in every single match would be tiresome or annoying. Gameshark, who knew! Great.

On a sidenote, when I saw the videos back then, I always found the decision to remove the UI very cool and tasteful 👌

Sicdic:

I don't think I ever knew that you could hide the UI with in-game codes. I never really messed with the codes much.  Perhaps that's what the GameShark did for us.

I like the clean look, too.  Was surprised that mercy shows the UI.


NinjaGrinder: 

Yeah, even in arcade.

A great deal of people back then thought you had used cheats like unlimited run, which is both laughable and flattering when you think about it. Same thing happened to me when I released my own stuff. Did you use something else from GameShark (non-gameplay altering) like unlimited time and energy, in order to practice the combos in an easier way?

Sicdic: 

No, just hiding the UI. Tool assisted isn’t my style. We were practicing combos at arcades with quarters/tokens as well.


NinjaGrinder: 

No, I meant just unlimited energy and time, it's less time consuming, since you don't have to go through character selection screen, win pose, etc.

I had to, since I did it on N64, recording to a VHS tape. I knew about GameShark, but I didn't own one.

Sicdic:

No unlimited health, no unlimited run. True N64 combos while hiding UI is all it was. And I made it a point to mix up my combo targets as to not only do them on the characters that can be juggled the most.

 

NinjaGrinder: 

Great answer, I love you're remembering those kinds of details.

Did you record everything and then decided to split it and release it in 3 separate videos, or were you recording as needed, for each video? 

Sicdic:

Just filmed the Ermac combos and put it together. Same with the other ones. They were self-contained. I didn’t have a folder full of clips to put together.

 

NinjaGrinder: 

By the way, this is one of my favorite combos ever, so cool looking, the idea never crossed my mind. How did you come up with that? Were you sure it was going to work or just freestyling/hoping?


THE ABOVE COMBO WAS THE SHIT BACK IN 2000. AND IT STILL IS, IN MY BOOK.

Sicdic: 

Love that combo. Nobody expected the run uppercut back in the day LOL

They were all just by feel.  Freestyle would be accurate. I wasn't 'mathing' out what was possible when I played fighters, just by seeing what was close to connecting and try to tighten up timings, start from different ranges, etc.


NinjaGrinder: 

Did you know the combos already before making the decision to record them for the video, or did you come up with new stuff, as you were recording them? In other words, were you fully aware of what was possible on N64 Trilogy? it's almost a whole different realm, when compared to PSX and of course arcade UMK3.

Sicdic:  

I played Ermac on any system he was available.  So, by the time I got to the video, I already had an understanding of what was possible with him as I had put in a lot of time already.  It was just a matter of finding any quirks unique to the N64 version.  Ermac is a joy to play.  Really fun juggles, with a 2 hit dial-a-combo that launches.


NinjaGrinder: 

I have to agree; there's so many possibilities.

You touched one of those specific details I mentioned in the beginning: the 2-hit launcher. How did you learn it was possible to do it after his telekinetic slam? Arcade or console first? was it on your own or did somebody else showed it to you? It's awesome because in N64 you have two versions of it, one allowing even more hits per combo. In arcade you have to connect both hits of the launcher. I'm really curious about how you discovered that one.

Sicdic: 

I obviously found out you can auto combo right when they hit the ground by accident and started trying everything imaginable. I feel like I would’ve known about it in the arcade first since I got into it there first.  I played Ermac in arcade a lot once I learned he was fun to juggle with.  Scorpion was my first MK 1 character I ever picked so I was in love with teleport.  Ermac's slam was satisfying to find new ways to juggle off of, whereas spear, although satisfying to land, had a straight-forward uppercut follow-up.

It’s interesting you brought up the 2 hit auto combo cannot be split in the arcade. I didn’t remember that technicality until you said that. In arcade I played Ermac, but I also loved playing reptile a lot. I was pretty good at tracking myself while invisible decently and precisely and it was fun to troll people with that. I feel like I might be remembering the 'oooh wow' moment when I discovered that you could split the 2-hit on n64 and fell in love.

 

NinjaGrinder: 

By the time you recorded the videos, had you extensively tried out Trilogy? Since the game came out in 96 but the videos like in '00, I'm curious whether you really liked MKT at first.

Sicdic: 

So, I had moved to Southern California in 96 and quickly learned that the main competition was on street fighter.  So, while I did play a bit of UMK3, it was only with a small set of people while the Capcom machines were lined up with tokens.  So, extensive isn’t the right word, but yes, I did put in some lab work in the arcades and I had an N64 and bought the game because I love fighting games. I played it a lot at home, labbing combos just because it’s the type of stuff I liked to do. If I’m into a fighting game, then I just get into seeing how mechanics interact and how I can create my own style of play.  I didn't buy the game just to record a video, no.


NinjaGrinder: 

What was the reason you decided to record and release videos of Trilogy instead of arcade UMK3? well, why not Saturn? I just want to know the reason behind the choice of game.

Sicdic: 

It was just the version we had.  It’s definitely the version I played the most but it was what Wizard had at his house. There was no big plan to make a video. That whole video was done in about 2 or 3 hours. I was just messing around and making a video for Ben (Tragic)'s website.


NinjaGrinder: 

Did you see or did you hear about any MK combovideos before yours and NKI's? I didn't, no one did. But who knows? maybe you did.

Sicdic: 

No, I don’t believe I did.  I'm sitting here thinking and I remember watching a lot of MK videos.

Wiz and I really liked to do KI1 arcade combos and really try to break that game down. Definitely watched Japanese videos on SF3 and Alpha 3, even though I didn't play Alpha 3 very much and wouldn’t rate it high on my list of fighters personally. And of course, Tekkenzaibatsu. Wiz introduced me to Castel and 3D games were really fun to juggle in.

After my videos were made, I watched MK videos over time just to see how crazy people got with the game.

And then by that time I had very little interest in MK4 and had fully moved on to street fighter.


NinjaGrinder: 

Were you aware that you and NKI were in part responsible for the trend and scene growing up? after your videos came out, a guy from NJ started working on his own as well and became hugely popular. Soon after my video was ready and he gracefully helped to host it. Of course, this was 2003, way before YouTube days. So, it was all direct download. When I released mine, he was promoting his latest material, and his website couldn't handle the traffic LOL

Maj stepped in to assist with hosting (sonichurricane.com)

Sicdic: 

No, not at all. I was shocked to hear they had an impact; They were just made out of fun. I’m so happy to hear that it motivated some people to do their own stuff, that’s so fucking cool I’m smiling huge right now LOL

Fighters are so fun to play.  I wish I would enjoy online fighters; I really want to be in a room with people playing but online feels so out of touch for me personally.

 

NinjaGrinder:

I told him I'd gotten in touch with you and he was super excited as well. He literally asked me "did you tell him what he started?"

He got so inspired he wanted to do even better videos, since yours were short and to the point. But he had better tools than I did, so he could release arcade UMK3 combo videos. Since all I could do was N64, I shared most of my material with him, so at least I could see our combos in a video. They broke the game so much, we all learned from each other, I guess. But then, more people stepped in, a lot more. From the US, from Bulgaria, from Venezuela. People started talking technical stuff about the game, not just showing videos.

People started to show match videos. Interest grew and grew. Now people wanted tournament videos, not just casuals. So, he basically started the foundations of MK scene in the States.

The guys from Chicago started to show up to tournaments in NJ. Everyone who ever played was coming back in a way. And for me, it was heaven. I decided to run tournaments as well, first one was in 2004. I wanted to see here, what I was seeing over there. I was basically jealous LOL

Sicdic:

Ed Boon is so lucky to have people like you and your friend having any interest in his product.  That’s amazing dedication and drive, and love. People like you guys straight up carry scenes, actual backbone of it.

What’s the other guy’s name?


NinjaGrinder: 

His name is Matt; he goes by Shock (in the beginning it was EWAShock)

He had his website to host the videos and along with Lex kept people interested in the forums. SRK was a great place to talk FGs. Then Matt launched his website, with forums and everyone flew over there. Then they partnered up with bigger sites and did a lot of events. For MK9 and onwards. Now their site is called Kombat Network.

People who know what’s what, know they wouldn’t have a local tournament scene if it wasn’t for the stuff Matt & co did, the love for the game was huge.

I’m sure you know there is a lot of Trilogy stuff that can’t be done in arcade, like two teleports in a row. Even crazier, after those 2 teleports, a jab and a third teleport. All in less than 3 seconds. Even though it’s insane (when in comparison to arcade rules), it’s not that hard actually.

But were you fully aware back then, that some moves wouldn’t come out after a certain number of hits in the same combo? A hit limit. i.e., slam can’t be done after 4 hits. Except there’s a way to do it (and you did it of course). Same with the teleport.

Sicdic: 

There are a few games that you are able to break that limitation, yes. MK3 was a great one to do it in.


NinjaGrinder: 

Do you have a name for it? Like a term.

Sicdic:  

No, not really, but kind of LOL

The only one I really named but it was just a reference I used with Wiz, was 6th teleport.

Meaning, you can’t teleport as the 6th hit. Only up to the 5th hit can be a teleport, and that carried over to other instances. So, it doesn’t make sense because it was an inside term. I’m curious as to what the name became?


NinjaGrinder: 

Since it can be done with more moves and more characters, they called it glitch cancel.

Do you know the reason that limit break is possible? like the details.

Sicdic: 

I approve of that name, it’s not exotic or anything, it gets straight to the point. Slightly embarrassed with my version now LMAO

You can do something like that in Street Fighter 4 and I had a name for that.

So, imagine in SF4 you finish a fight with something like crouching fierce and that kills the opponent. Well, I played C. Viper in SF4 and I would glitch cancel a burning kick follow up that went really slow motion, and I called that Extra Credit.

I don’t know the actual technical reason why; I would love to understand.  I just realized that in some games you can overcome it with timing and speed.


NinjaGrinder: 

So, when you were trying those combos out, how hard was for you to pull them off? I can tell you, if the conditions aren't met, there will be entire rounds in which you won't get it to work.

Sicdic:

Wow! that is actually really interesting to read because if you hadn't have said that I would’ve sworn I can pull it off with high consistency. Now I'm wondering if it was difficult to do. I can do the SF4 extra credit super high consistency. Please break it down.


NinjaGrinder: 

In UMK3 and of course MKT, every round a player gets a 1 frame advantage. The game will choose P1 or P2 randomly every single round. So, for some matches, it could be one round each or either side gets that 1 frame advantage. You can notice if you get thrown when you're not supposed to or if both players are next to each other and they press an attack at the same time. Every single time, a player will hit first. There are no trades in MK like that. Always the priority player will hit. So, what happens to the other player? he gets to do glitch cancels. There's no way to do a GC in a round in which you have frame advantage. Crazy.

Of course it's hard. Of course it's frame perfect. It requires timing and speed. For some attacks it's easier than others. But you can only pull it off if you don't have that 1 frame advantage.

Sicdic: 

Wow that is actually mind blowing yet totally understandable.

Well, the priority player, the disadvantaged player having glitch cancels is just a crazy coincidence?


SICDIC'S 2nd VIDEO: MK Trilogy Ninjas exhibition (released on 11/20/2000)


Tragic promoting Sicdic's 2nd video on his website


NinjaGrinder: 

Do you remember the first glitch cancel you discovered? you did those with Ermac, the one with Subzero, plus that insane jump kick, LP xxground freeze.

Not to mention that sick cross up kick with Kitana into fan suction. Damn that was nasty!

Sicdic:

Man, I wish I knew, damn. I honestly have no idea but it’s something I know I’ve tried probably my whole life in every game I’ve played. It was just something I would always try for fun in any game and sometimes it worked.


NinjaGrinder: 

This is from Shock, posted more than 10 years ago, describing the events that took place 20 years ago! (click on the external link to read)

Anniversary post written by Shock on TYM

Sicdic: 

I saw Shock's post and viewed a few of those videos on that page. They listen to really heavy metal, captures the vibe of that gory game nicely. That was cool he gave a shout out. I'm flattered.


NinjaGrinder: 

I remember when we were talking about 6th teleport, you mentioned that it carried over to more moves/characters. Were you fully aware then, about all the moves that had a hit limit? like Sub´s freeze, Reptile's forceball, Kitana's fan lift, Ermac's slam.

Sicdic:

Yes, I was aware all characters had moves disabled after a certain amount of juggles.


NinjaGrinder: 

So, you decided to break them all, nice! Trust me, nobody had any idea about it back then. When it was actually explained, it had to be done based on the game code itself. Crazy

Did you share those findings with anyone at the time?

Sicdic:

No, I never really was a forum poster or big on IRC etc. I just like to break games for myself to be honest. Literally I just like doing cool stuff in gaming, to this day.


NinjaGrinder: 

That's awesome, man. Were all the combos coming from your own experience/experimentation on arcade/console or did you get pointers, tips or even combo suggestion from other people?

Sicdic: 

Back then it was mostly just trying to see what I could fit in combos. Like imagine doing jump kick, teleport, spear, uppercut with scorpion. I would try to fit a run + jab and build from there, and substitute for more damaging moves or even flashier moves at the expense of damage sometimes, never been a frame data type of guy, I just go by feel.


NinjaGrinder: 

And speaking of the combos... Any particular one you remember being harder to pull off?

Sicdic:

Not really that I can remember that made me struggle. it’s weird I´m sure some were tougher than others but I never felt frustrated enough to remember them because I really was into it and embraced the challenge. Never desk slammed etc., just continued to press myself onward. I do remember setting up some Cyrax’s combos were kind of tricky with the bombs but I never got that great at it to be honest.


NinjaGrinder: 

Impressive, man. Touching a little bit more on that, how did you make sure they were absolutely unblockable? most of them are pretty obvious, while some others are not. Did you have any concerns like "I have to make sure these are real combos"?

Sicdic:  

Yes, I didn´t want fake combos that was for sure. Had Joey blocking or I would have the other controller on ground and used foot to hold block button etc.


NinjaGrinder: 

jajaja that's what I had to do, man!

I used to put the 2nd controller between my legs and hold it tight with the inner part of my knees so I could press block, or if I needed the opponent to jump, I'd use my big toe.

Sicdic:

We are brothers from another mother.


NinjaGrinder: 

Do you recall if you had any leftovers? combos that you felt didn´t belong or maybe you had intention to save for later (a fourth video?).

Sicdic:

Maybe there are some random combos but not many. I did a few Tekken combos for Zaibatsu or however you spell it but just a few. Did some KI1 videos too but I don’t think they all got posted online. Was more a fun hobby to me instead of fame seeking.


NinjaGrinder: 

Yeah, I never got to see a KI video from you, man. Speaking of fun, do you remember which video of all 3 was the most fun you had with creating?

Sicdic:  

Jago for KI1 was probably most fun for me, but I liked the MK juggle system better. Definitely had fun with Ermac, he was really fun to mess around.


NinjaGrinder: 

I want to touch on Reptile´s dash juggle and Kung Lao's dive kick cancel. Did you envision infinite/100% damage potential and just had to leave the combos like that, or did you think back then you had reached the limit?

Sicdic:

I knew Kung Lao was infinite, saw someone do it in the arcade before. I didn’t know about Repitle though, pretty sure.


NinjaGrinder: 

That hop kick into forceball after roundhouse into slow ball was the shit. You had those ultra-deep kicks nailed on your videos, man.

Sicdic:

Yes, deep roundhouses felt so fucking good LOL. I had to master them with Ermac and if I recall correctly, Scorpion could utilize them too but those kicks were chef's kiss.


NinjaGrinder: 

Yes! speaking of RH that midscreen RH into air throw with Cyrax still looks SICK. Such great ideas, man. Close to the corner, piece of cake. But midscreen? Crazy.

Sicdic:  

I tried to make it a point to avoid corners when possible and avoid huge characters like Jax or whoever was easier to juggle. My combos had a viewer with a trained eye in mind, not noob.


NinjaGrinder: 

Small jumps into autocombos are really hard to do in arcade. like insta jumping attacks Did you see those in arcade as well before trying them for the video?

Sicdic:

Jump up + insta kick?

Yeah, that was something I’d done in arcades for a while. I think that was something I was just trying and saw it work.  it might have been accidental.


SICDIC'S MK Trilogy ACT 3 (released on 12/24/2001)


Sicdic was already a respected and well-known member of the MK and combomaking community back in 2001


NinjaGrinder:  

Did you enjoy the feedback received? Were people for the most part, getting what you were doing? or maybe you just helped Tragic with the videos and didn't pay attention at to what people were saying back then? I'm curious.

Sicdic:

Yeah, I wasn’t basking in glory I just did it for fun. Sometimes people said something to me online or at EVO and that felt great but wasn’t my real pursuit.


NinjaGrinder: 

I know you never did it for fame or glory or whatever, but I'm serious, you were truly an inspiration for a lot of people who keep doing it in some form or another, to this day.

Sicdic:

That’s a nice thought.


NinjaGrinder: 

I still thank my friend, who told me about the website and the videos. The game would be dead and forgotten, long time ago here, if it weren´t for Gamecombos and your videos. And of course NKI's

Sicdic:  

That’s actually really cool you guys still jam to old MK.


NinjaGrinder: 

Man, you've been so generous with your time, can't believe it's been over a year since we started talking about this.

Sicdic

Happy to chat with you it´s great knowing you. You are a driver of community.  You are to be respected.


Tuesday, March 31, 2026

Mortal Kombat CMV origins: An interview with NKI

                                              


The year was 2002.

i was still playing arcade umk3, almost on a daily basis, but the landscape was stagnant, uninteresting, we just played vs cpu opponents and sometimes, someone from a different arcade showed up, so there was nothing resembling a community or a scene.

we were breaking new ground in combo ideas and concepts. but that was it, nobody to witness or comment on it, outside of our little group, consisting of 5-6 players.


Then I knew gamecombos.com


A whole new world opened up before my eyes. An entire website, with staff running it, where I could find discussion forums dedicated to combo theory, match up and strategy talk and much more. Really technical stuff. No more casual articles and news, move lists and silly rumors. This was the real deal!





















I was instantly hooked. Started sharing combos and ideas, talking to strangers thousands of miles away from Colombia, reading about stuff I was not aware it was possible to do, but at the same time, thinking to myself:
"we might be onto something here, our combos are REALLY groundbreaking!"

But then something else happened. Something I was not expecting to see in a hundred years. The website had some other sections and as I started browsing, I stumbled upon some links that allowed me to download an actual video file with combos on it, as well as music on top of them to make it even more attractive and, to put it bluntly, fucking awesome.

A video with combos? and music? a combo video?


The above video, is one of the first CMVs ever released, related to Mortal Kombat. Keep in mind there was no YouTube back then, this is way before almost anything most FGC people have seen. Even before EVO Moment #37!

Lucky for me, the creator of such awesomeness was a Midway forum moderator at Gamecombos.com, so I started to interact with the guy, asking some questions and posting my own ideas, as I continued to get used to this whole new universe of knowledge and tech stuff. The rest is a story for another time. Today I want to share an exclusive interview with the one and only, NKI. I picked his brain in 2023; we had a long conversation through Messenger that lasted months (I know!) and this is what he had to share:

NKI: Feel free to ask anything. Some of those videos are over 20 years old, but I'll try my best to remember the details.

NinjaGrinder: Well, one of my first questions is precisely when they were done. I know they were recovered or re-released like in 2001-2002. They were posted on Gamecombos and that's where I knew them from. Some people used to say "I thought these had been lost in time" and stuff like that.

So, when did you record them originally? Especially the ones dedicated to MK (volume 1)

NKI: Volume I was originally released in January of 2000, only on VHS tape, because I didn't know how to create digital videos at that time. The footage was mostly recorded in 1999, and perhaps a little bit in 1998 also. Between 2000 and 2001, I released Volumes II through VI on Gamecombos.com, then ran out of material for a while. So, in 2002 I digitized the VHS footage from Volume I and also uploaded that to Gamecombos.

NinjaGrinder: Cool, thanks. I really wanted to know that.

Now, speaking of the VHS tapes. When you say they were released only in that format, you mean you made several copies and distributed them to people who asked for them, and then you promoted some sort of "tape-trading" or how did it actually work?

NKI: Yeah, that's accurate. I mailed free copies of the VHS tape to a few different people around the United States, mostly just to my online friends who were into combo videos. I was also part of a small group of people on alt.games.sf2 who traded or sold VHS tapes of tournament footage and combo videos, so I added Volume I to the list of tapes I had for sale/trade. As you might expect, there wasn't much demand for this kind of stuff. In total, I think I only sent out maybe 10 copies of the VHS tape for Volume I, which is actually a good thing. Volume I had some decent stuff (the parts that I later digitized and released on Gamecombos.com), but overall, it was bad, especially the fighting game stuff, and especially compared to other combo video tapes circulating at that time, notably TZW and Skill Smith.

NinjaGrinder: Getting to mail 10 copies of your work is huge in my book. I can only wish I'd been a part of something like that. Just the trading side sounds awesome to me.

NKI: The VHS tape trading scene was fun, though some of the sellers were unreliable. I remember sometimes it took over a month to receive a tape. Sometimes the footage would be incomplete. Sometimes the video quality was so bad that you just had to guess the combo based on the sound effects. So, I am super grateful that we don't have to deal with that anymore.

NinjaGrinder: Oh, I hear you. It had to come with its challenges. How old were you in 2000? if you don’t mind me asking.

I was 19 and by 2001 I begun recording some stuff for SNES MKII, just for fun and to show to some friends who used to come to my house to play. I'd been playing MK since 93 and reading Gamepro was what made me think I had to pull off the hardest or coolest combos, so I was always trying out stuff whether at home or in the streets (arcades).

I know you are primarily a SF player, so what was your first brush with MK? How was it?

NKI: Nice. That sounds similar to my situation, too. I was 17 at the time. I don't specifically recall when I first played MK, but I think it would've been MK1 on the SNES. I remember being disappointed that it didn't have the blood and gore of the arcade and Genesis versions, but even so, I still loved the game. What really got me hooked was finding combos and glitches. It was like a never-ending treasure hunt, and it kept me coming back for more. It's kind of funny that MK is a competitive fighting game, yet I never played it competitively. Even from the start, I always preferred to play solo, just finding combos and glitches. MK1 was cool and all, but MK2 blew me away. The graphics, the sound effects, the voice acting, the announcer, the secrets, and just the overall aesthetics of the game were so good. That was also the first MK that I played in the arcades, and obviously the arcade version is much better than the SNES quality that I was used to.


NinjaGrinder: Oh yes, we were all blown away by MKII. It was insane. That's when I found out about Gamepro (they released an official, translated version for Latin America in ‘94).

I know some of us see MK as a competitive game, but it wasn't as deep as SF, most people I knew saw MK as a gimmicky game with no substance.

So, going back to the videos, now that I know how you got into MK... What I'd like to know is, when you started recording your combos and glitches, did you own the consoles/games? Or did you borrow them from someone? I ask because we're talking about SNES MK1, MKII, UMK3 (SNES and Saturn) and MKT (btw, are your videos based on N64 or PSX version?)

NKI: I saved up one dollar at a time and eventually bought copies of MK1 and MK2 on SNES. My mom hated those games so much that she offered to pay me to get rid of them. Of course, I declined that offer. UMK3 on Saturn was a pirated copy that a friend gave to me. Shame on me for not purchasing a copy. MKT was the N64 version, which I had borrowed from a friend. If I remember correctly, he wasn't really into the game, and he said I could borrow it for as long as I wanted. A week turned into a month, which turned into a year, which turned into several years, and then after we moved to separate cities, I realized that I never gave it back to him. Whoops!

NinjaGrinder: That's really interesting. It shows you really liked MK.

Combos were there since forever I think, but when it came to bugs and glitches, I remember trying out stuff because of a magazine that used to run in Latin America, called Club Nintendo.

Did you discover glitches and weird stuff by accident at first, or did you learn about them in mags too?

NKI: The gaming magazines here in the US didn't contain much info on bugs (not that I recall, anyway), so in the beginning I mostly learned through friends. I vividly remember the first time someone showed me a bug in a video game. It was the minus world bug in Super Mario Bros for the NES. It was such a startling revelation, being able to "break the rules" of a video game, and I was so thrilled by it that I actively started looking for bugs in every game I played. So of course, the MK series was loads of fun, because there were so many bugs to be discovered.

NinjaGrinder: What a great answer, it sounds like you were really into it. Now that I remember, maybe the first time I saw something weird in a game, was the double decapitation with Cage in MKI.

So, now that you had the games at your house, you knew the arcade and also knew about the existence of bugs, let's go to the videos once again.

Did you discover the SNES bugs early on and decided to tape them with the intention of showing them up to friends, or did you start playing and as you record some sessions the bugs started to come up?

NKI: A lot of the SNES bugs were discovered early on, but for a long time I simply kept a mental catalog of all the bugs, with no intention of recording anything. It wasn't until years later, probably around 1997 or 1998, when I saw my first combo & glitch video (TZW's Video Volume 7), and that inspired me to create one of my own. Shortly after that, I started recording stuff with the intention of making a full-length video like TZW. Crazy to think about it now, but back then, combo and glitch videos were often more than an hour long. That was largely due to bad editing, with lots of dead time between combos, where characters are just standing still, doing nothing. I was certainly guilty of that too.

NinjaGrinder: So, in a way, you started out the same way I did. I hadn't thought about recording anything, until I saw your videos and of course Sicdic’s. The impact those videos made on me was different, since until that point, I had always neglected Trilogy, even calling it "not a real Mortal Kombat game" 😆

What did you know about MK's competitive scene back in 98-99? Did you hear about tournaments, or players? I remember you were the first person I saw talking about Chicago players. Of course, I was new to forums, the thought of overseas players and other FG scenes hadn't crossed my mind until then (2001)

NKI: Hah! I totally understand why you would consider Mortal Kombat Trilogy "not a real Mortal Kombat game". It feels like a half-baked mess that was slopped together and rushed to the shelves just to make money. But that's actually part of the reason why I loved the game. There are so many bugs, and they're so easy to find. I never really got into the competitive scene for MK, but did play UMK3 against some of the Chicago players at Midwest Championships 2000, and probably again the next few years after that too. They were rumored to be the best players at the time, and several of them were the actual game testers. I didn't have much to compare them to, but they were certainly a lot better than me. I don't think I won a single game. As you probably know, Midway Games was based in Chicago, and I remember hearing that Chicago arcades got all the new MK games way before anywhere else, since apparently the new MK games were publicly play tested there. That also probably helped strengthen the Chicago scene.




NinjaGrinder: You're right, it was just a cash grab project, they tried to implement stuff they couldn't in UMK3. But in the end, it's a glitch paradise. Not to mention those insane combos only possible in that version.

I knew Midway's HQs were in Chicago and I read they used to test their games in local arcades first. But I didn't put 2 and 2 together until I actually began reading about it in the forums. It makes sense that it had an impact on their scene and level.

Do you remember any names from the Chicago players you faced at MWC the first time? Did it make you want to go deeper into the game, or did you just stick with Capcom games?

NKI: I'm not sure if I ever knew the names of those Chicago players, other than one guy named Lex. I'm not even sure if that was his real name or his screen name. After playing against the Chicago guys and playing against some local people in my hometown, I realized that playing MK competitively didn't really interest me, so I stuck to Capcom games for competition. From my perspective, the MK series essentially became a 1-player puzzle game where the goal is just to find bugs and combos.

NinjaGrinder: That's a really interesting perspective. As for Lex, we still talk and play from time to time on Fightcade.

What was your approach or thought process when trying out or discovering combos? Did you learn them from other people or was it you, just freestyling?

NKI: Ah, good to hear Lex is still around. It always makes me happy to hear about old-school players who never lost their passion for the game, even if that means just playing casually online once in a while. My approach for discovering combos in MK started with first just learning the basics from gaming magazines or from friends at the arcade. Once I could do the basic combos consistently, I spent many hours in training mode testing out everything I could think of, in a somewhat systematic way, going through each move one by one, and testing out the different properties or potential follow-ups. I tried to find big damage combos of course, but also short and interesting combos, or ones that just looked cool or had some element of surprise.

NinjaGrinder: And when you were recording combos or glitches, did you get any help from a friend or someone, using the second controller for the opponent's movement? For example, if they had to jump in order for the combo to start (like in Cyrax air throw)

NKI: My brother helped with a few things here and there, but he didn't play fighting games, so I ended up recording most of that stuff by myself, controlling both characters at the same time. It took some practice, but it's doable. Funny timing on your question too, because just a few minutes ago I finished doing something similar, recording myself controlling both players in MvC2 for an upcoming video.

NinjaGrinder: Did volume I get released (digitally) before Sicdic's first MKT video?

NKI: My MKT stuff was digitally released around April of 2002. I can't recall exactly when Sicdic's MKT videos came out, but I think his were some of the first videos released on Gamecombos.com, so they were probably before mine.

NinjaGrinder: It's awesome to know you have an upcoming video, man. It's truly remarkable to see new stuff is found. Just last week ded from Bulgaria released some interesting UMK3 combos that were new to me at least.

And I hear you about having to control both players at the same time, it was the only way to pull it off back then. Kudos!

As for Sicdic videos, they were released in 2001, so you definitely answered my question, thanks.

Do you remember seeing them and noticing a difference in combo concepts back then?

Don't get me wrong, your stuff was awesome and inspiring to me. It kind of led the way, so to speak. But his combo ideas were just too ahead of its time. I remember asking about a specific Sub-Zero combo and you were honest and told me you had no idea how he'd done it.

NKI: Yeah, ded's latest UMK3 video surprised me, too. Excellent stuff, as always. Sicdic was ahead of his time for sure. When his videos were released, they opened my eyes to new possibilities, and also left me wondering how the hell he did some of that stuff. At that time, I was pretty much just focusing on Capcom games, but his videos renewed my appreciation for MK combos.


NinjaGrinder: That's nice. Did you ever talk or IM to him? What did you know about him? I know he was primarily a Capcom player as well and used to hang out with OGs like Watson, Valle. And I remember Mr. Wizard was involved to some extent with the production of his videos.

I've always wondered where he got his combo concepts from. He was linking moves nobody had thought of before and even showings stuff what was properly explained only a few years later.

NKI: Yeah, he was an OG that hung with the LA guys. I don't know much about him. Just that he was good at obscure games like MK and KI. I did meet him one time at Evo. The only thing that I clearly remember is that he was insanely good at air hockey. Like he played it professionally or something. He asked if I wanted to play an air hockey money match, and I said no thanks because I don't really know how to play. He then said something like "OK, let's play for my car. If you lose, you don't have to give me anything. If I lose, I'll give you my car." I thought he was joking, but he was totally serious. So, we played, and he smoked me in the most embarrassing ways possible. I didn't even come close to scoring a point. So, he kept his car.

NinjaGrinder: Damn that's a funny and cool story, thanks!

So, back to your stuff. Maybe it's a stupid question but I got to ask: are there any MK leftovers sitting around in a tape or digital file?

NKI: I don't have anything laying around. All the stuff that I recorded was all published back in the day.

NinjaGrinder: I had a feeling there wasn't anything left but like I said, I had to ask. So, what happened after all the material you had recorded was released? Did you still feel like going back and trying to find something new?

NKI: After I released all my MK material, I pretty much just focused on Capcom games. It feels strange to say, but I never had much desire to go back and try anything new in the MK games. Perhaps I had simply run out of ideas, whereas the Capcom games still offered lots of unexplored potential. That being said, I still enjoy watching the new stuff that's been released by various people over the years. Just goes to show that there was indeed a lot more to explore.

NinjaGrinder: Makes sense. And did you realize back then that your material had inspired people like me or Shock to release our own stuff?

NKI: I don't think I realized it until much later. You might have been the first to mention anything like that to me, and it was such an honor because up until then I had never thought of my material as inspirational. I thought of it purely as entertainment, and I assumed that at best, people probably just watched it once and then went on with their lives.

NinjaGrinder: Well, there's always someone who does it first. You and Sicdic made a lot of people aware of what was possible in UMK3/MKT. Most players had no idea the game had so much to offer and for them, it was entertaining indeed. But for a lot more people (like me) it sparked the desire to show what we could come up with. Some ideas were already established; some combos had been discovered and tested out in arcades and console. But you guys inspired me to keep digging. I just wanted to put Colombia (and South America to an extent) on the map. Then, the idea started to evolve into "let's make people play, instead of just watching combos" and I decided to run my first tournament. That was in 2004. And the last one I've done was in 2024! Editor's note: Last tournament in Colombia took place in November 2025

Maybe you weren't that much into MK at the time, or you might have not realized it. But make no mistake, you guys are indirectly responsible for the birth and evolution of the MK Scene in not just the US, but in many more places. I want to thank you for your time, your candid responses and for putting up with me on this one.

NKI: Wow, I'm truly honored. Thanks for all the kind words. You definitely put Colombia and South America on the map, and that's awesome to hear that you ran tournaments for so many years.



So, there you have it. I know CMVs are a lost artform and a lot of people don't know or care about its humble beginnings, but I'd been meaning to do this for a while. At first, it was just something to satisfy my own curiosity but then it quickly turned into something I deemed really interesting and worth posting it for everyone to see.

And yes, this is just the beginning. Next interview will feature none other than Sicdic himself!

Mortal Kombat CMV origins: An interview with Sicdic

If the image above brought back some good memories, you've come to the right place.   Welcome to the second entry in this series of inte...